Forum Topic: Make your own turret!

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mayoarm11

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Posted at: 8/14/08 03:42 AM

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At 8/13/08 06:18 PM, FatKidWitAJetPak wrote: Oh but you like my rapid fire idea. Ok cool. Multi colored isnt childish, it actually looks really cool.

http://www.newgrounds.com/portal/view/42 2253

I was thinking the lazers would be like that. Purple seems pretty cool, just kind of dull. If this tower is going to be powerful, it should have some fancy bullets.

well, I'm gonna make it powerful, but not ultra powerful... purple's fine :D

At 8/13/08 06:37 PM, KageRyu798 wrote:
At 8/13/08 05:27 PM, mayoarm11 wrote: this is a very similar concept I came up w/, w/ the help of kageRyu. A penetration turret,
Petrification. Big difference.

that's what i meant :D

i hope :(

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mayoarm11

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Posted at: 8/14/08 05:13 AM

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fatty, I made your turret. I like how it turned out

took me 5 mins :P

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funkycaveman

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Posted at: 8/14/08 05:47 AM

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wow man your thread is popular, but most of the posts were yours, looking back!

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mayoarm11

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Posted at: 8/14/08 08:19 AM

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I obviously have to reply to all the suggestions...........

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Mysteryhat

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Posted at: 8/14/08 08:30 AM

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cannibal turkey shooter-it shoots out turkeys that eat the attacker you aiming at

I second the idea on a chuck norris idea it would charge up till it had a full bar and DESTROY EVERYTHING!!!! on the map with a fiery kick in the balls

lol

Make your own turret!

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mayoarm11

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Posted at: 8/14/08 11:20 AM

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of all animals, why turkey?

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KageRyu798

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Posted at: 8/14/08 02:12 PM

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At 8/14/08 11:20 AM, mayoarm11 wrote: of all animals, why turkey?

Because it's the most surprising! The turkey: a bird so incredibly stupid it'll stare up at a rainstorm until it actually drowns!

Though I prefer rabid squirrels or mechanical mini-dragons myself...

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FatKidWitAJetPak

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Posted at: 8/14/08 03:26 PM

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At 8/14/08 05:13 AM, mayoarm11 wrote: fatty, I made your turret. I like how it turned out

took me 5 mins :P

Sweetness. Thanks man. can i have it in a .swf preview? :3

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FatKidWitAJetPak

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Posted at: 8/14/08 03:29 PM

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Also, I have some pretty kick-ass trance music we could put on there. i could make a small .mp3 player so users could choose a song they wanted and play it from the player while playing the game.

The songs would be streamed so it would only take up about 30KB for 10 songs. So what do you say?

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goldblade1

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Posted at: 8/14/08 03:29 PM

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Doom 3 Soul Cube-esque turret: after so many kills or perhaps a certain amount of damage is done in an area around it, it can be used manually to instantly kill one manually targeted enemy.


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mayoarm11

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Posted at: 8/14/08 03:36 PM

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At 8/14/08 03:29 PM, goldblade1 wrote: Doom 3 Soul Cube-esque turret: after so many kills or perhaps a certain amount of damage is done in an area around it, it can be used manually to instantly kill one manually targeted enemy.

1) no manual control
2) no instant kills

:D

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goldblade1

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Posted at: 8/14/08 04:01 PM

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Another RA2 idea: Chrono turret (alternate from the one before)
Freezes unit, makes enemy invulnerable to all other (non chrono) turret, while doing a small amount of temporary damage over time. the temporary damage is done to its temporary health, which is the same as its real health until it is affected by chrono turret. If it loses its target for some resaon (explosions near the unit or the turret for example) would cause it to lose its focus and the temporary health is restored, and no damage at all is done to the unit. Slow reload regardless of wether it kills or not. Same as chrono legionairre if youve played RA2

Spike launcher:
Suggested before but i reworked it. Launches a spike which does a small-medium amount of damage, but if any units are directly behind it in a short area they are stuck together, with no other changes. If they try to go in different directions one direction is randomly taken. The main strength is it would greatly increase splash damage turrets. An advanced one might launch a ball that hit the unit and creates several spikes in many directions.

Targeting turret:
Simple idea, mabye a bit hard to do. Simply uses a laser pointer to indicate a certain unit, which allows turrets to fire farther than normal to hit that unit and they do more damage to it.


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funkycaveman

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Posted at: 8/14/08 04:04 PM

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At 8/14/08 08:19 AM, mayoarm11 wrote: I obviously have to reply to all the suggestions...........

oh yea course you do, lol

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mayoarm11

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Posted at: 8/14/08 04:35 PM

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At 8/14/08 04:01 PM, goldblade1 wrote: Another RA2 idea: Chrono turret (alternate from the one before)
Freezes unit, makes enemy invulnerable to all other (non chrono) turret, while doing a small amount of temporary damage over time. the temporary damage is done to its temporary health, which is the same as its real health until it is affected by chrono turret. If it loses its target for some resaon (explosions near the unit or the turret for example) would cause it to lose its focus and the temporary health is restored, and no damage at all is done to the unit. Slow reload regardless of wether it kills or not. Same as chrono legionairre if youve played RA2

i <3 chrono legionairre. 3 of em can take out an entire army.
either I don't remember the chrono machine thing correctly, or maybe you dont :P
your turret is nothing like RA2's chrono thing. newayz, I don't understand what exactly the turret does. Clarify please? especially the "losing focus" part.

