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Comments for first tower defense

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darkmist002darkmist002

2013/6/25

currently have it set to spawn random enemies cuz i don't have a wave system in place yet. got it to spawn them 2 sec apart, and have it where after a certain amount of leaks it's game over, but still have to work on the towers, the gui, and the wave system. (also money system and figuring out how to change the speed of the tower's attacks/speed of the spawns)
A new version of this scenario was uploaded on Wed Jun 26 18:06:34 UTC 2013
darkmist002darkmist002

2013/6/26

ok, got a counter up for lives left before game over. now gonna work on getting towers to show radius, getting towers to attack, and getting a gui interface. after that i will worry about making more than one wave, and upgrades for towers.
A new version of this scenario was uploaded on Wed Jun 26 19:38:56 UTC 2013
A new version of this scenario was uploaded on Thu Jun 27 16:33:42 UTC 2013 added partial coding for towers, still have to figure out how to make them only take off a certain amount of health, which requires getting the health from the enemies class and a wave class to multiple the health.
A new version of this scenario was uploaded on Thu Jun 27 19:29:11 UTC 2013 added a wave class and minerals class.
A new version of this scenario was uploaded on Thu Jun 27 19:37:13 UTC 2013 added a wave class and minerals class.
A new version of this scenario was uploaded on Tue Jul 02 16:28:14 UTC 2013 trying to get towers to attack
A new version of this scenario was uploaded on Tue Jul 02 16:57:51 UTC 2013 trying to get towers to attack and show the attacks
A new version of this scenario was uploaded on Tue Jul 02 18:56:58 UTC 2013 got the tower to attack based on acts rather than system clock
A new version of this scenario was uploaded on Tue Jul 02 18:57:20 UTC 2013 got the tower to attack based on acts rather than system clock
A new version of this scenario was uploaded on Tue Jul 02 20:04:27 UTC 2013 can add one of the towers now! trouble getting it to move to another spot other than the button tho.
A new version of this scenario was uploaded on Wed Jul 03 17:28:58 UTC 2013 every tower can attack now, and i've gotten the mineral system to work (for killing spawned units at least). still have to get attack objects to go toward enemies and alternate attack damage based on tower.
A new version of this scenario was uploaded on Thu Jul 04 16:38:30 UTC 2013 added sudo for a between wave timer. also cleaned up some code i wasn't using anymore.
A new version of this scenario was uploaded on Thu Jul 04 19:49:46 UTC 2013 added music!
A new version of this scenario was uploaded on Thu Jul 04 20:19:48 UTC 2013 added an update system for towers, but not set right for clicking the tower yet, also made tower attacks do respective damage to health.
A new version of this scenario was uploaded on Mon Jul 08 18:03:52 UTC 2013 got tower attack objects to move toward the units now, but if it misses it doesn't follow, so i have to fix that
A new version of this scenario was uploaded on Mon Jul 08 19:14:10 UTC 2013 woot woot, got the tower attack objects to move and follow units, so now the towers attack right
A new version of this scenario was uploaded on Tue Jul 09 19:11:49 UTC 2013 updated the background image so i could put all the buttons on one section. also upgraded the spawning timer so it would be afected by acts rather than system time so it can be paused
A new version of this scenario was uploaded on Tue Jul 09 20:04:26 UTC 2013 tried updating it so towers could be placed in the world. have it where they can if added before starting, but not from a button yet
A new version of this scenario was uploaded on Wed Jul 10 17:49:11 UTC 2013 hazza! got towers able to be built in game and the update system to work. first playable version is going up now. still have to get the radius to show when you click on the tower and also have to get a wave system implemented, but at least it's playable now.
A new version of this scenario was uploaded on Thu Jul 11 17:20:47 UTC 2013 added some instructions and some incomplete coding for showing range of towers.
A new version of this scenario was uploaded on Thu Jul 11 20:01:26 UTC 2013 got radius to work, and added more instructions. still need a wave system.
A new version of this scenario was uploaded on Mon Jul 15 17:09:50 UTC 2013 just about done. added wave system, and an interest system. all i have left is inc the hp of the spawns when it gets past waves of inc 5.
imacatimacat

