Sqdef, My Tower-defense Game


yeah the creatures are nicely animated. for example that one which looks like a square with little satelite squarea rotating across it's surface... not sure which wave these are but they are cool.

Are you adding some features like a slow-down effect to the ice turrets? that would be very cool to have especially for those nasty round creatures. Or maybe some creatures could be resistant against certain types of tower so you can only kill them effectively with one of the first two instead of ice and fire.
 
xnopasaranx said:
Are you adding some features like a slow-down effect to the ice turrets? that would be very cool to have especially for those nasty round creatures. Or maybe some creatures could be resistant against certain types of tower so you can only kill them effectively with one of the first two instead of ice and fire.
My buddy (who is a real talented Tower-Defense Maniac but without GP2X, he uses Exel Sheets to calculate the ideal Tower configurations in such games for example) even suggest added textures for the creatures like dirt from the Earth Tower or glowing Creatures after hited by laser or burning creatures from the fire Turret or water puddles from the Water Turrets... :lol:
I had to explain him, that the GP2X is not a PC and such Effectc eat time, coding- and CPU Power.

But the Idea of slowing down creature could be very useful. Bosses and this mean round creatures are quite hard yet. Maybe when creatures are hitted by "dirt" from the earth Tower, they slow down, makes more sense than slowing while hitted by water in my opinion.

Of course this all is future-music and not needed yet. We don't want Alex. is coding himself to death :ph34r:
 
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I've got upgrades working (almost). Only turrets will be upgradeable, as towers come strong by default, and can be strengthened by researching special abilities and using damage booster buildings.

SqDef-pic1-496.png


I also added a Panic Button, which you can use to buy 2 extra lives.
 
Alex. said:
I've got upgrades working (almost). Only turrets will be upgradeable, as towers come strong by default, and can be strengthened by researching special abilities and using damage booster buildings.

SqDef-pic1-496.png


I also added a Panic Button, which you can use to buy 2 extra lives.
Alex once upon a time i liked you, but now i have to say i dont :angry:

You come here, showing off your awesome little game, with funky GFX, regular progress updates and i gotta say teasing like this just isnt on, you're down right bloody evil :p Just when i settle into the fact its going to be another couple weeks for a release, you come along again posting pictures and some news getting me all hyped up when i was just settled down!

Great work mate, once again cant wait to see this released :)
 
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Alex. said:
I've got upgrades working (almost). Only turrets will be upgradeable, as towers come strong by default, and can be strengthened by researching special abilities and using damage booster buildings.

I also added a Panic Button, which you can use to buy 2 extra lives.
Very curious how gameplay will end up when the game is finished. Looks like you've got a clear image of the outcome. Hope you can keep yourself motivated to finish it the way you want it to be.

Keep up the good work!
 
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yeah dude, this is going to be a killer-app. I am sure there will be a crapload of people over on the psp scene who would die for a tower-defense game like that. Maybe you could consider porting it over after the compo?
 
I can't wait 'til this is released :D . You've been spending so much time and energy on it, I know its gonna be great. This is what I origionly bought my gp2x for: Unique Homebrew :) .

Like xnopasaranx said, it looks to be a killer app. Keep up the good work.
 
Alex. said:
I've got upgrades working (almost). Only turrets will be upgradeable, as towers come strong by default, and can be strengthened by researching special abilities and using damage booster buildings.

SqDef-pic1-496.png


I also added a Panic Button, which you can use to buy 2 extra lives.
Hey, again an Idea I had to: Updates only for Turrets and Strong Towers by Default :lol: (So we don't run into complete Update Chaos)
I hope you can manage all the stuff, the GBAX deadline is in a week ;)

How many update levels are planed per Tower? Not to much I hope, I always have the problem in these kind of games to decide to buy the next stronger Turret or updating my existing turrets - I hate decissions :lol:

Uh, suggestion: Super Idea to make the cursor faster, without making the cursor faster (XD):
Cursor can vanish at the screen sides and appear on the opposite sides, so we could reach every point on the map in no time. :)

Are 18 Waves the Maximum or will the ammount be adjustable? For example "Night City" Map is done easily, even without updated turrets, so this Map needs more waves to be a challenge in the future.
On the oppoisite side, I hope, now the "two Paths" Map will be easier with updates. Good to hear about a Panic Button function, could come in Handy at this map - If I have enough money, which I don't have there :lol:

P.S.: Why do the creatures on the Screenshot have white lifebars?
 
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Hey fusion

The deadline is in a week and 5 days actually, unfortunately my free time is getting smaller due to course work.

There'll be 5 upgrade levels. I already made the cursor move 50% faster, and buildings are automatically selected when the cursor is moved over them, so everything is much quicker than in Alpha 1.

Each map defines how many waves and what creature type is at each wave. That will all be customizable through the editor, I wonder if I'll get to code it by the deadline, we'll see.
 
Alex. said:
Hey fusion

The deadline is in a week and 5 days actually, unfortunately my free time is getting smaller due to course work.

There'll be 5 upgrade levels. I already made the cursor move 50% faster, and buildings are automatically selected when the cursor is moved over them, so everything is much quicker than in Alpha 1.

Each map defines how many waves and what creature type is at each wave. That will all be customizable through the editor, I wonder if I'll get to code it by the deadline, we'll see.
one suggestion with regards to the multiple path maps made thru the editor, I could see a problem with having many multiple paths for the creeps to choose from and having them 'backtrack' so to speak. would it be possible to make paths uni-directional? (possibly implemented by having an 'arrow' square at junctions). This might require a lot of work though...
 