Spike launcher:
Suggested before but i reworked it. Launches a spike which does a small-medium amount of damage, but if any units are directly behind it in a short area they are stuck together, with no other changes. If they try to go in different directions one direction is randomly taken. The main strength is it would greatly increase splash damage turrets. An advanced one might launch a ball that hit the unit and creates several spikes in many directions.

well, there's something that does this better but is more fitting for this ability than spikes. That net thing w/ balls around it. It's not a fishing net though. It has like 4 heavy balls... w/e.
and it launches that shit and all units are like trapped together, and their speed is like greatly reduced as well. Mega slow reload time. Idk, it'll be a challenge to script. A real challenge... But that's not the problem. Idk, I'll consider it.

Targeting turret:
Simple idea, mabye a bit hard to do. Simply uses a laser pointer to indicate a certain unit, which allows turrets to fire farther than normal to hit that unit and they do more damage to it.

interesting. Very nice. I'm having trouble w/ it not doing damage on its on though.

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goldblade1

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Posted at: 8/14/08 04:41 PM

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I was talking about the way the chrono weapon works in the game in the programming aspect. Simply put, its the same thing as the CL. The idea of it losing focus is cause it would be WAYY over powered. Like you said before, no one hit surefire kills. Well, losing focus would be a way to remove the assuredness of it destroying the first thing it gets every time. It doesnt hae to be the way i put it, just the turret is, shall we say, 'distracted' by something else, or something disrupts the attack by going between them, and releases the hold on its target.
THe spike ball wouldnt be like a fishing net, it would look like the unit it hit grew long spikes, except that they insead exploded out of it more.
The targeting turret could also do small damage to its taret, or have a secondary light weapon attached.


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Tivaelydoc

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Posted at: 8/14/08 04:44 PM

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Besides splash damage, do you have something that does chain damage?


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mayoarm11

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Posted at: 8/14/08 04:50 PM

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At 8/14/08 04:41 PM, goldblade1 wrote: I was talking about the way the chrono weapon works in the game in the programming aspect. Simply put, its the same thing as the CL. The idea of it losing focus is cause it would be WAYY over powered. Like you said before, no one hit surefire kills. Well, losing focus would be a way to remove the assuredness of it destroying the first thing it gets every time. It doesnt hae to be the way i put it, just the turret is, shall we say, 'distracted' by something else, or something disrupts the attack by going between them, and releases the hold on its target.
THe spike ball wouldnt be like a fishing net, it would look like the unit it hit grew long spikes, except that they insead exploded out of it more.
The targeting turret could also do small damage to its taret, or have a secondary light weapon attached.

ok this eventually has to be programmed. so either I'm not getting you right, or you'er using general concepts. What are the conditions of focus loss? And what damage does the turret do? Prevents other turrets from shooting the unit is a down, so i'm guessing it does a lot of damage?

At 8/14/08 04:44 PM, Tivaelydoc wrote: Besides splash damage, do you have something that does chain damage?

electricty turret? A bunch of others as well.

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goldblade1

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Posted at: 8/14/08 05:20 PM

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ok, i think the best way to explain it would be like this. Imagine each enemy would have two health numbers. ONe is 'real' health, the other is 'chrono' or 'temporary' health. so you have a creep, like so.

Creep: Health: 500 Chrono health: 500

The chrono health is affected by real health, so if it takes 50 damage from a turret,

creep: health: 450 chrono health:450

Now lets say it runs into a chrono turret, which does say 15 damage per hit, second, whatever. The enemy is frozen and the real health is invulnerable, but the chrono health is affected, so now

Creep: Health: 450 Chrono health: 435

As the chrono health is slowly whittled to zero, the creep takes no real damage. Once the chrono health hits 0, the creep is removed. However, say the LOS to this creep is broken by a flak shot from a nearby turret hits a different creep nearby. the chrono health is restored to what it originally was.

Creep: Health:450 Chrono health: 450

So its basically an all or nothing turret. Bullets and the like wouldnt affect the LOS, although explosions near it may break the concentration. That could be one rather simply by making a sort of unit that is basically a line from the turret to its target, and certain types of attacks will break it.


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mayoarm11

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Posted at: 8/14/08 05:38 PM

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ok, it's a very interesting idea, but it would be impossible to show this visually. Two different health bars is unneseccary. and the LOS being blocked by other bullets is way too hard to script. I could give it a shot, but it would take up a lot of time, which I don't have.

it's a very nice idea, and it's these sorts of ideas i am looking for.

