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AvatarTR



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6th August, 2007 at 12:50:31 -

Does anyone know if it is possible to a Tower Defense type of game in TGF/MMF ?
If you don't know what Tower Defense is, then check out the maps made for Warcraft3.

How can the A.I be made?
Also the system where you can upgrade every tower individually?

If anyone has an idea, please post here

 
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Matt Boothman

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6th August, 2007 at 13:02:46 -

Well I imagine it's possible, in fact I know it is. But you'd need some kind of pathfinding system (to find the shortest path through the maze) - which would probably be the hardest thing to implement. Upgrading towers would be very easy, just make a grid system and when the player presses the button over a certain tower it changes animation, or changes object, whichever you like best.

See http://www.handdrawngames.com/DesktopTD/game.asp for a simple Tower Defence game, which keeps things pretty simple and could give you ideas.

 
http://soundcloud.com/normbo - Listen to my music.

AvatarTR



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6th August, 2007 at 13:17:26 -

Maybe if we draw an a radius for the tower, then it will attack at the one closest to it. But for every tower, the game will slow down :S

 
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Matt Boothman

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6th August, 2007 at 13:18:59 -

Are you using MMF? A radius for every tower is not out of the question, and just have it choose one enemy inside the radius to shoot.

 
http://soundcloud.com/normbo - Listen to my music.

AvatarTR



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6th August, 2007 at 14:45:12 -

Yes I'm using MMF. If the active objects won't be a problem, then I can simply make a radius so that when the enemy enters the radius the tower can shoot at it

 
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AvatarTR



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7th August, 2007 at 04:03:57 -

So anyone grid examples and AI examples?

I'm stuck here

 
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Matt Boothman

The Nissan Micra of forum members

Registered
  20/09/2002
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Game of the Week Winner
7th August, 2007 at 07:07:38 -

What you're asking there is for someone to make your game for you! If you cannot make a grid system, I think you should start of making something easier.

 
http://soundcloud.com/normbo - Listen to my music.
   

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