Murto's Maps
*Tower Defence*
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey
I tried to add some stuff to Tower Defence and i have some suggestions.
I tried to add Refinery for giving money like Oil Derrick, a script to make it only work during game would be cool.
Also what about adding Cloaked Units and only a special structure (Gap Gen) can detect them, but not fire. That cloked unit can be Hijacker. I tried but not couldn't get work yet. Edit: Ok, they work now.
Also i think adding money after wave ends is buggy. It is taking money not add it.
I tried to add Refinery for giving money like Oil Derrick, a script to make it only work during game would be cool.
Also what about adding Cloaked Units and only a special structure (Gap Gen) can detect them, but not fire. That cloked unit can be Hijacker. I tried but not couldn't get work yet. Edit: Ok, they work now.
Also i think adding money after wave ends is buggy. It is taking money not add it.
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
I've thought about this one but i haven't got a proper mechanism for dealing with externally scripted towers, until i do i wont be adding anything like this.MustaphaTR wrote: ↑I tried to add Refinery for giving money like Oil Derrick, a script to make it only work during game would be cool.
I thought about this too and the gap gen was exactly the tower i thought to use But the main problem is alerting the player to whether there are cloaked actors in the wave or not since i can't use the lua api to check it and therefore i would need to hardcode it in (which i don't like doing).MustaphaTR wrote: ↑Also what about adding Cloaked Units and only a special structure (Gap Gen) can detect them, but not fire. That cloked unit can be Hijacker.
Actually it is taking away the bounty money that shouldn't be given and then adding the wave reward, its not a bug. I can't improve on it until i type out a table for every actor in the game with their cost and maybe a few other properties (such as cloaking which would make your second suggestion more possible), expect this soonish.MustaphaTR wrote: ↑Also i think adding money after wave ends is buggy. It is taking money not add it.
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey
Some Tower Defence games actually give money by killing units too. So i thought bounty was intented. It needs are rebalance tho.
About cloak, maybe a bit of initial cloak delay can be useful but in this case Towers can attack them before start. Maybe a message before the first wave they come? They'll come in all other waves anyway.
About cloak, maybe a bit of initial cloak delay can be useful but in this case Towers can attack them before start. Maybe a message before the first wave they come? They'll come in all other waves anyway.
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
You can set the income to be by bounty by setting cashPerWave to false. If you want to play around with the unit values to balance that then feel free The money given as a reward per wave is altered by changing the Wave Reward Expression settingMustaphaTR wrote: ↑ Some Tower Defence games actually give money by killing units too. So i thought bounty was intented.
ALso- New revision with Plasma Streamer Tower! See Original Post!
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
MULTIPLAYER TETRIS IS HERE
Thats right! Its here. It's what you've all been craving.
With totally rewritten scripts that focus on reusability and modularity Tetris Multiplayer gives better performance than the older single player version!
Its been playtested once with real players and no game breaking bugs were found!
Grab it from here and go forth! Conquer your curiosity!
Thats right! Its here. It's what you've all been craving.
With totally rewritten scripts that focus on reusability and modularity Tetris Multiplayer gives better performance than the older single player version!
Its been playtested once with real players and no game breaking bugs were found!
Grab it from here and go forth! Conquer your curiosity!
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
Ive never played multiplayer tetris!? Think we need a testgame in SoScared's next stream.
Awesome job again, Murto. You really push the engine to experimental grounds
Awesome job again, Murto. You really push the engine to experimental grounds
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
Consider supporting OpenRA by setting a bounty or by donating for a server
Consider supporting OpenRA by setting a bounty or by donating for a server
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
Thanks!JOo wrote: ↑ awesome work !
Just you wait for my next creationnoobmapmaker wrote: ↑ Awesome job again, Murto. You really push the engine to experimental grounds
That would be great!noobmapmaker wrote: ↑ Ive never played multiplayer tetris!? Think we need a testgame in SoScared's next stream.
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm