Goofy Tower Defense
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Did you forget to share?
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@info-creaticode I fixed it. Right now they target the fastest since I’ve learned how to do that. How do you make them target the first enemy? Also, is there anything I can add to make it smoother? This game is planning on being a wave game and there are only 3 units right now for development examples.
Edit: Click the white circle and type “/give” in the upper left for extra money. This is mainly to see what the revolver does.
Edit2: I’m also planning on adding an auto-wave start
Edit3: I made the optional wave start, but idling the characters is a bit difficult with the way I created the game. They do manage to kill the first enemy before the others spawn, so they idle the entire time and don’t shoot, so I had to time it. I think I found a way to get around it though. (Edit4: I did manage to fix it)Edit5 : I’m also going to make an upgrader for the units along with placing multiples of the same unit.
note: you may need to click the flag a couple of times because the units or “start wave” don’t always work properly.
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@011830-0a42ef84 You can utilize clone id or use different methods like store metadata about each enemy in a table to give them higher priority to be targeted first. For smoothness maybe use 2d physics? I think saving data with cloud variables or databases would be epic for this type of game as well.
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@jeffreyrb03-gmail Here’s the test room: I struggle with cloning. Think you can help with it?
https://play.creaticode.com/projects/6730fb66bf68856fe9840816
Also, how do you think of the game overall? -
@011830-0a42ef84 I like the idea of the game, tower defense is a pretty awesome game genre. I’m gonna test the game and see what i can fix in the testing room project
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@jeffreyrb03-gmail Ok, so you could be like my co-developer?
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@011830-0a42ef84 Sure. Also first bug, you can place units on the yellow path.
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@jeffreyrb03-gmail Yeah, I’ve been thinking about that. Would there have to be a boundary and it’s like
If “[{unit} is in {boundary}],” then
“don’t place”
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@011830-0a42ef84 you could use <touching color(color)> in an if block so prolly yeah
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@jeffreyrb03-gmail I changed it to “If touching color” still doesn’t work fsr tho.
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@011830-0a42ef84 nice profile change. also i took a look at your code and its a bit complicated and messy to me. My suggestion is that you utilize widgets for some things. For example, you dont need sprite2, sprite4, and sprite8. You could just make some button widgets in the stage. And even in normal Scratch, you could just have one button sprite for those 3 sprites, make it change costume, move, and clone itself, and then when self clicked just use an if costume = 1 then buy revolver and if costume = 2 then buy dj or whatever
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@011830-0a42ef84 mb i was just guessing
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@jeffreyrb03-gmail Could you do that for the test and just send it to me? I would implement it in my project and credit you. I’m really only good at character design/animation, and how they shoot/move.
Also, do you have any enemy/unit suggestions? If so please list and explain it to me
I’m also planning on making moving units, as well.
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@011830-0a42ef84 Ok. Ill try to change your code but you should also try to make comments in places to explain what your code does since I have no idea what one of the sprites does but dw I’ll figure it out
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@jeffreyrb03-gmail OK let me rename every sprite then
Ok they are all renamed and kind of explained
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@jeffreyrb03-gmail How’s the progess going (I got bored)
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@011830-0a42ef84 doing good im making it less messy and things are gonna do what theyre supoosed to now, almost done
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@011830-0a42ef84 heres my fixes to it: https://play.creaticode.com/projects/673102f9bf68856fe9841005
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@jeffreyrb03-gmail @011830-0a42ef84 I moved everything initialization related (like setting variables and the backdrop) to the Stage, deleted all button sprites and replaced them with widgets, by making buttons shop1, shop2, shop3, and cheatsgiver, renamed the sprites to tell you what they are, and I made the /give command better so that you can now just type “/give 500” to give yourself 500 cabbage.
Edit: I also changed something that took 5 seconds to be just 2 seconds since i think thats too long of a wait
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@011830-0a42ef84 u there?
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@011830-0a42ef84 well i changed up the look of it with gradients and moved where the cheats button is and to have a happy face
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@jeffreyrb03-gmail Sorry I was away, lemme check
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This post is deleted! -
@jeffreyrb03-gmail I read everything you did and it is a lot better than what I’ve done lol. I have one problem though, the units won’t fire at “bolt” after they killed “basic” and “speed.” I think that might be on you because mine works fine when I place all my units down.
Have any unit/enemy suggestions? If so explain them pls I would love to make them.
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@011830-0a42ef84 Have any updates?
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@011830-0a42ef84 I can help with some stuff, though how I make stuff may be a bit, complex (my main projects are mainly over 1.5k blocks, but trust me it works, plus I try to make stuff very adjustable)
Edit: ight so I found some issues but I think this is an issue with me being on an ipad and therefore I can’t move the mouse without the mouse being down, so buying a bit of a struggle shall we say, I’ll make a list of my changes to be a bit mobile friendly while not making it annoying
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@tyller_ Okay, when editing the game, use my test room instead of Jeff’s so it doesn’t get all confusing.