2013/7/15

This is cool!
darkmist002darkmist002

2013/7/15

thanks. had to make a game for my internship, so i did this while i was making a basic version of it for tutorial purposes for the teacher.
A new version of this scenario was uploaded on Mon Jul 15 19:46:49 UTC 2013 lowered the radius upgrade each tower gets. changed some of the tower's speeds. now displays costs of upgrades to the right.
A new version of this scenario was uploaded on Tue Jul 16 18:27:37 UTC 2013 got health to scale to waves now, so only thing left is to buff/nerf towers/spawns and also to get tower effects for slow towers and splash towers. and add a you win screen for getting to a certain amount of waves alive.
A new version of this scenario was uploaded on Tue Jul 16 19:38:07 UTC 2013 changed coding so waves of 5 from 10 on would actually spawn units. changed spawned units to only give one mineral each kill, and bosses only give 5.
A new version of this scenario was uploaded on Wed Jul 17 16:48:23 UTC 2013 updated interest system to work beyond wave 1, added a selling option for towers, increased the lv cap for upgrading towers, fixed the hp system to actually double each set of 5 waves.
A new version of this scenario was uploaded on Wed Jul 17 20:11:05 UTC 2013 updated selling system to stop an exploit where upgrading to the max and selling would give more money than original cost/upgrade costs so the user could get an infinite amount by upgrading/selling.
A new version of this scenario was uploaded on Thu Jul 18 15:48:10 UTC 2013 got splash tower to do splash damage. lowered splash tower's initial damage. dec time between each spawn, so they spawn closer together.
A new version of this scenario was uploaded on Thu Jul 18 20:29:46 UTC 2013 made it where the current update price shows up when you double click the tower (when you want to see the radius).
A new version of this scenario was uploaded on Thu Jul 18 20:36:12 UTC 2013 changed placement of update price to be above the respective tower.
A new version of this scenario was uploaded on Thu Jul 18 20:38:14 UTC 2013 changed display to reflect new upgrade lvls.
A new version of this scenario was uploaded on Mon Jul 22 18:10:34 UTC 2013 added ui to display stats for the tower. moved the upgrade price down to stats ui.
A new version of this scenario was uploaded on Mon Jul 22 20:10:03 UTC 2013 current version of slow tower stops units for a split second, then they keep going (really way less than a second). still trying to figure out how to make it work longer.
A new version of this scenario was uploaded on Mon Jul 22 20:39:26 UTC 2013 got the slow tower effect to work. will now slow for a second, and will affect a few units behind it as well.
A new version of this scenario was uploaded on Tue Jul 23 16:03:37 UTC 2013 upgraded amount of minerals given by each spawned unit killed. added a you win condition for getting to wave 25 and surviving it.
A new version of this scenario was uploaded on Tue Jul 23 20:02:26 UTC 2013 got healthbars added that scale to the health of the spawned units. still working on the speedbar at the bottom right, so for now don't click on it.
A new version of this scenario was uploaded on Wed Jul 24 16:38:16 UTC 2013 got speedbar to work thanks to danpost's help. also changed the slow tower's slowing ability to better stop for a certain amount of time, and the time upgrades when the tower does now as well.
A new version of this scenario was uploaded on Thu Jul 25 16:20:20 UTC 2013 finally figured out how to get hp bars to disappear when they hit the defense spot. upgraded health of all waves, increased starting minerals to 50, and decreased interest from .4 to .2
A new version of this scenario was uploaded on Thu Jul 25 19:15:25 UTC 2013 buffed towers, upped enemies health each wave, changed around you win picture.
A new version of this scenario was uploaded on Tue Jul 30 02:49:24 UTC 2013 updated health for spawns each wave so all waves have more health (making it more challenging) rather than just bosses with a lot of health. updated minerals system so that minerals from killed units scale to wave number rather than a fixed amount to help with upgrades; gave final bosses 5k health