Forum Topic: Make your own turret!

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mechias3

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Posted at: 7/24/08 12:52 PM

mechias3 NEUTRAL LEVEL 04

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How about a fire wall cannon, that you shoot a place on the ground, and if enemies touch it, they set on fire.


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mechias3

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Posted at: 7/24/08 12:54 PM

mechias3 NEUTRAL LEVEL 04

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And it should go sky high to get rid of flying enemies if you have them. Or, it could start out small, and as you upgrade it, it gets taller and taller and more powerful.


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funkycaveman

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Posted at: 7/24/08 12:55 PM

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how about a cannon that shoots at the floor and make holes the deeper it gets the slower the enemys go

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mechias3

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Posted at: 7/24/08 01:03 PM

mechias3 NEUTRAL LEVEL 04

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Good idea, but I think a firewall would be better, because it'd actually do some damage. BUT it'd only last a short period of time, and 1 shot only per match. Plus, it'd take more strategy to use the firewall, because you'd have to save it for emergencies when theres a bunch of enemies running.

OH! And maybe have some enemies that send viruses to the turrets (I thought of that as I was thinking of fire walls), so their aim is screwed up for a short period of time. Maybe you could shorten that period of time with a certain item you could buy in the shop.


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mechias3

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Posted at: 7/24/08 01:05 PM

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By you I mean your character, obviously. Maybe the enemies can shoot flak, and flak can jam the mechanics in the cannons, so they stay at their current aim for a period of time. But they can still shoot.


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funkycaveman

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Posted at: 7/24/08 01:10 PM

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OH! And maybe have some enemies that send viruses to the turrets (I thought of that as I was thinking of fire walls), so their aim is screwed up for a short period of time. Maybe you could shorten that period of time with a certain item you could buy in the shop.

he already has a fire turret

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mayoarm11

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Posted at: 7/24/08 01:45 PM

mayoarm11 NEUTRAL LEVEL 17

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At 7/24/08 12:52 PM, mechias3 wrote: How about a fire wall cannon, that you shoot a place on the ground, and if enemies touch it, they set on fire.

Already have explosions that do that. The missile or w/e explodes, and there's an explosion that damages nearby enemies. The only difference between yours and the explosion is that your 'explosion' doesn't dissapear, and that not only makes it kinda weird, but it also makes it too powerful.

Hole cannon: already suggested.

Most of you don't understand. For the most part, I want turrets that do damage. No weird shit.

I just got another idea from looking at crysis screenshots: gauss rifle.

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LesPaulPlayer

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Posted at: 7/24/08 01:56 PM

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I'm willing to bet that at least 3/5 of these have been suggested, but I'm just too lazy to read all the other ones.

Grappling Hook Turret - hooks onto an enemy and stays attached for 10s and is towed by the enemy. Shoots normally (or not, you pick) while it is being pulled

Earthquake turret - shoots out earthquake generators which shake the ground/do damage to enemies/ move enemies around.

Glue turret - shoots out glue balls that cover a portion of the road and slows down enemies that touch them.

Pacman turret - turns enemies within a radius into dots/fruits and shoots out a pac man that eats 'em all up.

Detour turret - shoots out extra pieces of road that the enemies will go on and then have to double back, thus taking more time to reach the base.


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LesPaulPlayer

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Posted at: 7/24/08 01:58 PM

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At 7/24/08 01:45 PM, mayoarm11 wrote: Most of you don't understand. For the most part, I want turrets that do damage. No weird shit.

The weird stuff is what would make your game better. Can we see a sample of a turret?


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mayoarm11

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Posted at: 7/24/08 02:00 PM

mayoarm11 NEUTRAL LEVEL 17

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At 7/24/08 01:10 PM, funkycaveman wrote:

OH! And maybe have some enemies that send viruses to the turrets (I thought of that as I was thinking of fire walls), so their aim is screwed up for a short period of time. Maybe you could shorten that period of time with a certain item you could buy in the shop.
he already has a fire turret

I decided to do show some screenshots of some turrets (regarding your request of 'sneak peaks' earlier). Pick a turret, I'll post it here B)

here's the current development tree (word document)
http://www.megaupload.com/?d=NB1U72KH

the download is at the top right. It's just an image of a sdr document (smartDraw), so don't try changing anything.

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Hotwired05

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Posted at: 7/24/08 02:05 PM

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golden turret, small DMG but double gold gain, how bout that?

This is a GREAT website...go there and see for yourself...just sign up below and your on your way
HERE

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mayoarm11

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Posted at: 7/24/08 02:05 PM

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At 7/24/08 01:58 PM, LesPaulPlayer wrote:
At 7/24/08 01:45 PM, mayoarm11 wrote: Most of you don't understand. For the most part, I want turrets that do damage. No weird shit.
The weird stuff is what would make your game better. Can we see a sample of a turret?

My game has plent of the 'weird stuff' you're referring to. The weird stuff I'm referring to is turrets that 'shoot pianos and notes fly out and kill ppl' or 'shoots bannannas that ppl fall off of'.

grapling hook: Very interesting! I will definetely see what I can do about this.

earthquake turret: been suggested, and am consider of doing. My only problem w/ it is the graphics. If I make an earthquake turret, it'd make local earthquake, and not a huge one that's across the entire screen. So the ground needs to shake in a specific area. I just am having trouble picturing that.

glue turret: 1) there's no road thingy. It's an open space that the enemies move in. 2) already have a snow turret which does that

pacman turret: lmfao. no xD but funny and original :P

detour: again... no road.

