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my Tower Defense game

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

  1. Nov 15, 2012 at 6:47 AM
    #221
    Geode

    Geode Well-Known Member

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    No joy clearing the cache. Anyone else running TD on chrome? fyi-I'm running Win7 professional, which was cleanly formatted and reloaded yesterday. so there should be no trace of v1.0.5.

     
  2. Nov 15, 2012 at 7:14 AM
    #222
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    Toytec Ultimate Lift @ 3", Mickey Thompson MTZ's 285/75/16, Moto Metal 955b, rear 2" ALL, Marlin Crawler sliders
    the name of the swf file is the same for all versions. so you can be on a page that shows version 1.0.6, but it could still be using an older swf file. i am betting the swf file is cached on the browsers that you are using.
     
  3. Nov 15, 2012 at 9:01 AM
    #223
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    Toytec Ultimate Lift @ 3", Mickey Thompson MTZ's 285/75/16, Moto Metal 955b, rear 2" ALL, Marlin Crawler sliders
    try to run it from this link and tell me what you get:

    http://teeceetee.com/flash/TileGame/1.0.6/TileGame.html
     
  4. Nov 15, 2012 at 2:10 PM
    #224
    Geode

    Geode Well-Known Member

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  5. Nov 15, 2012 at 2:41 PM
    #225
    Geode

    Geode Well-Known Member

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    It was my bookmark causing the issues http://teeceetee.com/flash/TileGame/TileGame.html

    From the attached image notice the reach tower still costs 20, even though it is listed as v1.0.6. Thanks for making such an addictive game :eek:

    And just when I figured out how to beat all the screens at 300 waves with no lives lost, you go and mess it up ;)

    Seriously, I think the changes you made were spot on. As you advanced in waves and harder maps, the brawler towers became quite ineffective..Unless you could halt the enemies, which isn't always possible (immune).

    TowerDefense.jpg
     
  6. Nov 16, 2012 at 7:47 AM
    #226
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    thanks :)

    ya, you will have to make good use of the sap and freeze towers to slow/stop the enemies. however, with the immune enemies, you will just need brute force to kill them :)

    hmm... if the immune enemies are too hard, i could slow down their movement speed a little.
     
  7. Nov 19, 2012 at 9:07 AM
    #227
    Geode

    Geode Well-Known Member

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    It's all good. I noticed that the enemies health is displayed as a floating point number now instead of an integer.
    Great game, thanks :)

     
  8. Nov 19, 2012 at 11:53 AM
    #228
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    i saw that too.... i need to fix it :)
     
  9. Nov 19, 2012 at 2:21 PM
    #229
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    ok, i uploaded a new version to fix it. :)
     
  10. Nov 19, 2012 at 2:51 PM
    #230
    KodiakToyTRD

    KodiakToyTRD Well-Known Member

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    I think the armored ones are just a little too armored. I was using freeze and sap towers, multiple upgraded brawler towers and numerous upgraded sniper towers, maybe only killed one or 2.
     
  11. Nov 19, 2012 at 3:08 PM
    #231
    easyeatlanta

    easyeatlanta Artificial Intelligence beats natural stupidity

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    how about a the speed up button work before all the enemies are spawned?
     
  12. Nov 20, 2012 at 3:24 AM
    #232
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    ya, initially i wanted to do that.
    however, i am using a timer event during the spawning of the enemies and i could not figure out how to modify(speed up) the event once its already been set. so i opted for the existing solution.

    if anyone knows how to change running timer events, i am all ears :)
     
  13. Nov 20, 2012 at 3:28 AM
    #233
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    what level were the armored enemies?
     
  14. Nov 20, 2012 at 11:42 AM
    #234
    KodiakToyTRD

    KodiakToyTRD Well-Known Member

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    48/50
     
  15. Nov 21, 2012 at 1:32 PM
    #235
    NetMonkey

    NetMonkey [OP] Well-Known Member

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    hmm... the enemies at L48 and L50 have 76 and 137 armor, respectively. a fully upgraded brawler and reach tower do 750 and 1200 damage, respectively.

    has any one else had issues killing the armored enemies at L48 and L50?

    thanks,
     
  16. Nov 21, 2012 at 2:11 PM
    #236
    Geode

    Geode Well-Known Member

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    Which map? Obviously it depends on how long you can keep them in your sights.
     
  17. Nov 21, 2012 at 4:10 PM
    #237
    Geode

    Geode Well-Known Member

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    Put up a screen shot of your layout, that could help.

    For killing the armored ones, you need to slow them down and use some maxed towers. I'll try it on one of the easy maps.
     
  18. Nov 21, 2012 at 4:34 PM
    #238
    KodiakToyTRD

    KodiakToyTRD Well-Known Member

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    So, does that mean that with a fully upgraded brawler tower you can do a one shot one kill on the a level 48 armored dude? On a map with 50 waves...
     
  19. Nov 21, 2012 at 4:43 PM
    #239
    Geode

    Geode Well-Known Member

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    I believe the armor rating is how much fire power you need to get through it. For example, the gray towers when maxed will not be able to penetrate the armor, and consequently have no effect on them. The gray towers maxed inflict damage of 120, less than the above armor ratings. As the levels increase, I trade in the gray towers for bigger guns.

    Placement is everything.....
     
  20. Nov 21, 2012 at 4:53 PM
    #240
    Geode

    Geode Well-Known Member

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    This single reach tower (maxed out) easily defeated all the enemies.

    TD1.jpg
     

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