Tower Defence
urhungry
Member Posts: 112
Hey I'm making a tower defence game and I need some help. Okay so how do u make the towers spawn where the mouse clicks? Also how do I make the enemys only walk down a certain purple path? And how do I make the towers or pineapples in my game trak and auto fire at the enemies? Also how do I do a money system so that building towers costs money and u gain money from destroying enemies? Thx a ton
urhungry
urhungry
Comments
http://gamesalad.com/game/play/8508
All I did was create 4 actors called
Left
Right
Up
Down
Then in your actor: When actor collides with Left change velocity to (blah blah)
Then just place them appropriately in your scene & make sure to turn Visible to off.
-JGary
Where do you mind my asking, did you get your graphics from? They're really nice!
The resources I am using are from RPGMaker VX. The UI I made myself. It's simple, but gets the job done.
http://www.tkool.jp/products/rpgvx/eng/faq.html#faq05
The FAQs at the bottom DO say you can release commercial games. We'll just see if I get any lawyer calls. I'll let ya know =p
I actually use RPGMaker VX to create my maps. It is a great tile based program. So the Battle Map & soon to be World Map take seconds to create.
http://darwine.sourceforge.net/download.php
using this program u can use any application windows can.
urhungry
"All that I need is for the towers to fire. How do I do this?"
Is there any answer for that? I don't want a walk-through, I just want to know can it be done?
- lots of game level attributes to hold enemy info such as position X/Y, etc. (since currently colliding actors cannot inspect each other's info unless shared inconveniently through game level attributes)!!!
- long actor rule/behavior sets
- multiple actors/sprites per tower (one for base, one for turret, possibly an oversized invisible one for collision)
- use of the "accelerate towards" behavior for the projectiles (i.e. bullets/missiles/lasers)
- possible use of the "magnitude()" function to determine when to start/stop firing (if the oversized invisible tower collision actor method doesn't pan out)
- invisible tower build pads/sites along the enemy travel path whose behavior you change when a tower is placed on it
- invisible walls along the enemy travel path to force the enemy to move along the path properly
The main thing you would want to think through on this type of game before attempting in the current GS incarnation is:
- portable/reusable rules/behaviors for moving the enemy
- portable/reusable rules/behaviors for determining how missiles target their intended target
- the 'rolling' re-use of the various game level attributes (since attributes arrays, or even better, associative arrays are not available yet not to mention the aforementioned actor-to-actor attribute inspection during collision)
Just my thoughts on it. I've seen one GS game implement this style of game play so it is doable - just alot there to consider.
Everybody is talking about towers and their range etc. like they are already there. I mean, none of the stages will start with towers on them. The user is going to buy them and place them wherever or however they want. Is this possible with GS?