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Old 12-07-2008, 12:26 PM   #1 (permalink)
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Default [v1.0] Zune TD


Creator: Namakemono456

Version: 1.0.5 (2/25/2009)

Description: A simple TD

Instructions:
DPad moves the cursor.
DPad Center places a tower.
Back opens in game menu.

Download URL:
Version 1.0.5 Zune TD
SAVE CODE HAS CHANGED UNINSTALL BEFORE UPGRADING!!!

Windows Version (auto updates, almost a nightly build): Zune TD
SAVE CODE HAS CHANGED DELETE [Documents/SavedGames/Zune TD/] BEFORE UPGRADING!!!

Controls:
Space selects.
Left Alt opens in game menu.
Arrows move.
Enter opens tower selection menu.

Team:
sir justin -- The amazing Tower/Enemy creator.
xxafallenheroxx -- The amazing Mapper/Spriter.
Af1d3 productions -- The amazing Tower/Enemy Spriter.

Forum for suggestions: Forum

If you would like to make some maps of your own to be added to the game I offer this unfinished tool: Mapper Tool
For now I recommend you only load the image (via load map) and try drawing some of the permissions on the grid via left clicking on the map. (right click makes a grid position un-buildable.)
The output map date writes the 40x40 permission array out in the text box that I copy into the game.
The add way point function, atm, allows you to click on a point on the map where enemies should turn then give the code for that. As the way point function is a bit difficult to understand I would appreciate it if you would not post the way point code for a map submission. The build able grid is fine though. Happy mapping!

Screen shots:

Version History:
Changes in 1.0.5 (2/25/2009) :
* Fixed a saving bug.
  • Important note about saving, at the moment it only saves your current level along with built towers and other stats, so for a consistent experience I recommend not using it when enemies are on the screen. Though the level would start over. I'm not entirely sure I want to fix this though (the amount of code needed to add bullet and enemy saving is beyond my tolerance for coding atm :/
+ Finished Tower selection menu, now displays the towers stats.

Changes in 1.0.0 (2/24/2009) :
+ Added map preview on main menu.
+ Added ability to SAVE!!!!
- Removed bg music to save on RAM. (Hope it fixes some crashes...)

Changes in 0.9.5 (1/25/2009) :
+ Added Justin's new enemies and towers.
+ Added background music provided (and created) by a friend of mine.

Changes in 0.8.4 (1/4/2009) :
* Misc Bug fixes
+ 2 New maps

Changes in 0.8.2 (1/2/2009) :
* Fixed pause after building
* Fixed 2nd towers attack not working as intended
* Fixed Restarting not working as intended.
* Made a certain tower cheaper.
* Added tower colors signifying its rank.

Changes in 0.8.0 (12/28/2008) :
* Fixed mass spawn after a boss.
* Fixed slowing towers not slowing their target.
* Fixed bullet collision code finally.
* Fixed Pathing.
* Fixed Lives not being removed.
+ Added delay to first spawn. (20 sec)
+ Added NEW MAP (thanks to xxfallenheroxx)
+ Added LOTS of new enemies and towers. (thanks to sir justin)
+ Added new sprties. (thanks to Af1d3 productions)
- Fixed a lot of the lag.


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Zune logo TM Microsoft 2008.
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Last edited by Namakemono45; 02-25-2009 at 08:11 AM.





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Old 12-19-2008, 03:16 PM   #2 (permalink)
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LOL, I realized I moved this to the download completed games, and then it sank halfway down the page. I love it!
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Old 12-19-2008, 03:26 PM   #3 (permalink)
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I am glad it is here! I will try the update!
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Old 12-19-2008, 03:28 PM   #4 (permalink)
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Hey Bolt could you lock the old thread?
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Old 12-19-2008, 03:30 PM   #5 (permalink)
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ok
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Old 12-19-2008, 03:36 PM   #6 (permalink)
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I am downloading now, cant wait to try it out.

