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  1. #21

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    I'll keep this one short.

    I just realized that we will likely run into some issues with compatibility for the projectiles. I was thinking we'd make a nice looking projectile for each tower type, so lasers, artillery shells, bullets, and lightning, and just change the colour based on upgrades. Maybe add some special effects to some, but should be pretty simple. Holo for most, but what do you think of some physical bullets that actually knock units around. May collide with surrounding turrets, but maybe that'd be the price you pay for knockback ability ...I dunno.
    [EDIT: Actually, forget the knockback rounds, it'd just be annoying to use.]

    You sound like you've got some plans for each turret projectile, but I don't want to push this all onto you. If you don't want to do it, that's perfectly fine, you're already doing a lot more than I ever expected, so feel free to take a break.

    I'm really obsessed with the skyscraper city idea I had for a map. Am going to try to make it now (busy soon though, so prob not finish till tomorrow, next day). Snow day possible tomorrow, may get day off, so will finish enemies and map if so.
    [EDIT 2: Skyscrapers look epic. Makes navigating map more interesting, and also provides some obstacles to block fire on enemies]
    Last edited by SSTAGG1; 02-02-2011 at 03:26 AM.
    Playing LBP Vita. Making a 'FF Tactics - esque' game.

  2. #22
    Jabe
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    Hey, sent you a PM with pics. Let me know what you think.

  3. #23
    ajmatos
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    if you would like i can help design a map.
    i am currently trying to create my own tower defense game aswell and so far,
    all i have done is 1 map, the rest is gonna be a while since im not to good with logic.
    the map i designed is pretty good if i do say so myself.

  4. #24

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    Quote Originally Posted by ajmatos View Post
    if you would like i can help design a map.
    i am currently trying to create my own tower defense game aswell and so far,
    all i have done is 1 map, the rest is gonna be a while since im not to good with logic.
    the map i designed is pretty good if i do say so myself.
    I'd like to see the one you made, especially since I just lost the level with mine (had all my enemies and maps, great...). I'll message you when I have time. PSN is SSTAGG1. If you'd like, I could explain how to do some of the logic, though my understanding is limited, and the logic I made took several days to fix, lol, so it may have unnecessary parts (actually, I think at least 1/4 of it is unneeded, oh well).

    I'm trying to organize it into logical sections, and add notes so I don't forget what's what, but it's rather tedious, so it's only half organized.
    Playing LBP Vita. Making a 'FF Tactics - esque' game.

  5. #25

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    Some questions/idea/thought for anyone who wants to help out or is just curious.
    __

    What would people enjoy more? Enemy waves that consist of increasingly more difficult enemies (recycling old types in a pattern), or having a variety of unit types per wave (would see the same unit again more often), or having a random pure unit type every wave?

    The way I'm planning on setting it up is by using several randomizers to select which types spawn, then have a key which activates a selector on the units to give them their level of health. This means allot of repetitive logic, and several hundred copies of the logic, so if anyone has a better way to determine the amount of health, I'm all ears.
    __

    Something else I was hoping to try was to increase the number of units that spawn each wave. I haven't really thought about this much, so I'm sure there's a simple solution, but does anyone see a way to do this?

    Warning, some logic ahead, lol

    Could I use a timer (has time determined by method below) attached to a repeater (the NOT gate attached to itself) to tick a counter X number of times, then have another timer (time would be that of the spawn rate I want for that specific wave. This timer would actually be several timers all attached the same way, but a selector based on which wave type would select the timer with the right rate) that is powered by the first counter when it has any value above 0. The timer would reset itself, and would activate the emitters, as well as go into the directional combiner (negative) to decrease the counter value until it reaches zero...thus stopping the emitters.

    The first timer (that powers to repeater) would actually be several timers attached to an AND with a selector, so every wave, the selector would go down the list, picking increasing longer timers to activate the repeater.

    This method would limit the number of waves to that of however many timers I make, so if anyone has a solution that would systematically increase the timer duration every wave, please tell.
    __

    An idea I had was that the first timer (that powers the repeater) would have a time determined almost like that of my damage calculator, where I would just set the time max to something massive, and have it incremented by a 100% signal. The number of times this signal is sent would be done by using a counter which counts the number of waves, and then counts down that value into the timer.

    The issue with this is that the times would be so small (1/3 of 0.1, 0.033.. seconds) that I'm not sure it would work like I wanted. Also, setting the counter to output it's own count, then return to the correct count, might be a hassle (need the counter to count down it's count, then after reaching zero, return to the count it started at before counting down).

    I could make each count fire several times, and just delay them each enough so the signals don't overlap. The count I'd just make discrete for each wave, as it's much easier to make 100 counters and just edit them.

    Much better than spending the time trying to figure out how to input only a certain number of counts into a counter which matches the original number of counts before it counted down, then increase that count by one and repeat the whole process. Probably a simple solution, but meh.
    __

    I'll likely just end up doing the first method, and just make upwards of 50 timers.

    I'll probably initially make the limited duration, then make a different difficulty (or several), then make an endless version (constant spawns of each type, duration of game determines how many types spawn).
    __

    NOTE: If you see a better way of doing the logic, please do tell. I've only recently started making in depth logic stuff, so I'm sure I'm missing several methods to save me time, as well as make it less complicated.
    Last edited by SSTAGG1; 02-04-2011 at 06:10 AM.
    Playing LBP Vita. Making a 'FF Tactics - esque' game.

  6. #26
    ajmatos
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    OK so i just went to go look for my map and realized it some how got deleted.
    however, i can create a similar one (maybe even better) and send a picture to you asap.
    and if you would also like, i can help design the turrets.

    & im sure you know logic 10x better than i do, so anything helps.
    Last edited by ajmatos; 02-04-2011 at 06:08 PM.

  7. #27
    Jabe
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    Quote Originally Posted by SSTAGG1 View Post
    The issue with this is that the times would be so small (1/3 of 0.1, 0.033.. seconds) that I'm not sure it would work like I wanted. Also, setting the counter to output it's own count, then return to the correct count, might be a hassle (need the counter to count down it's count, then after reaching zero, return to the count it started at before counting down).
    Hey, I'm a logic noob but what you said here got me thinking. If you need to activate something in 1/3 of a 0.1 seconds, can't you use a logic sequencer since it can be edited to have 0.1 seconds per stripe and three consecutive logic objects on each stripe? Not sure if this is helpful but just a thought. I'm sure there's a way to get things to activate in times smaller than 0.1 seconds. Yeah nvm. There's four per stripe. I was stupid to think otherwise.

    Edit: Actually, now that I've thought about it some more, it is completely possible to divide 0.1 seconds into an innumerable amount of divisions using old lbp1 methods. Basically use a stiff piston connected to DM and some other material. Make the piston directional and give it a time of 0.1 seconds. Now based on how many subdivisions you are going for, you would set the max and min length. Regardless of length, the piston should jump from one end to the other in 0.1 seconds (IIRC). So if you set up a tag on the material, and a tag sensor 9/10 of the distance, then the tag would theoretically activate in 0.01 seconds. (assuming its set up to travel from max to min and 9/10 of the distance means 9/10 of the distance from the minimum)

    Wow this is hard to explain

    Using this method you could even sequence these divisions by placing a tag sensor 8/10 the way, 7/10 the way, etc. But I'm positive there's a lbp2 way of doing this easier.
    Last edited by Jabe; 02-07-2011 at 10:30 PM.

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