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prairiefire said:
one suggestion with regards to the multiple path maps made thru the editor, I could see a problem with having many multiple paths for the creeps to choose from and having them 'backtrack' so to speak. would it be possible to make paths uni-directional? (possibly implemented by having an 'arrow' square at junctions). This might require a lot of work though...
I'm not sure I understand what you mean here. Do you mean that there should be a fixed number of paths creatures could take even though more possible paths exists?

Or do you mean that the creatures would never get to reach the end point, because they'll keep spinning on road bifurcations? Creatures never pass over the same tile more than once per moving cycle.
 
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Alex. said:
Hey fusion

The deadline is in a week and 5 days actually, unfortunately my free time is getting smaller due to course work.

There'll be 5 upgrade levels. I already made the cursor move 50% faster, and buildings are automatically selected when the cursor is moved over them, so everything is much quicker than in Alpha 1.

Each map defines how many waves and what creature type is at each wave. That will all be customizable through the editor, I wonder if I'll get to code it by the deadline, we'll see.
5 upgrade Levels, that's pretty much, I had calculated with 2 or 3. :) This with the full custom level specific Parameters sounds very interesting. So everything can be set to perfect fit for each Level like all this one Level Flash Tower Defense Games, very nice. ^^ But Sounds like a bunch of Work. Maybe it's not that important to put everything in the game before the Contest, I'm pretty sure you win just with the basic Demo :) After the GBAX you can tak all the Time you need to put the details in.
...But of course I wouldn't be unhappy if you to throw the alpha 2 out before deadline... ;)
 
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Alex. said:
prairiefire said:
one suggestion with regards to the multiple path maps made thru the editor, I could see a problem with having many multiple paths for the creeps to choose from and having them 'backtrack' so to speak. would it be possible to make paths uni-directional? (possibly implemented by having an 'arrow' square at junctions). This might require a lot of work though...
I'm not sure I understand what you mean here. Do you mean that there should be a fixed number of paths creatures could take even though more possible paths exists?

Or do you mean that the creatures would never get to reach the end point, because they'll keep spinning on road bifurcations? Creatures never pass over the same tile more than once per moving cycle.

yes... this was very confusing. sorry :)

What i meant is that when faced with multiple paths, the creeps could take this sort of path...

sqdef1-large.jpg


which makes the game easier and might not be intended... but if it was possible to specify that you can only go down the middle path in the direction that takes you closer to the exit, then it would be more challenging. Is this clearer? :)

cheers
 
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prairiefire said:
yes... this was very confusing. sorry :)

What i meant is that when faced with multiple paths, the creeps could take this sort of path...

sqdef1-large.jpg


which makes the game easier and might not be intended... but if it was possible to specify that you can only go down the middle path in the direction that takes you closer to the exit, then it would be more challenging. Is this clearer? :)

cheers
OMG :eek: The standard 2. Level is hard enough, your version seems to be insane. ^^
We really need more firepower soon. :lol:
 
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prairiefire said:
yes... this was very confusing. sorry :)

What i meant is that when faced with multiple paths, the creeps could take this sort of path...

sqdef1-large.jpg


which makes the game easier and might not be intended... but if it was possible to specify that you can only go down the middle path in the direction that takes you closer to the exit, then it would be more challenging. Is this clearer? :)

cheers
The tricky part would be deciding which of the possible paths is too long (and thus too easy) and dropping it out, but not dropping out a regular path. I don't want to make special tiles that direct creature movement, because that would make the to-be editor too complicated. I definitely don't have time to include this any time soon though. The idea is great and makes a lot of sense, and I hope to get to it in due time. For now, enjoy a 25% chance for an easier wave :p
 
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fusion_power said:
OMG :eek: The standard 2. Level is hard enough, your version seems to be insane. ^^
We really need more firepower soon. :lol:
hahaha... this was done in MS Paint (I was just thinking about what could happen)

Alex. said:
The tricky part would be deciding which of the possible paths is too long (and thus too easy) and dropping it out, but not dropping out a regular path. I don't want to make special tiles that direct creature movement, because that would make the to-be editor too complicated. I definitely don't have time to include this any time soon though. The idea is great and makes a lot of sense, and I hope to get to it in due time. For now, enjoy a 25% chance for an easier wave :p
You make a good point about the level editor being too complicated. I suppose people will just have to be clever in making an effective map for now. One thought I had was making a new "square" category (i.e. "0" is land, "1" is a pathway and "2" would be a pathway also, but if the creeps were faced with a choice of pathway "1" and pathway "2" they would choose pathway "1" and if there was no option, they would proceed through pathway "2" There are problems with this though when you make a map that has a path that is one square long (i.e. if you put a "2" at one end of the path - where there is a choice to be made - to stop creeps from entering it from that side, you're also stopping them from entering it from the other side).
 
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Wow I love Td games ! That screen shot with the range of fire looks really good. : )
First proper tower defense game iv seen for gp2x so far !!!

Good work ! (Hurry up so i can play it though)
 
prairiefire said:
fusion_power said:
OMG :eek: The standard 2. Level is hard enough, your version seems to be insane. ^^
We really need more firepower soon. :lol:
hahaha... this was done in MS Paint (I was just thinking about what could happen)

Yes, me to. ;) I've played it in my mind ^^
When the editor is out, I think we can expect very interesting Levels. :)
 
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