You said that you need a mapper, if it is ideas you want then maybe you could have people submit their ideas for a cool map and a rough illustration



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Old 12-19-2008, 03:41 PM   #7 (permalink)
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That's pretty much what I need in terms of maps, the code behind it is a little too complex to force upon other people.

What I really need right now are some theories on how to show the information better...its cramped at and I still need to show what towers can attack what....though once I have new sprites I can always add a help menu...
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Old 12-19-2008, 06:36 PM   #8 (permalink)
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scrennies of the gameplay. where are these ?
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Old 12-19-2008, 07:40 PM   #9 (permalink)
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This game is really fun, I just spent like 2 hours straight playing it :] can't wait for the updates. +rep




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Old 12-19-2008, 08:09 PM   #10 (permalink)
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Nice work.

If you want people to develop maps, how about writing up some documentation on the map file syntax and releasing the source so maps can be added reasonably easily.

Also, are the maps loaded as flat files or are they processed through the content pipeline?
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Old 12-19-2008, 08:10 PM   #11 (permalink)
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46 is the final level. It took me almost an hour to get to it. Is this a glitch? There are these super powerful units that I can't destroy. There are also these on that look like they have shields or something? Is this supposed to happen?

Secondly, Nothing seems to happen when a unit makes it passed me.

+rep This is awesome!!!
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Old 12-19-2008, 09:12 PM   #12 (permalink)
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First Off, I would like to say Namakemono456 "YOU ARE WRONG!!!! haha, you cannot beat the game by simply massing Tower One (AKA, the machine Gun)...although you can make it through a good portion of it!, haha. I tried it!"

Yes, as of right now the lives do not go down, but I think I know the problem and will fix it if I do!!
Quote:
There are these super powerful units that I can't destroy. There are also these on that look like they have shields or something? Is this supposed to happen?
Those impossible enemies to defeat are the bosses. Only one of them spawn every 10 levels. Killing them means you have mastered the stage you are on. I only know of one, or two, maybe three ways to kill them (which is using the ultimate tower or find something that will slow him down by your strong towers!)

I may decide to take out the ultimate tower because I think it is quite unfair.

Also, I would really like to create a Tower Limit! Which limits the amount of towers you can create! muhahahahaaa.....( We will see who the tower massers are and who actually upgrades )

Quote:
46 is the final level. It took me almost an hour to get to it. Is this a glitch?
As of right now there are 46 levels, I know I know....what an odd number to stop at, but it was difficult to balance the towers and enemies each stage (which is why I would like to create a tower limit, also so it doesnt make the frame rate too slow!). I am doing my best and still trying to make everything balanced to assure you a challenging game play.

I am glad you all like this game as we have worked very hard to make it challenging and fun! Thanks, Sir Justin
Any suggestions on Enemies or Towers you can send to me via PM or this thread.
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Old 12-19-2008, 09:18 PM   #13 (permalink)
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The maps are coded in, with the zune I can't really see an advantage to loading < 500b of data through the pipeline vs loading it from a static class.
But hey if someone wants to write an importer/processor/reader I wont hate them I've only ever written one set before but it was such a pain.... If someone does write it it doesn't really matter how they make the base file format, all it needs to do is output an integer array of size 20x20.

Oh and the pathin is a list of vector3's with the format ( x of a line, y of a line, byte value of direction). If the enemy crosses the line that it is most likely to intersect (a south moving enemy will cross a Y line) the enemy turns to thee next direction indicated.
(1 being to the top right, 2 to the top, kinda like this:
1 2 3
4 _ 5
6 7 8)

I'm totally rewriting the pathing code which is taking up all my time, so if someone could do this it would be fantastic, otherwise my way isn't the most horrible thing to do (well it probably is, but it works ).

In your old set of enemies you could beat it by massing the lvl 1 machine gun tower, I haven't gotten to try with your new enemies yet. As for the frame rate...i just noticed that too. Ill see if I can fix it a little...Ill have to think if there's a way to skip some code if there's no probability of attack.....