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Tivaelydoc

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Posted at: 8/14/08 05:40 PM

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you should put a demo video on youtube


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mayoarm11

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Posted at: 8/14/08 05:48 PM

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idk, maybe , when i've completely finished the survival mode.

don't look 4ward to this, cuz it's not a guarantee.

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FatKidWitAJetPak

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Posted at: 8/14/08 06:01 PM

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don't look 4ward to this, cuz it's not a guarantee.

WHAT? you mean the game or the youtube video.

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mayoarm11

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Posted at: 8/14/08 06:02 PM

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what do YOU think? XD

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goldblade1

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Posted at: 8/14/08 11:29 PM

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Heres more ideas:
Shadowbolt turret
Fires a bolt or ball of anti-photons. When these hit the target, they do a low amount of damage, but cause the target to wander around aimlessly for a short time, blinded by the anti photons destroying the regular photons around it.

Bloodletting turret
Fires small needle like projectiles, the first one does a tiny amount of damage, the next a bit more, then more and more, until each needle does quite impressive damage.

Swarm turret
Fires up to ten magnetic discs with a slow reload, these discs will attack any enemy which comes close to the turret. Can target up to ten enemies at once. Discs break after 8 attacks. Each disc does minor damage but attacks rapidly. The discs will group up and attack all at once, but if there are multiple enemies, they attack all enemies at once if possible.


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mayoarm11

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Posted at: 8/15/08 02:02 AM

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At 8/14/08 11:29 PM, goldblade1 wrote: Heres more ideas:
Shadowbolt turret
Fires a bolt or ball of anti-photons. When these hit the target, they do a low amount of damage, but cause the target to wander around aimlessly for a short time, blinded by the anti photons destroying the regular photons around it.

I don't know. Maybe if you spiced it up a big more.

Bloodletting turret
Fires small needle like projectiles, the first one does a tiny amount of damage, the next a bit more, then more and more, until each needle does quite impressive damage.

Increasing / decreasing damage is not a good idea, as concsistency is best.

Swarm turret
Fires up to ten magnetic discs with a slow reload, these discs will attack any enemy which comes close to the turret. Can target up to ten enemies at once. Discs break after 8 attacks. Each disc does minor damage but attacks rapidly. The discs will group up and attack all at once, but if there are multiple enemies, they attack all enemies at once if possible.

I don't get it. At first I thought it was just a turret that throws discs. Like a regular turret, only discs as bullets (which is boring). But then you described all the grouping, and multiple targets n stuff. So I don't get how exactly they are able to group, etc.

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goldblade1

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Posted at: 8/15/08 02:33 AM

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At 8/15/08 02:02 AM, mayoarm11 wrote:
I don't know. Maybe if you spiced it up a big more.

Like what?

Increasing / decreasing damage is not a good idea, as concsistency is best.

Hm, ok. Just that i was thinking of the halo needler when i was coming up with these.

I don't get it. At first I thought it was just a turret that throws discs. Like a regular turret, only discs as bullets (which is boring). But then you described all the grouping, and multiple targets n stuff. So I don't get how exactly they are able to group, etc.

Basically, imagine a swarm of bees. They all attack something when it gets close. When another thing comes, half of the bees go off to attack the other thing. The more things nearer them, the fewer the bees attacking each one. Then, when all the targets are destroyed, they return to circling the turret. At the most basic level, its a turret that can target multiple enemies at once.


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mayoarm11

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Posted at: 8/15/08 02:37 AM

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that's kinda cool. I don't know if 'discs' is fitting, but I now understand the idea w/ the help of the bee example.

k it's cool, I'll consider it.

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goldblade1

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Posted at: 8/15/08 02:59 AM

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Another one comes to mind: Duplication turret
Low reload, its "attack" is to copy the latest attack that passed near it.

I think i have fixed the chrono turret
First, screw how it works in RA2, cause thats just too complicated. It just does regular damage.

As for the breaking of LOS, you would use a line that would act like an enemy, in that certain types of damage will break it (though it wouldnt be targeted by your own turrets as an enemy, of course!). Although im not very knowelageable at AS, i believe this could be done using a few simple variables (if it is capable of damaging the LOS, if so, it breaks it).

OPTIONAL: I know you said that you didnt like the idea of damaging your own turrets, but the Chrono turret needs a drawback with that much power it has. If you ever played RA1, the idea is like when you used the Chronosphere too much: a breif temporal rift may occur (2% chance) whenever the chrono turret is fired. These last for mabye five seconds, and wander around slowly, but will suck in monsters and possibly your own turrets too. Its just to keep players from simply freezing every enemy that tries to get through.


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mayoarm11

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Posted at: 8/15/08 03:24 AM

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the whole LOS concept is nice, but it has problems. I suggest not dealing with LOS unless it's something very basic.

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awezomeness

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Posted at: 8/15/08 04:53 AM

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why 80 turrets? make like 500 turrets, and like 100 enemy types, and like at least 10 different game modes.

I mean, that's the only way you're going to pass judgement.


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