how do you make a tower defence game?

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  • simply, has anyone made a tower defence game on multimeida fusion 2 ?

    can it be done on this software ?

    is there a walkthrough anywhere ?


    thanks for all awsers in advance

    Brad

    hey hey tis bradley

  • Yes, it absolutely can be done with MMF2...

    I'm working on one now. The only difficult part is PATH FINDING. I just asked a question related to this topic myself.

    I'll be happy to share my progress with you as it happens. right now, it hasn't happened.

    Kevin Gunn (Tuna) - Hey! Check out MechaBall on iTunes by scanning below!
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  • Path finding shouldn't be difficult. You could just set the movement as "Path" and then set the path down the route you want the enemies to take.

    You should never say anything to a woman that even remotely suggests you think she's pregnant unless you can see an actual baby emerging from her at that moment.

  • heh... there are some versions that the bad guys follow a pre-determined path, but the best tower defense games start with an open field.

    I would love to get a good discussion going to handle the type of path-finding needed.

    Kevin Gunn (Tuna) - Hey! Check out MechaBall on iTunes by scanning below!
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  • yes, in most cases... many of the tower defense games i've seen have roads, and the bad guys stay on the roads. You build the towers along the road. Typically, such games have only a few waves per level.


    Here's a good example...
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    Kevin Gunn (Tuna) - Hey! Check out MechaBall on iTunes by scanning below!
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  • How's about putting a giant invisible circular object around your enemies and when that circle collides with a tower the enemy bounces or tries another direction?

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  • Tuna I answered your thread regarding pathfinding. Use the APF object defiantely.

    And to answer OP's question, yes tower defense is definately possible, but unless you are experienced with MMF I would suggest going for something easier first go.

    previously know as bigredron

  • I'd go for a pre-determined path.
    Here's a link to a game that I've been playing since its release because it's addicting:

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    You could use a Path Movement for the enemies.

  • I've played a Tower defense map in Starcraft where waves of enemies follow a path and you have to build up cannons and turrets to destroy the waves before they reach the end of the path. So that is an example of one that uses predetermined paths.

  • There is a really good tower defence game on steam called "Defence Grid : The Awakening" in case you haven't played it. In that, the places you can build are fixed, the enemy paths are fixed, unless it is a level where you are allowed to block the enemy, when they go around your towers.

    One of the biggest problems in MMF is not the path finding like you'd think (you can always make a fixed path version, but if not the APF object is really good), but choosing the right enemy for the turrets to shoot at.

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  • Quote from Dynasoft

    One of the biggest problems in MMF is not the path finding like you'd think (you can always make a fixed path version, but if not the APF object is really good), but choosing the right enemy for the turrets to shoot at.


    On the surface, that could seem daunting... but I'd say it shoots at the first enemy to enter the zone and keep shooting at it until it's defeated. I would set a flag on that enemy, or something like that.

    say enemy1 enters the zone. It gets an integer of 1 set. the tower begins shooting at it. enemy2 enters the same zone. it gets an integer of 2 set. now the tower has to choose a target. make the tower shoot at the one with the lowest integer variable it can find.

    Kevin Gunn (Tuna) - Hey! Check out MechaBall on iTunes by scanning below!
    [SIGPIC][/SIGPIC]

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