I'd like to let you guys know that this is my first program ever that people are actually seeing so I've really never had to pay much attention to quality. Not to mention that my computer is a beast so I've never had to worry too much about optimization. The pathing code is absolutely horrible atm which is why its priority #1.

sir justin please do not change any of the code outside of tower creation. All the other stuff is meant to be fixed over time. I just built the engine in a hurry.
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Last edited by Namakemono45; 12-19-2008 at 09:26 PM.





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Old 12-20-2008, 06:57 AM   #14 (permalink)
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downloading it right now i love this game hope it has as much potential as the real games.
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Old 12-20-2008, 11:59 AM   #15 (permalink)
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1 word....
AWESOME!!



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Old 12-20-2008, 02:27 PM   #16 (permalink)
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Quote:
Originally Posted by Namakemono45 View Post
[CENTER]
I NEED A MAPPER!
i can make maps for you. all i need to know is the size. i cant do programming tho
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Old 12-20-2008, 08:12 PM   #17 (permalink)
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Quote:
Originally Posted by sir justin View Post
First Off, I would like to say Namakemono456 "YOU ARE WRONG!!!! haha, you cannot beat the game by simply massing Tower One (AKA, the machine Gun)...although you can make it through a good portion of it!, haha. I tried it!"

Yes, as of right now the lives do not go down, but I think I know the problem and will fix it if I do!!

Those impossible enemies to defeat are the bosses. Only one of them spawn every 10 levels. Killing them means you have mastered the stage you are on. I only know of one, or two, maybe three ways to kill them (which is using the ultimate tower or find something that will slow him down by your strong towers!)

I may decide to take out the ultimate tower because I think it is quite unfair.

Also, I would really like to create a Tower Limit! Which limits the amount of towers you can create! muhahahahaaa.....( We will see who the tower massers are and who actually upgrades )


As of right now there are 46 levels, I know I know....what an odd number to stop at, but it was difficult to balance the towers and enemies each stage (which is why I would like to create a tower limit, also so it doesnt make the frame rate too slow!). I am doing my best and still trying to make everything balanced to assure you a challenging game play.

I am glad you all like this game as we have worked very hard to make it challenging and fun! Thanks, Sir Justin
Any suggestions on Enemies or Towers you can send to me via PM or this thread.
I was not complaining by any means. I love it. I just wanted to put some information out there. I am glad you are still working on it. (although I don't think it needs too much more work) Keep it up guys!!
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Old 12-20-2008, 08:18 PM   #18 (permalink)
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Haha, alright! Remember if anyone has any suggestions about towers, enemies, or even different maps (as I will probably take up this part of the project as well) you can message me or tell me here! I am once again glad everyone likes the game and will continue to make more it more challenging as fun (haha, as stated before)!
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Old 12-20-2008, 10:30 PM   #19 (permalink)
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I know many of you are commenting on the pathing so here's something i just realized that is very intriguing. Once this new system is in place and works....the tile map will no longer be needed.....just a thought....

Any people want to concept out the status menu on the bottom? it needs some major help but I cant think of a better way to do it atm... Maybe i can leave off some tower info or something..but i still need to tell people what the tower can target. Though it might be easier once the towers have art to just remember which is which.

Remember that the best place to get suggestions placed into the game is on the forums posted above in the first post. Though all comments are best placed in this thread. I made it so that you don't have to register to post in the Feature Request or Bug Submission parts.

I hope the mods don't ban me for saying that but it will be much easier to track bugs and prevent multiple submissions this way.
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Last edited by Namakemono45; 12-20-2008 at 10:33 PM.





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Old 12-20-2008, 11:04 PM   #20 (permalink)
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Needs a huge graphics update and polish. Even Java TD games for cellphones looks better than this. otherwise, good games. just fix the bugs.
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