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my Tower Defense game

Discussion in 'Off-Topic Discussion' started by NetMonkey, Dec 14, 2011.

  1. Nov 7, 2012 at 6:24 AM
    #201
    Geode

    Geode Well-Known Member

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    Is complete

    TDEasyMap#6.jpg
     
  2. Nov 7, 2012 at 9:09 AM
    #202
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    LOL
     
  3. Nov 7, 2012 at 9:13 AM
    #203
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    ya.. i think there may be a couple of bugs relating to tower selection, but you can always press esc to get out of the selected mode. i will have to dig into the code to find where this is happening.
     
  4. Nov 7, 2012 at 9:15 AM
    #204
    Pugga

    Pugga Pasti-Dip Free 1983 - 2015... It was a good run

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    How about a tweaking to the long range towers, or adding a tower that has a long range, but can't fire at anything up close. That could make things interesting. :D
     
  5. Nov 7, 2012 at 9:33 AM
    #205
    rondog

    rondog Well-Known Member

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    I've been doing actionscript for years so I can appreciate this...good job :thumbsup:
     
  6. Nov 7, 2012 at 10:03 AM
    #206
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    thanks, man. its all done via object oriented programming. the main game loop is only about 1000 lines of code, but there are another 3000 lines of object definitions and functions.
     
  7. Nov 7, 2012 at 10:04 AM
    #207
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    ya, i thought about making that long range tower have a minimum range as well. that would definately reduce the power of that tower.
     
  8. Nov 7, 2012 at 10:31 AM
    #208
    Pugga

    Pugga Pasti-Dip Free 1983 - 2015... It was a good run

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    That's kind of what I was thinking. It'd at least make you think a little more about tower placement. Right now, when they're built up, they hit for a lot of damage and can keep hitting an enemy half way across the board.
     
  9. Nov 9, 2012 at 6:25 PM
    #209
    Geode

    Geode Well-Known Member

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  10. Nov 9, 2012 at 6:29 PM
    #210
    crazyengineer

    crazyengineer Well-Known Member

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    every time this thread shows up, I start playing again...I have played quite a few times, i've been running a game in the back ground every time I am on a computer.
     
  11. Nov 9, 2012 at 6:34 PM
    #211
    Geode

    Geode Well-Known Member

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    Its a fantastic game, and I'm quite addicted ;)
    I'm hoping that by finishing every screen, I will be able to let it go :)
     
  12. Nov 10, 2012 at 4:23 AM
    #212
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    wow... thanks guys.
     
  13. Nov 10, 2012 at 1:11 PM
    #213
    Geode

    Geode Well-Known Member

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  14. Nov 12, 2012 at 6:30 PM
    #214
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    hey guys,

    so with some of you still playing this game, i have been inspired to do another tuning pass. also, i see so many maps that are covered solid with reach towers. this led me to believe that the reach tower is so over powered and there is little thought into which towers to place.

    so, i have made the following changes:
    • Brawler tower
      • increased the damage by 66%.
      • increased the fire delay by 33%.
      • this tower does 25% more dps.
      • this tower will now hit for 1200 damage per shot (up from 720). it should be a good choice for killing the armored enemies.
    • Reach tower
      • increased dps by 25% (same fire delay, but more damage per shot - 750; up from 600).
      • increased cost by 25%.
      • added a range penalty. the closer the target is to the tower, the less damage it will do. at point blank range, the tower will only do 50% damage. the damage curve is linear from min to max range. so, at min range, it will do 50% damage. at half range, it will do 75% damage. and at max range, it will do 100% damage. this will force a consideration as to where the tower should be placed. also, you probably should set the AI on this tower to "farthest".
    here is the link again:
    http://teeceetee.com/flash/TileGame/TileGame.html

    let me know what you guys think.

    thanks for playing :)
     
  15. Nov 12, 2012 at 7:12 PM
    #215
    Geode

    Geode Well-Known Member

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    thanks, should be interesting. I tend to use reach towers almost exclusively, this seemed to be the only way to beat the toughest screens. I use a lot of strategy, but it doesn't show until I get farther along in the difficulty levels.
     
  16. Nov 14, 2012 at 9:45 PM
    #216
    Geode

    Geode Well-Known Member

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    I've been playing version 1.0.6 a bit. It appears the costs of the reach tower and mods to the brawler tower are unchanged from v1.0.5?
    Regards

     
  17. Nov 15, 2012 at 5:48 AM
    #217
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    ok.. i will look into it.

    thanks.
     
  18. Nov 15, 2012 at 6:01 AM
    #218
    Pugga

    Pugga Pasti-Dip Free 1983 - 2015... It was a good run

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    Puts a new spin on it. I can't afford the reach tower initially now... makes me have to rethink strategy.
     
  19. Nov 15, 2012 at 6:27 AM
    #219
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    i just played a little and the changes are there. perhaps you need to refresh the page or clear your cache?

    td1.jpg
    td2.jpg
     
  20. Nov 15, 2012 at 6:29 AM
    #220
    Geode

    Geode Well-Known Member

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    Weird, on IE.9 the reach tower is 25. My default, chrome it still shows as 20. both browser windows have been refreshed and show v1.0.6

     

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