Forum Topic: Make your own turret!

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CardboardBox

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Posted at: 10/19/08 09:25 PM

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Maybe a turret that shoots boiled oil?
Or Eggs
Or annoying old ladies
Or Grenades
Or a turret named "Mr. Laser" that shoots lasers

Make your own turret!

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mayoarm11

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Posted at: 10/20/08 07:20 AM

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if you're gonna make joke turrets, at least make them funny.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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mafiaman777543

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Posted at: 10/20/08 11:48 AM

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A turret that will reflect off walls until it hits a enemy

how to make a flash need help

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vogesteam

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Posted at: 10/20/08 03:36 PM

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how about a nuke launcher? takes forever (almost) to load, the missile takes a minute or 2 to arrive on its target, but deals massive damage inside an area.


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theraginginferno

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Posted at: 10/20/08 04:58 PM

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how about a spike row tower thing? its just a guy or something pushing a button down and spikes come out of the ground. works brilliant for taking out large swarms :P (perhaps 2x every 5 secs). gl with your td game.


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PowerUpload

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Posted at: 10/21/08 04:00 PM

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At 10/17/08 06:05 PM, mayoarm11 wrote: u have the patience of a 5 year old. gimme a turret idea or go away >=[

Hello Mayoarm11
Now i have read the whole F***ing post, and now i have something to say! :D
I hadn't imagined to read all the pages, i guess i should just post my idéas as fast as i could, but when I began to read, I just couldn't stop. I made up this goal to get a turret in to your game, and to make shure i would give you something original, i was determind to find out something no one had ever mentioned in the post, (Therefore i had to read the whole thing.. I guess ? ^^)
Anyways, here are the idéas that i came up with:

Teleport Tower: (This has been mentioned before, but never like this, I guess ^^)
A tower that would have medium cooldown, and then it would litteraly teleport the enemy back on the map, maybe to the start i think.. This tower would be good to have at the end of the map, so you would be able to save some lives :)

(I know that you wern't interessted in passive towers, but maybe this will spark your interest)
Adrenalin Tower:
A tower that should be placed near other towers to give them an (x)% chance to get an adrennalin boost every time they kill an enemy. This adrenalin boost would increase it's stats for a few seconds.

Ozze Tower:
This tower shoots small green balls of slime at the enemy, wich will stick to it and drain its HP over time. These slimes will increase in number, and therfore slowing the unit more and more. at one point the slimes will havde drained all of the units HP and will after that either spred to another unit, - only if its close enough though! - or evaporate

Link Tower:
This tower is a bit special, it works by sending a continious beam of light against the enemy and start draining the HP of the target, after that, the beam of light jumps to 2 (or more) enemy's and start draining their HP.. Think of it like a continious "chain lightning", just with a beam of light (Lazer ?)

Anyways.. I strongly reccomend to add passive towers it gives many more options, and a better strategic feeling.. Ultimately if you can't fit the passive towers in the "Tecnology Tree", (or preventing overpowerness with the "bonuses" from the passive towers) A good idéa could be to implement a bonus enemy at every 5 wave, and when you kill it, it allows you to build 1 passive tower.

I hope you liked all my idéas, i'm looking forward to your reply :D
Best regards.. PowerUpload - Alexander Ehmsen.


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funkycaveman

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Posted at: 10/21/08 04:02 PM

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hey man are you still open to suggestions?

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PowerUpload

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Posted at: 10/21/08 04:13 PM

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I hope so.. I think i recall him saying that he has 78 towers now, and he needs 2 :)
- By the way, what do you! think about my idéas ?


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funkycaveman

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Posted at: 10/21/08 05:53 PM

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At 10/21/08 04:13 PM, PowerUpload wrote: I hope so.. I think i recall him saying that he has 78 towers now, and he needs 2 :)

wow sounds good, cant wait

- By the way, what do you! think about my idéas ?

thre must be two there, if not i might be able to make some, even tho all my suggestions have been dismissed, but 80 unique turrets is great! good job

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Snizzbut

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Posted at: 10/21/08 08:38 PM

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Um, hello.

Your game sounds really cool.
Are you still taking suggestions for turrets?

I've read all 18 pages and come up with some that haven't been mentioned yet.


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gus1

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Posted at: 10/21/08 08:55 PM

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in later levels enemies should be able to make their own turret
they would attack your turrets and/or base


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LesPaulPlayer

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Posted at: 10/21/08 09:24 PM

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When is this game going to be made? Do you have a demo?


