very nice one
i also edited the game but gonna give credit, i added these things
rocket tower
freeze tower
sound tower
light tower
two player towers
music
thats it so far
Ok very good! Tell me when it's finished, I'm surely going to play it
Posted 20 May 2008 - 03:00 PM
very nice one
i also edited the game but gonna give credit, i added these things
rocket tower
freeze tower
sound tower
light tower
two player towers
music
thats it so far
Posted 09 October 2008 - 06:50 PM
Posted 09 October 2008 - 08:04 PM
Edited by KymcoCobran, 09 October 2008 - 08:04 PM.
Posted 09 October 2008 - 08:15 PM
Posted 10 October 2008 - 07:26 AM
Posted 20 November 2008 - 07:33 PM
Posted 21 November 2008 - 03:00 AM
Posted 03 December 2008 - 01:44 AM
Posted 03 December 2008 - 03:26 AM
Posted 26 December 2008 - 12:22 PM
Edited by ninootju, 26 December 2008 - 12:22 PM.
Posted 03 January 2009 - 01:39 PM
Edited by joffysloffy, 03 January 2009 - 04:14 PM.
Posted 17 February 2009 - 10:42 PM
Sure.Is it O.K if I use some of these codes (Altered a bit) in a game that I might sell if I put you (athanatos) in the credits?
The circle is drawn by the tower itself. But the menu stats are drawn by the controller. It might be possible that the 'ii_select' variable isn't set when you select the tower, since the tower stats, and the other buttons are only drawn if this variable is set correctly.I have one question; I just made some more towers, but whenever I try to click on the placed tower (to open the little menu, to upgrade / sell them), the menu doesn't show up, but the circle around the tower does.
What's the problem with this?
You're right. That should do the trick. But the depth of the tower must be reset to its original value afterwards, and objects that might fly over the tower, like bullets or missiles, should have a much higher depth value (like 800 or 1000) or the tower will be drawn above them.I actually found some flaws in the tutorial with the depth. The bullets should have a lower depth, because they are underneath the towers, which looks really weird. And sometimes the laser of the lasertower gets underneath another lasertower, so that also looks really weird, but I think I have found a way you can solve that. Just check the distance to its target and multiply that by -1. So if a tower is next to the path and a tower is behind that one. Then the tower behind the tower that is next to the path will have a lower depth than that tower, so its laser will be on top of the tower that is next to the path.
I hope you hear what I am saying tongue.gif.
Posted 20 February 2009 - 01:43 PM
Posted 20 February 2009 - 01:46 PM
![]()
___________________________________________
ERROR in
action number 1
of Step Event
for object btn_upgrade:
Error in code at line 4:
if controller.ii_select = noone
at position 20: Unknown variable ii_select
What to do? I did same things than you, but in the example it works, but in my game it doesnt.
Ps really nice game, 10/10 on tutorial : )) but could you help me? Same happens at btn_sell... : (
Posted 20 February 2009 - 05:23 PM
Posted 25 February 2009 - 01:37 PM
Posted 28 February 2009 - 03:05 PM
If you give me credit, then it's okay to use it, even in a competition game (unless it's just a rip-off from this tutorial, it must be your own game).What do you say about people getting those codes and changing them?
I mean, about using your example as a base for a much higher detailed game.
I would give credit for sure
That's got to do with the path speed. The enemies don't have any 'speed'. If you want to change the speed with which they move through the path, you need to change the 'path_speed' variable.Great tutorial!
Although I cant seem to understand how the enemy speed is being controlled.
I want to create a tower that fires blobs that slows the enemy it comes into contacts with, how would i do this?
Im using the free version of gamemaker 7
Posted 01 March 2009 - 12:55 AM

Edited by fluidic ice, 01 March 2009 - 12:58 AM.
Posted 02 March 2009 - 04:36 PM
Posted 07 March 2009 - 03:33 PM
I've created a new type of enemy, How do I make it so that only that enemy can spawn in that room? All the enemies are spawning and I only want that particular one!
I have GM7 lite.
//Create enemies if needed for every array
if wave_time < 600 wave_time += 1;
if wave_enemies > 0
{
if wave_time = (ee-wave_enemies)*15+15
{
if (room == <the new room>) instance_create(-32,0,<new enemy));
else instance_create(-32,0,<old enemy));
wave_enemies -= 1;
}
}instead of the code that was below "//Create enemies if needed for every array". If all enemies were created instead of this one, you probably forgot to use the 'else'-statement.
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