Do you have any suggestions on enemies/units I could add? If so please list in detail. I’m not always that good at coming up with ideas.
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@011830-0a42ef84 I have already started by updating Jeff’s, and I’m not sure of any ideas for you on making enemies/units, also something to note, the placing logic is very messed up, I have started going insane trying to figure out how to make color is touching color return true, but basically the issue with placing is that the range indicator is apart of the sprite, so that is always touhcing the path, aslo you want to check
if<not < touching (color of path) > >
not check just if it’s touching the placeable area, the issue is the range indicator so you’d need a clone or other sprite that goes to the mouse forever and checks to make sure it’s not going to be placed on the path, not sure if that makes sense but I’ve started going insane so yeah -
@tyller_ I updated his part already and put it in my testing room, so you might want to switch it out because I don’t think I even have the time to completely re-make a character onto an “older” version.
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@011830-0a42ef84 Oh, well then idk what to do then, wouldn’t his remix be your testing room
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@tyller_ It is, but I’ve already updated and posted it. You might want to edit in that one
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@tyller_ Also, what is your Creaticode username.
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@011830-0a42ef84 Tyller_, I hvae my username set as tyllerthegamer but my searchable/full name should be Tyller_
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@tyller_ And you’re not using your alt acct for this?
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@011830-0a42ef84 oh yeah I haven’t shared it yet, don’t copy it yet cus i’m not done
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@tyller_ can you share the project so I can look at your updates? I won’t copy until you say
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@tyller_ Also can you figure out why when “speed” enemy dies before “bolt” spawns, the units won’t attack the enemies?
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@011830-0a42ef84 In mine all I wanted to do was just make the code cleaner and better by replacing the sprite buttons with widgets and tweak a couple things. You should always try to do things like setting the project up in the stage, like setting all the variables you want to set instead of doing it in other sprites. The rest is a bit too confusing for me since I didnt make the code. I do like the animations tho, theyre pretty awesome.
The rest I don’t really have the time to help with. For figuring out things I can try but this is a prime example of why one needs to put comments in their code lol.
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@jeffreyrb03-gmail What’s your favorite unit so far? (I added a minigunner if you haven’t looked at it yet)
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@tyller_ I have an issue where the units shoot the enemies even when they are not in range. How do you fix this bug? Also, how do you make the units shoot the first enemy they see and keep it that way?
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@011830-0a42ef84 I am currently in the process of now not trying to fix bugs as I see them but figure out how it works, I believe you may of misunderstood how some stuff works, I will report back after I figure some more stuff out, I might start just adding a bunch of comments all over
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@tyller_ Okay thanks, I will explain the ones you have questions on. Make sure the questions are detailed please
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@011830-0a42ef84 idk revolver or private id say i enjoy their animations
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@jeffreyrb03-gmail The Minigun is my favorite
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@jeffreyrb03-gmail, @Tyller_,
I’m not sure if this is a good animation to use. (Note, when an enemy comes into contact, they will take explosion dmg. I will make an explosion when they do come into contact with it)
https://play.creaticode.com/projects/6732680bbf68856fe984df65
I made a separate testing room so if you want to put your own units, enemies, and animations you are welcome to
Click the unit to see the animation
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@011830-0a42ef84 i like the animation. I think i’m done helping for that sorta stuff and I can’t really give more help to you in terms of the actual game (the enemies and whatnot) because I find it a bit hard to modify the code and at the current moment I don’t have a lot of time or motivation to try to understand the code so that I can change stuff up. I could modify the code, but I wouldn’t do it in a way that’s convenient and actually helps you because I would just remake everything from the ground up then you’d sorta face the same problem of maybe not being able to understand my code or not liking my practices. I am willing to help in other ways though, like the project I gave you contained all that I wanted to fix, since I didn’t think it was necessary to have multiple sprites for each individual button.
I can help in different ways though like if you need help with making widgets and making them function and look good. I also have suggestions for the game:
- After the first wave finishes, I thought the game finished since there were no more enemies even though i spammed the spacebar and waited. I noticed in the code that something (in “Bolt”) would take 7 seconds. I recall it taking longer than that tho so I think the system was broken. You should make it so it’s clear to the user when the round/wave is finished. A lot of games do that by just freezing the screen and putting a message that says something like “You completed level {number}” and like a star ranking that shows how well you completed the level. I’m not saying you have to do that exactly but you at least have to make it clear when a wave finishes and tell the user to press space for another round or for the current system “A new wave will begin shortly, please wait”.
- idk ill add more later
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@jeffreyrb03-gmail, I know, everything was just a test. Could you help me with making clones to each enemy so I don’t have to duplicate sprites over and over? Like on an actual round 1, I’m planning on having there to be more than 1 basic enemy and then on round 2 it would be more of them and then speed.
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@jeffreyrb03-gmail or tell me how to make clones actually work