Forum Topic: Make your own turret!

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Cthun

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Posted at: 7/21/08 07:47 AM

Cthun EVIL LEVEL 02

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A turret that pulls in metal objects? Like a magnet, or something. I don't know. :)
I instantly thought of the magnet one as I came up with this one. :P
How about one that takes some time to charge and once its done it sends out a electric pulse disabling all enemy vehicle's for a number of time.


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mayoarm11

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Posted at: 7/21/08 07:49 AM

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magnet - meh. If I'll make something that draws the enemies in, it'd be a black hole kinda thing.

maching disable - ... umm shockwave thing. Ok, not bad. I'll consider it.

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funkycaveman

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Posted at: 7/21/08 07:51 AM

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an earth wind or fire turrets, each do different things, earth means gives earthquakes and reduces health of all enimies on screen , a fire turret thats not just a flame thrower but keeps an enemy alight for a certain amount of time and burns other enemies when they touvh and lastly and wind turret that produces a massive storm and kills some enimies, super powers!

funky

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mayoarm11

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Posted at: 7/21/08 08:44 AM

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At 7/21/08 07:51 AM, funkycaveman wrote: an earth wind or fire turrets, each do different things, earth means gives earthquakes and reduces health of all enimies on screen , a fire turret thats not just a flame thrower but keeps an enemy alight for a certain amount of time and burns other enemies when they touvh and lastly and wind turret that produces a massive storm and kills some enimies, super powers!

funky

earthquake: I don't want turrets that deal damage to all the units on the field, but I can make a small earthquake around the turret. It doesn't really fit the 'modern weapons' theme, but I'll consider it.

fire: already have a flamethrower, that ignites the enemy units. I don't know what touvh means so I can't answer the second part of the turret - does it say touch? if so... touch what?

wind: "kills some enemies"? You may have something going here, but you will have to clarify more.

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M00SHEEP

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Posted at: 7/21/08 08:47 AM

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A turret that fires a swarm of nanobots?
Nanobots rock... not as much as nanoducks tho

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funkycaveman

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Posted at: 7/21/08 08:50 AM

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At 7/21/08 08:44 AM, mayoarm11 wrote:
At 7/21/08 07:51 AM, funkycaveman wrote: an earth wind or fire turrets, each do different things, earth means gives earthquakes and reduces health of all enimies on screen , a fire turret thats not just a flame thrower but keeps an enemy alight for a certain amount of time and burns other enemies when they touvh and lastly and wind turret that produces a massive storm and kills some enimies, super powers!

funky
earthquake: I don't want turrets that deal damage to all the units on the field, but I can make a small earthquake around the turret. It doesn't really fit the 'modern weapons' theme, but I'll consider it.

fire: already have a flamethrower, that ignites the enemy units. I don't know what touvh means so I can't answer the second part of the turret - does it say touch? if so... touch what?

wind: "kills some enemies"? You may have something going here, but you will have to clarify more.

ok i will explain myself, the fire one could be linked to the flamethrower, but when an enemy catches alight and walks into another healthy enemy the healthy gets put on fire but the flaming one if that make sence it would be cool if you could have that so lots of enemies can be killed, the fire would be short range tho'

the wind turret, it produces gale force winds that sweeps some enimies offf the floor and off the stage and they will die then, the wind goes around the stage and picks up enimes on the way like a tonado twister but gusts of wind, like THIS but not as comic. hope that helps you again, i really want a turret in there tell me if these dont work

funky

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mayoarm11

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Posted at: 7/21/08 09:13 AM

mayoarm11 NEUTRAL LEVEL 17

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the fire concept is interesting, but I won't make a new turret, just to add the concept of igniting other enemies when touched. Though it is something I might add to existing ignited enemies. Though I probably won't, because it will require a loop which will add to lag, and enemy units touch each other very rarely.

wind: a tornado turret I believe has been suggested. But you developed the idea better. 'hurling' the enemies 'off the stage' is a very bad idea, because it is very cartoony. I can make it so it will hurl them in a random direction, and inflict damage. That's interesting, as it may hurl them backwards, and aid you, or it might hurl them towards your base, and that, ofcourse, is bad. Also, even though the direction is random, there is more of a chance it will help you, b/c hurling units sideways, although, logically is considered 'neutral', also helps you.

