Tower Defense thread. - Page 5

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.

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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

This is very cool. Sucks that you can't do mazing though as I like that best.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

that youtube video dls at 4kbps. Itd take hours to watch the first minute
Satirik
Lobby Developer
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Joined: 16 Mar 2007, 18:27

Post by Satirik »

the icons are ugly

edit : the missiles don't fit their tubes (if you understand what i say :))
Last edited by Satirik on 12 Aug 2007, 19:30, edited 2 times in total.
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BlackLiger
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Post by BlackLiger »

AF wrote:that youtube video dls at 4kbps. Itd take hours to watch the first minute
Really? Took me ... oh.... 30 seconds.

Not a bad movie either, although the music was rubbish.
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smoth
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Post by smoth »

Satirik wrote:the icons are ugly

edit : the missiles don't fit their tubes (if you understand what i say :))
A L P H A
typically includes temporary material and multiple product-breaking issues.
*I should probably add this, we are working on an alpha going "OH THAT LOOKS LIEK CRAP" is not useful and not why we are showing you shots. The shots are so you guys can see progress and let us know(PLEASE) What you like in the progress. Alpha is a stage where there may or may not be placeholders, shitty build pictures? yeah that is probably a place holder, use some common sense. Well texture models, odds are they are going to stay.


On the issue of *ZOMYGOSH SUKS THAT YOU DON'T HAVE MAZE"
Here are a few answers pick your favorite which I feel should be #1
1. Maze can be done but we are doing traditional first
2. Unit pushing can push units INTO towers making them stuck
3. maze is shallow as all you need is two openings to open/close and you can hold the swarms just fine.

Can I haev alpha?
No, mainly because we will hear a lot of bugs that we already fixed. We are working at blazing speeds right now and making huge progress. Odds are any alpha bugs are fixed already and you really want the alpha to play it. It isn't done, a beta is playable, an alpha is setting up groundwork. To give out an alpha would be to show you a shitty version that is at best a crude example of the final product. We have ample done as an example of progress(keep in mind this is less then a handfull of days time).

Scripted and textured units:
12 turrets.
5 creeps.

texture but not scripted:
3 creeps(will be fixed within the next two hours(LARGE OVERESTIMATE))

Lua Scripting
moving along fine, we have upgrade, build anywhere, pathing, gold system independent of spring metal an energy, wave announcements, progress, timer bar and count. Several other things are being worked on.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

smoth wrote:3. maze is shallow as all you need is two openings to open/close and you can hold the swarms just fine.
in wc3 td it's scripted as " if (can't reach destination) then (attack towers)". should work in spring too afaik.

not to complain, i'll be very happy with a non-mazing td too. :D

i have to concede smoth is pretty cool when he's not busy going batshit insane.
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smoth
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Post by smoth »

references for satirik:

Image

Top row
lightening, Rocket, machinegun

second row
Fire, laser, cannon

third row
anti air
Adalore
Posts: 48
Joined: 26 Jul 2006, 23:24

Post by Adalore »

Can I have the Beta then? I want to distroy the swarms of beasts.

Edit!

Bwahahhaha I rule the seventh page! BWHEAHEAHEHAHA, now spawn in 7's my Creep's and Overwelm their weak defences! Dang I see so many red lines under alot of my words.
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url_00
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Joined: 15 Apr 2007, 22:44

Post by url_00 »

I RULE THIS PAGE!!!
DON'T TAKE THAT AWAY FROM ME!
:evil: :evil: :evil: :evil: :evil: :evil:
:evil: :evil: :evil: :evil: :evil: :evil:
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smoth
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Post by smoth »

Image

Image

OH LAWD, now no one will see your post 'cause there are screenshots :P
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hunterw
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Post by hunterw »

so do we get to micro the missile silos? cause thats how they are gona do the most dmg
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url_00
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Joined: 15 Apr 2007, 22:44

Post by url_00 »

smoth wrote:Image

Image

OH LAWD, now no one will see your post 'cause there are screenshots :P
Nice buttons! :P
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Neddie
Community Lead
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Post by Neddie »

I like that, but you may need to push the counters up visually, right now they overlap with units selected.
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Snipawolf
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Post by Snipawolf »

Make it to where if two electricity towers are next to each other, they give each other a 25% damage boost :P

(With cool sfx, too)
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Mars
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Joined: 12 Dec 2004, 14:28

Post by Mars »

And make all towers uppgradeable. :shock:
pintle
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Post by pintle »

how is fps mode going to feature?

this is looking awesome btw :)
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GravitySpec
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Joined: 09 Aug 2007, 22:57

Post by GravitySpec »

Those pictures are great! Nice upgrade to the map texture and buttons. It's really starting to come together. 8)
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smoth
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Post by smoth »

neddiedrow wrote:I like that, but you may need to push the counters up visually, right now they overlap with units selected.
Wow, you really need to start reading things. Go back to page six and read the reminder about ALPHA. You of all people should know that the suggestion isn't needed. Seriously neddie read my post.
pintle wrote:how is fps mode going to feature?
It isn't. you do not have time for that.
Mars wrote:And make all towers uppgradeable. :shock:
the red machine gun is a level 3 and the green tower is a level 2... as in I had to upgrade them.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

You can use LuaRules to block FPS mode with the following call-in:
AllowDirectUnitControl(unitID, unitDefID, unitTeam, playerID)

Note that this allows you be selective as to which units can use FPS
mode, and even which team / player can use it (FPS upgrades? ;-))
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Ohh this is interesting I want to understand how to use LUA someday. Some good examples and stuff is really needed to learn from. This is just the stuff, custom game mechanics...


I hope the code is readable, but god I hate the textiness of LUA....


Code: Select all

local function HideCmdDescs(unitID)
  local cds = Spring.GetUnitCmdDescs(unitID)
  if (cds) then
    for i = 1, cds.n do
      if ((cds[i].id >= 0) and (cds[i].id ~= CMD_DEPLOY_READY)) then
        Spring.EditUnitCmdDesc(unitID, i, { hidden = true })
      end
    end 
  end    
end
wish it was brackets... /end random rant
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