Tower Defense thread. - Page 2

Tower Defense thread.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

As fox said, I've got the scripts working! They are not quite right yet though, Ill finish them tomorrow. For now, some screens. This is on smoths map.

Image
Storm troopers? Where?

Image
110 creeps here, this ones going to be hard to kill :P
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

This rapes WC3 TD hard. In the ass.

Btw, can this be multiplayer collaborative?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

no reason it cant
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

This first one right now is just one player. However, we are talking about a neat way of making it multiplayer.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

Machine guns
User avatar
GravitySpec
Posts: 17
Joined: 09 Aug 2007, 22:57

Post by GravitySpec »

This looks like it will be teh hawt secks... ;)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
textured missile turrets
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Post by Pendrokar »

smoth wrote:Image
textured missile turrets
Nice, but why are they outlined?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

The short answer is because I wanted to, the slightly longer one is that it makes the background less distracting.

*edit*
The distortion is only temporary. I will fix it before i import them.
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Post by Pendrokar »

Maybe it should stay realistic and cartoony!!!
EDIT: Well realistic in physics way.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

bear in mind all of that flat grey is going to have reflective on it(outside of the grey that is supposed to be the painted parts.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
from gnomre :)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
flamethrower turrets done
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Jeeze smoth, i was going to offer to do some models for this but i think you'll have them all done before i even get to it.

You are a machine.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Saktoth wrote:Jeeze smoth, i was going to offer to do some models for this but i think you'll have them all done before i even get to it.

You are a machine.
Quoted for truth. Smoth is a gun.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Maelstrom wrote:
Saktoth wrote:Jeeze smoth, i was going to offer to do some models for this but i think you'll have them all done before i even get to it.

You are a machine.
Quoted for truth. Smoth is a gun.
Double quoted for truth X___X
Adalore
Posts: 48
Joined: 26 Jul 2006, 23:24

Post by Adalore »

Oh this is gonna be big time Fun!

All though we need to think about how more then one play games will work.
As I know form experance playing Defence maps on milti player maps, You gotta have your own creep spawner for you only other wise it's not really fun.

So I guess this is might be how it gets set up for 3 players.


C=Creepspawner +=Path P=player

______ Lifepoints
_________=
_________=
_________=
C==P====P====P==C
_________=
_________=
_________C

With a set up like this we can have the more experanced player kill the leaks. :D
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Snipawolf wrote:
Maelstrom wrote:
Saktoth wrote:Jeeze smoth, i was going to offer to do some models for this but i think you'll have them all done before i even get to it.

You are a machine.
Quoted for truth. Smoth is a gun.
Double quoted for truth X___X
:shock:

QFT +1
User avatar
TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

Post by TheBigPK »

This looks flippin amazing, I'm totally down for play testing as my crap connection allows =/.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

http://spring.unknown-files.net/file/34 ... _LuaRules/

Theres the spawner and waypoint manager scripts. I was using SWS units with it, which i unfortunately cant release with the LuaRules here :( but if your interested in testing it out:

1) unzip this folder to a mods base folder ( Spring/mods/taourdfinz.sdd/ )
2) Open taourdfinz.sdd/LuaRules/Configs/levels.lua in notepad
3) Change all the SWS unit names to units from the mod your testing with.
4) Run the game on smoths TD map, linked earlier in the thread.
5) ???
6) Profit!
Locked

Return to “Game Development”