If I do use this, I will give you full credit, even though I did the finishing touches :P

I won't promise to make this though. It's a possibility.

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Squeaky-Neb

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Posted at: 7/21/08 09:14 AM

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A sheild turret that will block incoming fire but melt/fry enemies that are dumb enough to walk into it. Althouh then it woud be over powerful, so maybe we could make it do a bit of damage and let them walk through. or it could just stop them, then let them through (the generator needs a break) so that enemies come in pulses, to the advantage of splash damage weapons.

I got the idea from UT2004 (the huge artillery tank, i think), except the UT2004 version did damage with a huge cannon, not the sheild.


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funkycaveman

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Posted at: 7/21/08 09:21 AM

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At 7/21/08 09:13 AM, mayoarm11 wrote: the fire concept is interesting, but I won't make a new turret, just to add the concept of igniting other enemies when touched. Though it is something I might add to existing ignited enemies. Though I probably won't, because it will require a loop which will add to lag, and enemy units touch each other very rarely.

wind: a tornado turret I believe has been suggested. But you developed the idea better. 'hurling' the enemies 'off the stage' is a very bad idea, because it is very cartoony. I can make it so it will hurl them in a random direction, and inflict damage. That's interesting, as it may hurl them backwards, and aid you, or it might hurl them towards your base, and that, ofcourse, is bad. Also, even though the direction is random, there is more of a chance it will help you, b/c hurling units sideways, although, logically is considered 'neutral', also helps you.

If I do use this, I will give you full credit, even though I did the finishing touches :P

I won't promise to make this though. It's a possibility.

ok sounds good thanks for giving me a chance, the wind idea you have is better and would be nice, but cos enimies hardly touch each other then if they do it might be a nice easter egg for them to ignite, or if the wind hurls them back on fire into a group and kills them all!

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mayoarm11

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Posted at: 7/21/08 09:45 AM

mayoarm11 NEUTRAL LEVEL 17

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At 7/21/08 09:14 AM, Squeaky-Neb wrote: A sheild turret that will block incoming fire but melt/fry enemies that are dumb enough to walk into it. Althouh then it woud be over powerful, so maybe we could make it do a bit of damage and let them walk through. or it could just stop them, then let them through (the generator needs a break) so that enemies come in pulses, to the advantage of splash damage weapons.

I got the idea from UT2004 (the huge artillery tank, i think), except the UT2004 version did damage with a huge cannon, not the sheild.

the shield scripting would cause a lot of lag, and I'm really trying to cut down on lag at the moment. As far as the other part of the turret - the 'pass through' part:
ummm it's not bad of an idea. But I was thinking of having a fire circle around the turret - like a shield. It's just that a shield doesn't make sense, something like fire would be better. And perhaps upgrades will include a toxic waste circle or freezing shit or w/e da fuck.

It is really good to think about cool games like UT for turrets. Everyone should try it. My favorite turret, the prism tower, is taken from red alert 2.

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mayoarm11

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Posted at: 7/23/08 09:59 AM

mayoarm11 NEUTRAL LEVEL 17

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haha! just got a genius idea that I wanted to share w/ yall!

Expansions of the electricity turret: positive and negative electricty turrets.

When positive and negative turrets are placed next to each other (a certain radius is predefined ofcourse), they create an electrical thingy magic that shoots the MF's w/ electricty.
When turrets of the same kind are placed together, they constantly bombard the area between the turrets.

mwahaha!