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mayoarm11

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Posted at: 10/22/08 09:30 AM

mayoarm11 NEUTRAL LEVEL 17

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At 10/20/08 11:48 AM, mafiaman777543 wrote: A turret that will reflect off walls until it hits a enemy

already have a ricochet turret.

At 10/20/08 03:36 PM, vogesteam wrote: how about a nuke launcher? takes forever (almost) to load, the missile takes a minute or 2 to arrive on its target, but deals massive damage inside an area.

already have a nuke turret

At 10/20/08 04:58 PM, theraginginferno wrote: how about a spike row tower thing? its just a guy or something pushing a button down and spikes come out of the ground. works brilliant for taking out large swarms :P (perhaps 2x every 5 secs). gl with your td game.

nah, no manual control

At 10/21/08 04:00 PM, PowerUpload wrote: Hello Mayoarm11
Now i have read the whole F***ing post, and now i have something to say! :D
I hadn't imagined to read all the pages, i guess i should just post my idéas as fast as i could, but when I began to read, I just couldn't stop. I made up this goal to get a turret in to your game, and to make shure i would give you something original, i was determind to find out something no one had ever mentioned in the post, (Therefore i had to read the whole thing.. I guess ? ^^)
Anyways, here are the idéas that i came up with:

Teleport Tower: (This has been mentioned before, but never like this, I guess ^^)
A tower that would have medium cooldown, and then it would litteraly teleport the enemy back on the map, maybe to the start i think.. This tower would be good to have at the end of the map, so you would be able to save some lives :)

might be a bit overpowered at times. I can tone it down, but I don't think it's just that great.

(I know that you wern't interessted in passive towers, but maybe this will spark your interest)
Adrenalin Tower:
A tower that should be placed near other towers to give them an (x)% chance to get an adrennalin boost every time they kill an enemy. This adrenalin boost would increase it's stats for a few seconds.

there's a reason i don't want passive turrets, so sorry.

Ozze Tower:
This tower shoots small green balls of slime at the enemy, wich will stick to it and drain its HP over time. These slimes will increase in number, and therfore slowing the unit more and more. at one point the slimes will havde drained all of the units HP and will after that either spred to another unit, - only if its close enough though! - or evaporate

i like this, except the transferring part. but I like that it 'sticks' to them, and drains the hp. and after some time, it dissapears or somethin.

Link Tower:
This tower is a bit special, it works by sending a continious beam of light against the enemy and start draining the HP of the target, after that, the beam of light jumps to 2 (or more) enemy's and start draining their HP.. Think of it like a continious "chain lightning", just with a beam of light (Lazer ?)

yh.. i have a chain lightning turret.

Anyways.. I strongly reccomend to add passive towers it gives many more options, and a better strategic feeling.. Ultimately if you can't fit the passive towers in the "Tecnology Tree", (or preventing overpowerness with the "bonuses" from the passive towers) A good idéa could be to implement a bonus enemy at every 5 wave, and when you kill it, it allows you to build 1 passive tower.

you don't need passive towers for a boost of power. There are tons of powerful turrets to build that are plenty strong and get the job done.

I hope you liked all my idéas, i'm looking forward to your reply :D
Best regards.. PowerUpload - Alexander Ehmsen.

thanks for your reply. help appreciated.

At 10/21/08 04:02 PM, funkycaveman wrote: hey man are you still open to suggestions?

yeah. I actually have enough ideas to make the 85 (not 80) that i'm making, (80 / 81 done atm, i forget), but I just want to see if I get better ideas before I make them. In the mean time, i'm working on the other features of the game.

At 10/21/08 08:38 PM, Snizzbut wrote: Um, hello.

Your game sounds really cool.
Are you still taking suggestions for turrets?

I've read all 18 pages and come up with some that haven't been mentioned yet.

cool shoot.

At 10/21/08 08:55 PM, gus1 wrote: in later levels enemies should be able to make their own turret
they would attack your turrets and/or base

nah, this isn't that type of game. this isn't like age of war, it's a TD with a touch of other genres.

At 10/21/08 09:24 PM, LesPaulPlayer wrote: When is this game going to be made?

idk. it'll take a while.

Do you have a demo?

yep :) i'm not releasing it though.

thanks everyone for their reply, i see there is quite of anticipation for the game, and i hope i won't dissapoint any of you.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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PowerUpload

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Posted at: 10/26/08 02:21 PM

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Hey.. Do you have some pictures of the turrets ;) ?
if you do, please post :D


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kittenclock

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Posted at: 10/26/08 02:49 PM

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ok I thought of something cool

a stability turret Is that how you spell it?
a unstable turret that fires energy but the more enemy's it kills the more damage it deals while becoming more radioactive, until it becomes so radioactive that it explodes dealing damage to enemy's and your turrets. It is risky turret but it is powerful.

