Tower Defence Game Maker

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Hi, I'm currently trying to make a TD game using Game maker, and well, I'm a total newb. There's tons of things I'm trying to figure out how to do, but there's mainly two questions I have, so I thought I might get some good help here.

What all should I include in it? Right now I am in designing everything I need before writing code. I started with database design. 1 database per game and file. Author: play4all. Description: Create your Own TD 2 is a fun tower defence game creator, it gives you a chance to create your own TD maps and easily customise almost.

Tower Defence Game MakerTower Defence Game Maker

First, about enemies. From what I understand, most TD games only have one object being used for every wave, it's just the sprite of the object that's being changed. That way, towers can always target 'obj_enemy', for example.

What I'd like to do would be to have many enemies with different behaviors. For example, one enemy would deflect all projectiles, another would spawn smaller enemies upon dying, etc. Should I use multiple enemy objects in this case, or should I add tons of variables on the same 'obj_enemy' for all possible behaviors?

Also, I'm trying to use some grid system when building towers, so the tower would only move one square at a time when placing it. I tried to find info on how to do that, but I'm wondering if that's even possible in GM. Chronomancer D&d Pdf. I KNOW HOW First you work on your sprites.

What all should I include in it? Right now I am in designing everything I need before writing code. I started with database design. 1 database per game and file management. I got for my folders files files->images files->images->defenses files->images->enemies files->images->intros files->images->misc files->sounds for databae I got 4 tables which will be created. Waves: bg_music, wave_id, intro_pic settings: intro_pic, num_waves, is_story_mode enemies: e_type, e_health, e_speed, e_wave, e_name, e_sound defenses: d_name, d_type, d_price, d_sell_price, d_dmg_ground, d_dmg_air, d_splash_dmg, d_dmg_air_distance, d_dmg_ground_distance, d_dmg_splash_radius, d_mini_icon Then when people load up the maker, they can choose to load game in making or start new If starting new, the'yll be asked if wanting story mode, and choose name of game,.ico for exe and splash screen image.

From there, they can create new waves choosing bg music and intro pic (if story mode is choosen) They will also be able to create new enemies, ground enemies or air enemies with there health and animation frames. Same goes for defense, they can set the properties for it and a 32x32 img for it in game when selecting the defense from menu. Anything I'm missing? Or should that about cover it? Well, that's great for individual levels, but what about people who want to organize their levels on a map, like in GemCraft? I'm wondering about what type of scripting you're going to let us use too. Some of us like static numbers for damage, and some of us like a range of numbers.

Could we do both? How many projectile particles can we have on screen at once? And as I always suggest, allow us to stream a internet radio station through the game (I don't want to have to go back and forth between apps to mess with volume, changing stations, etc). That would make me happy. Discrete vs continuous tower placement, towers with different sizes, 'traps' that you can place on the path itself, pathfinding for mazing style tds (perhaps even a setup for enemies attacking your towers), bullets that are guaranteed to hit the target or bullets that have a velocity and can miss or hit the wrong target like antbuster. An option to set how towers target their units, either for the game's designer or for the player; stuff like nearest, furthest along the track, least furthest along the track, oldest creep, newest creep, least/most hp by value, least/most hp by%, randomly, as well as whether to recalculate target for each new shot or use the old one until it's too far out of range. Armor for creeps (damage = tower's attack - armor capped at 0) and Resistance (attack = tower's attack/armor) and a choice for which is applied first.

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