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funkycaveman

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Posted at: 7/23/08 10:02 AM

funkycaveman FAB LEVEL 20

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When positive and negative turrets are placed next to each other (a certain radius is predefined ofcourse), they create an electrical thingy magic that shoots the MF's w/ electricty.
When turrets of the same kind are placed together, they constantly bombard the area between the turrets.

mwahaha!

nice one, lol

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LesPaulPlayer

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Posted at: 7/23/08 12:27 PM

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Mind Control Turret - has a 10%-15% chance of turning nearby enemies (within a certain radius) into brainwashed allies that shoot at enemies. No reload times, is constantly active but has a low rate of success since the payoff is pretty good. Rate of success can be upgraded, overlapping mind control fields double success rate and can doubly brainwash enemies into rampage mode.

Turret Web - sends harmful lasers to other turrets of all kinds that do damage to enemies when they cross them. Number of links can be upgraded, laser damage can be upgraded, turret web-turret web links are extra strong.


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Uhlik

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Posted at: 7/23/08 12:47 PM

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Errr, ok here are some of my ideas

A nuke launcher
Corpse flinger ( does diseas damage? )
A rocket launcher that fires multiple rockets at the same time
Melee possibly? ( a turret with a big blade sticking out or something like that )
A gas turret that leaks gas and poison damage over all the enemies
An ion sniper rifle
Blade shooter thingy ( shoots swords at the enemies )
A black cloud turret of some sort that blinds the enemies
A bio cannon that just does mass poison damage on people
A twin minigun
A turret that deploys your own monsters and kills the enemies

Those are all of my ideas so far


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mayoarm11

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Posted at: 7/23/08 01:27 PM

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At 7/23/08 12:27 PM, LesPaulPlayer wrote: Mind Control Turret - has a 10%-15% chance of turning nearby enemies (within a certain radius) into brainwashed allies that shoot at enemies. No reload times, is constantly active but has a low rate of success since the payoff is pretty good. Rate of success can be upgraded, overlapping mind control fields double success rate and can doubly brainwash enemies into rampage mode.

Turret Web - sends harmful lasers to other turrets of all kinds that do damage to enemies when they cross them. Number of links can be upgraded, laser damage can be upgraded, turret web-turret web links are extra strong.

mind control has been suggested at least twice before.

but your turret web isn't a bad idea. Leaving it as it is now would be kinda boring, but the concept is interesting. I already have turrets that aid each other (pos and neg turret and prism tower), so this should fit right in to that section of the turret development tree. I'll think of something to add to the webby thingies, or you can help me if you want.

nuke: already suggested, and I finished it too! It looks nice btw, it's an expansion of the home-seeking missile launcher.
corpse flinger: no XD
rocket launcher: I have like 5 rocket-launchers that each do something different, so... >.>
gas turret: I already have the poison turret, which is basically the same thing.
ion sniper rifle - Not on the list, but it is on my list of 'things to do', so... I will do that, but I can't credit you with the idea.
blade shooter: melee has been suggested numerous times, and I replied that I do not want melee besides the boomerang launcher that I have, b/c the theme is futuristic.
black cloud: blinds? then what? they don't move for a couple a secs? I already have the snow turret that does that
bio cannon: One of the '5 rocket-lauchers' that I have is a toxic missile. so...
twin minigun: what? as an expansion of the minigun? idk. I think an expansion of the minigun should just have more range and more damage, I don't think I want to add another minigun.
monster turret: already said that this version of the game will not have the option to deploy monsters.

sorry dude i'm harsh xD

btw, I just finished scripting the electrical part for my pos and neg electrical turrets, and it looks niceeeee. Now for the bombing part!@#@!#!

:)
I made about 35 turrets so far, and I have about 25 on my 'to do list'. 60 is a lot, but I still want more!@#!@#! so keep em ideas coming bitches!

