Tower Defense thread. - Page 10

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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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Looking good, now you just need the tooltips playerinfo and the clock removed.

Also, is there a flashy sfx for when the units are spawned? If so can we see it please?
Adalore
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Post by Adalore »

Look's like your about to Leak on your screenshot, Look'n forward to more progress.
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smoth
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Post by smoth »

Adalore wrote:Look's like your about to Leak on your screenshot
?
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

No more trollifying thread plx. On threat of bannination.
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BlackLiger
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Post by BlackLiger »

Can we have a varient on the sniper turret? Really long range, line of sight, really slow to refire, can only kill 1 creep at a time. But it's, say, long enough range to hit a creep from half way across the map. That way, it's useful to boost frontline defences from further back without relying on delayed hittime shells and missiles? :)
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Dragon45
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Post by Dragon45 »

Flamebait on someone else's forum -Moderation
Adalore
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Post by Adalore »

On what grounds Dragon? On that you won't give it a chance?
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smoth
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Post by smoth »

BlackLiger wrote:Can we have a varient on the sniper turret? Really long range, line of sight, really slow to refire, can only kill 1 creep at a time. But it's, say, long enough range to hit a creep from half way across the map. That way, it's useful to boost frontline defences from further back without relying on delayed hittime shells and missiles? :)
Image
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

an air cannon would be pro; no damage, just a powerful shot of impulse
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smoth
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Post by smoth »

no, impulse causes damage on push impact not something I want to fuck with.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

flying creeps ftw
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BlackLiger
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Post by BlackLiger »

Damnit smoth, teach me to model! PLEASE!

Also, mmmm. Smoth, if you want someone to do a closed beta that isn't 1 of you guys, I'm willing to do so. I so rarely get the opportunity to play spring anymore thanks to my net connection, so an offline mod like this will rock ^_^
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Dragon45
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Post by Dragon45 »

*spam*
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ILMTitan
Spring Developer
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Post by ILMTitan »

smoth wrote:no, impulse causes damage on push impact not something I want to fuck with.
Check out the MinCollisionSpeed tag.
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smoth
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Post by smoth »

it will cause other issues ILM. that was the first I felt like listing.
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smoth
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Post by smoth »

Image
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KDR_11k
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Post by KDR_11k »

I hope the warnings about OT and trolling don't refer to the turret suggestions...
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smoth
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Post by smoth »

I hope not, not matter how silly they may be I will still read them HOWEVER, the thing is now feature locked as far as turrets go. I am not making any more then I already have planned. BTW, ice and heat are getting scrapped, flame and lightning do a good job of burnanate and slow.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

smoth wrote:Image
You know, those flamers (and all the inaccurate, direct-fire weapons) would probably perform a lot better if the tower area were level (Or, closer to) with the path itself. Even moreso if the flamers are no-explode.
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smoth
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Post by smoth »

Ok, I will add no explode sak.
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