.


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mayoarm11

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Posted at: 10/26/08 03:05 PM

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At 10/26/08 02:21 PM, PowerUpload wrote: Hey.. Do you have some pictures of the turrets ;) ?
if you do, please post :D

http://spamtheweb.com/ul/upload/2708/671 47_flash.php

i know the bottom menu thing looks sucky. im working on that now. I'm adding lots of features now. Up to now, all I have done is the basic engine of the game (85 turrets + creeps + etc.) The left side of the screen thing is a copy from gemcraft, i know. I intend to change that - it is TEMPORARY.
Among the features added are a 'modify path' feature, which will enable the user to modify the path of the units (to make the distance longer). For every block added, a certain amount of points will be reduced (expensive). Also, I'm adding a 'defend your castle' kinda thing too. You can hire units to guard your tower (infantry, sniper, etc.). And i'm adding more features, which i won't describe now.

At 10/26/08 02:49 PM, kittenclock wrote: ok I thought of something cool

a stability turret Is that how you spell it?
a unstable turret that fires energy but the more enemy's it kills the more damage it deals while becoming more radioactive, until it becomes so radioactive that it explodes dealing damage to enemy's and your turrets. It is risky turret but it is powerful.

this has been suggested before, believe it or not. my game will feature a self-destruct option, but not in the manner you describe. Other than my feature, I'm not making any self-destruct turrets. Also, increasing power isn't a great idea. thanks though.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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PowerUpload

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Posted at: 10/27/08 11:47 AM

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At 10/26/08 03:05 PM, mayoarm11 wrote:
At 10/26/08 02:21 PM, PowerUpload wrote: Hey.. Do you have some pictures of the turrets ;) ?
if you do, please post :D
http://spamtheweb.com/ul/upload/2708/671 47_flash.php

NICE! i can't wait playing this game (:


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PowerUpload

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Posted at: 10/27/08 11:48 AM

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I forgot to ask..
Did my tower get in the game ?


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DelphinusMach1

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Posted at: 10/27/08 12:45 PM

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Clone turret - exactly the same as the worst turret in the game, but clones itself into another of the weakest turret for each enemy it finishes off, up to a limit (maybe extendable by upgrades).

Devourer turret - 'Eats' enemies and grows larger, increasing range and damage dealt.


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mayoarm11

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Posted at: 10/27/08 04:23 PM

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At 10/27/08 11:47 AM, PowerUpload wrote:
At 10/26/08 03:05 PM, mayoarm11 wrote:
At 10/26/08 02:21 PM, PowerUpload wrote: Hey.. Do you have some pictures of the turrets ;) ?
if you do, please post :D
http://spamtheweb.com/ul/upload/2708/671 47_flash.php
NICE! i can't wait playing this game (:

it looks crappy right now compared to what i have in mind for the game.

At 10/27/08 11:48 AM, PowerUpload wrote: I forgot to ask..
Did my tower get in the game ?

what was ur turret?

At 10/27/08 12:45 PM, DelphinusMach1 wrote: Clone turret - exactly the same as the worst turret in the game, but clones itself into another of the weakest turret for each enemy it finishes off, up to a limit (maybe extendable by upgrades).

ah god, that would cause lag.

Devourer turret - 'Eats' enemies and grows larger, increasing range and damage dealt.

i've said this numerous times, i don't really like increasing damage / stats. I just need cool ways of dealing physical damage, like the swarm missile launcher another user suggested in this thread. it launches 4 (6 in upgrade) missiles that pick a random target within the range of the turret (each missile pick a target, they don't go to the same one). so it's like cool how they like home-seek it n shit. another great turret is the prism tower (as seen in red alert 2), and the + / - magnetic turrets. + next to - creates an electrical field, + next to +, or - next to - creates a bombardment field.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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funkycaveman

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Posted at: 10/27/08 04:29 PM

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how about items like in bloons tower defence not glue or spikes but mines or sandtraps?

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mayoarm11

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Posted at: 10/27/08 04:41 PM

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nah, i aint going for that nooby crappy. here's what im gonna have:

1)
kill counter (how many kills each turret has). each turret will feature a self-destruct option. The explosion's radius (size) and damage depends on its experience (kills).

2)
path modification feature. This allows the user to actually change the path the monsters walk in!!! this includes removing blocks, and adding blocks. Each block removed will not cost money, but each block added will cost a ton. It will be very expensive to use this feature.