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mayoarm11

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Posted at: 7/23/08 01:33 PM

mayoarm11 NEUTRAL LEVEL 17

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oh regarding the ion sniper, I need something ion-related, if anyone can help me.
Something that will connect either the original ion cannon to the sniper cannon, or connect the ion machine gun to the ion sniper.

by 'connect' I mean, logically have connections w/ both. So it will make sense on the turret development tree.

thank you.

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LesPaulPlayer

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Posted at: 7/23/08 02:53 PM

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This could be a bit of a challenge to code, but what about a programmable turret that can actually pick itself up and move around, its path created by the player using a simple code such as LLRUD or something. The turret would act as a normal turret aside from this.


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funkycaveman

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Posted at: 7/23/08 02:55 PM

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are you able to show us a preview soon mate?

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mayoarm11

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Posted at: 7/23/08 03:04 PM

mayoarm11 NEUTRAL LEVEL 17

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At 7/23/08 02:53 PM, LesPaulPlayer wrote: This could be a bit of a challenge to code, but what about a programmable turret that can actually pick itself up and move around, its path created by the player using a simple code such as LLRUD or something. The turret would act as a normal turret aside from this.

It's already been suggested, and I did it as well!
I called it the mecha-walker. It has two machine guns, and a mini missle launcher. It's walking path is not exactly what you describe:
It has a set (predefined) radius. It chooses a point randomally, and starts walking towards it. Once it reaches it, it settles down, and shoots like a normal stationary turret. Then after like 10? seconds it picks another point, and so on...

I don't really like the idea of the user creating a path for the walker, as it is too much of an advantage I believe. The walking should be random, as to either aid, or make it worse for the player.

At 7/23/08 02:55 PM, funkycaveman wrote: are you able to show us a preview soon mate?

umm... idk, like you wanna c the graphics? idk >.>
I can show you the turret development tree I have so far...

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mayoarm11

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Posted at: 7/23/08 05:49 PM

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just finished the neg / pos electrical turrets. It's definetely one of my favs right now B)

wondering... regular video game arms include...

shotgun, machine gun, sniper, anything else?

I'm not looking for something like pistol -_-

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Dezimo

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Posted at: 7/23/08 07:38 PM

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a virus turret (upgrade from poison)
damage over time + a chance to infect nearby enemies

ninja star launcher :)

laser beam - fires a beam towards a random enemy, and then damages anything that passes between them

microwave thingy - kinda like a wall, only you can pass through it and it does dmg

black hole launcher - really slow launcher that places a black hole near it, and anything it touches gets insta-killed

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mayoarm11

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Posted at: 7/23/08 08:09 PM

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At 7/23/08 07:38 PM, Dezimo wrote: a virus turret (upgrade from poison)
damage over time + a chance to infect nearby enemies

the poison turret already does "damage over time". And the script for infecting nearby enemies, as stated twice before, will cause lag, and therefore is unneseccary for just one turret.

ninja star launcher :)

As said to all melee turrets - no xD
modern themed.

laser beam - fires a beam towards a random enemy, and then damages anything that passes between them

random enemy on the field? Well, I l already have a laser beam that attacks the closest unit.

microwave thingy - kinda like a wall, only you can pass through it and it does dmg

wall has been suggested, and I am still considering of make a "ring of fire" around a turret. rings are cooler than walls xD

black hole launcher - really slow launcher that places a black hole near it, and anything it touches gets insta-killed

already been suggested, and am considering of making. cept for the instant killing part o.O too powerful

:)

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jf5696

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Posted at: 7/23/08 09:45 PM

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you could make a acid sprayer , a human catapult turret, a turret that stuns enemies, or a turret that makes the ground under the enemy turn to ice so he falls down.

DEATH NOTE!!!!

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Uhlik

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Posted at: 7/24/08 12:29 AM

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Have you thought about adding skills to the game? Like being able to launch an air strike, or bombing the place to piss. I know this isnt about the turrets but i just figured i would put that out there.


