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Tower Defence Engine v0.9 (UPDATED)
Author: jthongbai Submitted: 7th November, 2009 Favourites:0
Genre: Engine Downloads: 325
Rated:


Edited By jthongbai on 11/10/2009

Edited By jthongbai on 11/10/2009

Edit: v0.9 is here! I need any last suggestions/fixes before I submit to Klik-Disc.

GENERAL INFORMATION

Any questions, suggestions or things that really need fixing, send me a mail at The Daily Click.

For open-source November at The Daily Click. (www.create-games.com)

This is an open-source version of an engine for a tower defence which includes tools to create the monsters/waves and the towers that are used in the game. All the code is commented, hopefully fairly well and easy for people to understand.

All the graphics used in this are original and created by myself, therefore they are NOT to be used without permission.

I hope you find this useful in some way, you may even find applications for some of the coding in completely different projects which have nothing to do with tower defence games.

CONTROLS

The game is completely mouse-controlled, using left click to perform actions and place towers, right click to cancel placing a tower, click outside the tower menu to close it, left click a tower to select it to view stats/upgrade. Right click towers to upgrade if possible.

You can also use some hotkeys, B to open/close tower menu, Q to quit, Y/N to confirm yes or no to quit, if you win/lose R to replay or Q to quit.

=========================

UPDATED IN THIS VERSION (v0.9)

Made a lot of great changes for v0.9 which should please everyone.

+ Map editor added, map loading integrated into main engine
+ Select data files screen; use different files if you don't want to mess with the default files or you could trade maps etc
+ Controls: complete mouse control is possible now, but still kept the hot-keys
+ Shift-build - you can hold shift while building a tower to place multiples rather than opening the build menu again
+ Various fixes have been done
+ Health-bars for creeps will follow them and let you know how damaged they are
+ Hovering over a tower shows it's attack power, range, and if it's able to upgrade how much that costs
+ Upgrading possible now, in the tower editor for each tower you can select another tower to upgrade to and how much it costs

Review This Download



     
 


http://dl.dropbox.com/u/1511825/towerdefenceengine/towerdefenceengine-v0.9.zip (1mb )



Posted by Aden 7th November, 2009
Rated :

=D ts out!
 
Posted by Aden 7th November, 2009
Rated :

the id is a bit off but that doesnt realy matter i liked ming cstom towers and making the waves but i seemed find that the thenana monsters t die =( looknig forward to new versions
 
Posted by erghhhhx 7th November, 2009
Rated :

Some suggestion and criticism for future versions;

*The towers shoot even if I haven't PLACED them.

*There should be a possibility to place more than one tower, without pressing B again.
(Perhaps by holding [Shift] or something?)

*Quiting (Ingame) should take me to the menu instead of terminating the whole app and plz let me use my mouse for pressing Build and Quit.

*Statistics when hovering (or having selected) a specific tower on the map. (And maybe upgrades too)

*Humm... I still think that implementing a mapeditor would greatly improve the lastability.

I do think it's fantastic though. Good job!
 
Posted by erghhhhx 7th November, 2009
Rated :

Gahh, who's making these "Daily Spotlight"-links? 2 out of 3 are somehow wrong.
(Sorry about this, jthongbai).
 
Posted by jthongbai 7th November, 2009

Thanks for your comments! Tomorrow I will definately fix up and add those things and put a newer version out with more in it. I guess when you work on something you turn a blind eye to the little things, like the towers shooting before placement.
 
Posted by Va1entine 7th November, 2009
Rated :

The game engine is amazing, well done!!!
 
Posted by Assault Andy 10th November, 2009
Rated :

It's looking great! The difficulty is just about right too. I think that's one of the hardest parts of making a tower defence game - balancing. And no sweat with the loop stuff. Anytime you need help, just ask
 
Posted by jthongbai 10th November, 2009

Thanks Andy, I guess I got kind of lucky with the balancing, I didn't really spend much time on it at all.

About what you said earlier when you helped me with the firing about it being loop intensive and not really efficient, you were right, I did get lag when I had about 40+ towers on screen with fast firing rates and 10 creeps. Which is not really ideal, but this engine/source is more for getting started with a tower defence/related things, not the definitive way to do any of it.

There are also other ways around this without altering the engine (but it's probably better to find a more efficient way of doing range checks and firing systems): balancing the game and maps out so that you don't need to build a massive amount of towers. Lots of upgrading, not trying to send out 50 creeps at a time, less build-space (making you strategize more).
 
Posted by jthongbai 10th November, 2009

Ahah, just realised in screenshot 5 that I left a debug counter on the frame and left it there when I packed the latest build zip file. It's okay, I updated the file and it's gone now.
 
Posted by erghhhhx 12th November, 2009
Rated :

HAPWWPHA;HHHMAHAAH, AMAZING UPDATE!

I'm proud of you.

Anyway, I'll complain more later!


Comment edited by Glasskatten on 11/12/2009
 
Posted by jthongbai 12th November, 2009

Thank you kindly! Let me know if you have any suggestions again, I'm more than happy to try to add more stuff in before I submit to Klik-Disc.
 
Posted by Xhunterko 20th November, 2009

Just when I want to see how you do the enemy movement, poof. It dissapears fromm the ether. I saw your project page and thought, eh, how hard can it be. So I'm now at the point where I want to use something else for the enemy movement, and I can't download yours. Is there a problem with the host or something? Cause your screenshots aren't appearing either.
 
Posted by jthongbai 20th November, 2009

There's no problem with the host for me, so that's rather strange.

For the enemy movement, it's very simple. All I'm using is a bouncing ball movement for each enemy and active objects that act as detectors that tell it whether to move up, down, left or right when they collide.

Keep trying, I'm sure the download should work.
 
Posted by Xhunterko 20th November, 2009

I found out the bouncing ball the hard way. Sometimes I sound like a whiner sometimes, sheesh.
 
Posted by Jess Bowers 30th December, 2009

This was really well done!
 

 



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