3)
a touch of defend your castle is added here. You are defending a castle of some sort, which has 4 bunkers / towers. In each tower you can garrison up to 4 units. Units include infranty (cheapest + crappiest) , sniper (long range duh) , rocket launcher dude (for air units), and some other units i'll think of later. Each tower's location is different, so you have to strategize there as well. and when monsters hit your castle / hut / w/e, units may die as well.

i'm willing to take suggestions on other additions to the game, but please, no crappy shit. they have to be well thought-out, and preferably something that hasn't been done before (i havn't seen my ideas in any game i've ever played).

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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LesPaulPlayer

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Posted at: 10/27/08 04:44 PM

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At 10/27/08 04:41 PM, mayoarm11 wrote: 2)
path modification feature. This allows the user to actually change the path the monsters walk in!!! this includes removing blocks, and adding blocks. Each block removed will not cost money, but each block added will cost a ton. It will be very expensive to use this feature.

I'm sure you've dealt with this, but won't people be able to take out a block and leave an uncompleted path? Will this matter or just not be allowed?


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funkycaveman

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Posted at: 10/27/08 04:48 PM

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At 10/27/08 04:41 PM, mayoarm11 wrote: nah, i aint going for that nooby crappy. here's what im gonna have:

nooby crappy, you mean gemcrafty

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mayoarm11

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Posted at: 10/27/08 04:48 PM

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At 10/27/08 04:44 PM, LesPaulPlayer wrote:
At 10/27/08 04:41 PM, mayoarm11 wrote: 2)
path modification feature. This allows the user to actually change the path the monsters walk in!!! this includes removing blocks, and adding blocks. Each block removed will not cost money, but each block added will cost a ton. It will be very expensive to use this feature.
I'm sure you've dealt with this, but won't people be able to take out a block and leave an uncompleted path? Will this matter or just not be allowed?

ofcourse i've thought of that. if a user does not form a complete path, the previous path form will be re-built with an error message. I havn't coded this yet, but i know it's not impossible, in fact, i have something in mind.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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LesPaulPlayer

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Posted at: 10/27/08 04:50 PM

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At 10/27/08 04:48 PM, mayoarm11 wrote: ofcourse i've thought of that. if a user does not form a complete path, the previous path form will be re-built with an error message. I havn't coded this yet, but i know it's not impossible, in fact, i have something in mind.

You could simulate the path of a monster really fast and check if it ends up at the right place


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mayoarm11

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Posted at: 10/27/08 04:53 PM

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At 10/27/08 04:50 PM, LesPaulPlayer wrote:
At 10/27/08 04:48 PM, mayoarm11 wrote: ofcourse i've thought of that. if a user does not form a complete path, the previous path form will be re-built with an error message. I havn't coded this yet, but i know it's not impossible, in fact, i have something in mind.
You could simulate the path of a monster really fast and check if it ends up at the right place

thats what im doing. while(imaginary monster not reached end){
//monster movement here
//condition for path not being complete, which i dont feel like actually explaning{
/end loop
}
}

thats the easy part. the more challenging part is retacing the previous path.

At 10/27/08 04:48 PM, funkycaveman wrote:
At 10/27/08 04:41 PM, mayoarm11 wrote: nah, i aint going for that nooby crappy. here's what im gonna have:
nooby crappy, you mean gemcrafty

says the guy w/ the cunt for a head :P

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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LesPaulPlayer

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Posted at: 10/27/08 04:55 PM

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At 10/27/08 04:53 PM, mayoarm11 wrote: thats the easy part. the more challenging part is retacing the previous path.

Not really, I'm assuming you're using a tile based system, so when a player edits the map, save the current map as a variable and then if the new map doesn't work set it back to the saved one.


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funkycaveman

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Posted at: 10/27/08 04:59 PM

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At 10/27/08 04:48 PM, funkycaveman wrote:
At 10/27/08 04:41 PM, mayoarm11 wrote: nah, i aint going for that nooby crappy. here's what im gonna have:
nooby crappy, you mean gemcrafty
says the guy w/ the cunt for a head :P

at least it doesnt make me gay when i stick my cock in there, unlike some. :)

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SeanGrounds

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Posted at: 10/27/08 06:22 PM

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An Irish turret (slow to fire),it turns the enemy into a butter puddle that makes 20 enemies slide back and when the slowed down enemies are destroyed they give extra money :D
or
A cheesy knob(for boss levels?)makes it smell rather revolting so that all turrets in a certain area take aim and focus on only the turrets that were affected with the vile stench?
or
A washing machine turret, gives them dazzeling whites, that tempoarily blind surrounding enemies.


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