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mayoarm11

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Posted at: 7/24/08 05:37 AM

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At 7/23/08 09:45 PM, jf5696 wrote: you could make a acid sprayer , a human catapult turret, a turret that stuns enemies, or a turret that makes the ground under the enemy turn to ice so he falls down.

first 3 ideas have already been suggested / made, and the 4th is weird o.O

At 7/24/08 12:29 AM, Uhlik wrote: Have you thought about adding skills to the game? Like being able to launch an air strike, or bombing the place to piss. I know this isnt about the turrets but i just figured i would put that out there.

it is something to consider for the next release. I am kind of rushing through this release though.

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Deadclever23

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Posted at: 7/24/08 06:45 AM

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Black hole launcher sucks enemys towards it.
Ultimate anti-matter bomb turret that blows up every enemy on screen and all your turrets and stops enemys ever coming again.

IndyDev - Reviews, News and Tutorials. the hottest new Indy blog of it's kind. (Shameless self promotion).

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mayoarm11

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Posted at: 7/24/08 07:15 AM

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At 7/24/08 06:45 AM, Deadclever23 wrote: Black hole launcher sucks enemys towards it.
Ultimate anti-matter bomb turret that blows up every enemy on screen and all your turrets and stops enemys ever coming again.

black hole: been suggested twice before.

anti-matter: lmfao.

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Dezimo

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Posted at: 7/24/08 07:54 AM

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At 7/23/08 08:09 PM, mayoarm11 wrote: the poison turret already does "damage over time". And the script for infecting nearby enemies, as stated twice before, will cause lag, and therefore is unneseccary for just one turret.

are you sure it'd cause lag

just give all the enemies a hittest slightly bigger than themselves, and have a random() thing to determine whether the enemies in the infeced hit area get infected too

or is it the enemies interacting with each other that'll cause lag?

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mayoarm11

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Posted at: 7/24/08 09:07 AM

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At 7/24/08 07:54 AM, Dezimo wrote:
At 7/23/08 08:09 PM, mayoarm11 wrote: the poison turret already does "damage over time". And the script for infecting nearby enemies, as stated twice before, will cause lag, and therefore is unneseccary for just one turret.
are you sure it'd cause lag

just give all the enemies a hittest slightly bigger than themselves, and have a random() thing to determine whether the enemies in the infeced hit area get infected too

or is it the enemies interacting with each other that'll cause lag?

your hitTest way would cause so much lag, that it would be impossible to play xD

The reason being is the loop that is needed to test the hittest for all the players on the field. _root.maxM is the variable in my game representing the current amount of enemy units on the field, and ID is the variable representing the enemy's number. It would have to be like this:

for(i=0;i<_root.maxM;i++)
if(i!=ID)
if(this.hitTest(_root.bg["enemy"+i]._x,_
root.bg["enemy"+i]._y,true))
//do shit

let's say 20 players are on the field - which is really not a lot. each player checks the hitTest 19 times every 1/30 of a second (my fps). That is a total of 380 (19*20) hitTests every 1/30 second. Is that neseccary? Besides, If I were to do this, I wouldn't use hitTest, I'd use the pythagorean theorem, which would reduce the lag, but still, I'm not even gonna start, b/c I know it will lag.

sorry dude. I'm not gonna increase lag just for one turret... You must release the game will have close to 70 turrets, although this one may be 'cool', it's not that important.

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mayoarm11

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Posted at: 7/24/08 09:11 AM

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oh I'm making a flack cannon right now btw ^.^

yo I'm almost done with all the turrets. All that's left are the Advancements. By that I mean, like the advancement of the sniper is bascially just a sniper w/ more damage and range. All I have to do w/ those is add a little fancy pantsy artsy stuff on the sniper, and change the damage and range (or w/e) variables, so basically, I'm almost finished w/ all the turretzzzzzz. Unless I come up w/ something really cool and add it or w/e.

Just did a count - When I complete my list, there'll be 59 turrets. :( That's not enough I want more ;-(

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