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mayoarm11

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Posted at: 7/24/08 02:07 PM

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At 7/24/08 02:05 PM, Hotwired05 wrote: golden turret, small DMG but double gold gain, how bout that?

=/

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LesPaulPlayer

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Posted at: 7/24/08 02:08 PM

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At 7/24/08 02:05 PM, mayoarm11 wrote:

:no road.

O I thought you were doing one of those were the enemies walk along the path etc. Do you mind converting the .docx to .doc? And can we see the electricity turret?


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mayoarm11

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Posted at: 7/24/08 02:36 PM

mayoarm11 NEUTRAL LEVEL 17

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At 7/24/08 02:08 PM, LesPaulPlayer wrote:
At 7/24/08 02:05 PM, mayoarm11 wrote: no road.
O I thought you were doing one of those were the enemies walk along the path etc. Do you mind converting the .docx to .doc? And can we see the electricity turret?

you don't have word 2007? :(
I don't have 2003. hmmmm

JPEG!
don't click here. Your computer will be infected with a deadly virus.

quality is crappy, but who gives a fuck.

electricty? k.

click to see electricty turret

hee hee. click here

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mayoarm11

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Posted at: 7/24/08 02:38 PM

mayoarm11 NEUTRAL LEVEL 17

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At 7/24/08 02:08 PM, LesPaulPlayer wrote:
At 7/24/08 02:05 PM, mayoarm11 wrote: no road.
O I thought you were doing one of those were the enemies walk along the path etc.

sorry forgot to reply to this part in the above post.

Like I said earlier, the enemies walk freely on the terrain. Furthermore, it is similar to those startegic building games like red alert 2, and age of empires, where you can scroll through the map with the arrow keys (or wasd but who cares). So yeah... I think it's different.

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mayoarm11

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Posted at: 7/24/08 02:42 PM

mayoarm11 NEUTRAL LEVEL 17

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I am really sorry for continuously reposting. triple posting in this case.

Anyways, for the elctricty turret, you should know that it is not what it seems. It's not like the electricty goes to the player, does damage and that's it. That's basically a laser turret. The electricty can pass through several enemies. Once the electricity reached the 1st player, it checks within a radius of 25 pixels (I think), and if it finds another enemy it hits it. Then from that player checks within a radius of 12.5 pixels (half) for the 3rd player and so on. Just so you know I only saw three players being hit by one shot like 4 times, so it's rare. But it shoots 2 players about %40 of the time. So it's pretty sweet.

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mechias3

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Posted at: 7/24/08 02:44 PM

mechias3 NEUTRAL LEVEL 04

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Ohh. I see why a firewall wouldn't work, now that I see the picture. I thought that it was looking at the towers and enemies on the ground, not from a bird's eye view.


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mechias3

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Posted at: 7/24/08 02:47 PM

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I mean FROM the ground; side view.


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mayoarm11

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Posted at: 7/24/08 02:50 PM

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At 7/24/08 02:47 PM, mechias3 wrote: I mean FROM the ground; side view.

in a 2d enviornment, that would be impossible to make.

Ok not impossible. But very hard. Graphic-wise and script-wise. o.O

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thejdcole

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Posted at: 7/24/08 02:56 PM

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A turret that shoots out other turrets to random places of the map..

Also a turret that turns one enemy into a friendly that attacks the other enemys for a small amount of time

!!!!!!!!!!!ROFLMAOOL!!!!!!!!!!!

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mayoarm11

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Posted at: 7/24/08 04:06 PM

mayoarm11 NEUTRAL LEVEL 17

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Yo! for the flow-char, ignore the colors. If you're curious, blue is for what I've already done, orange is for what needs to be done, red should be done last.

At 7/24/08 02:56 PM, thejdcole wrote: A turret that shoots out other turrets to random places of the map..

lol :P

Also a turret that turns one enemy into a friendly that attacks the other enemys for a small amount of time

already been suggested.

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mayoarm11

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Posted at: 7/24/08 07:22 PM

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I only have two more orange squares left on my tree (turrets that I need to do).

LesPaulPlayer: I decided not to do the grappling hook thing. It's a good idea, but it will require a rope thing. when it hooks, it will be attached to the unit by a rope. The AS for making the rope physics is, obviously, possible to make, but is hard. I don't want to spend an entire week scripting a rope for one turret. =/
ok maybe not a week. but at least 2-3 days.

I'll see what I can do about the earthquake turret. I thought of just showing the afterschocks, and not the quake itself. Besides, the aftershocks do the real damage xD

I also have to consider the whirlwind turret. Idk, I probably won't do it. maybe idk =/

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thejdcole

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Posted at: 7/24/08 07:36 PM

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as i said before about a turret that shoots other turrets, scrap that,

what about one that shoots the enemy, BUT the shrapnel that come off of the explotion falls around the victim and spawns other smaller turrets...

And the bigger the enemy the more turrets that are spawned....

!!!!!!!!!!!ROFLMAOOL!!!!!!!!!!!

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LesPaulPlayer

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

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At 7/24/08 07:22 PM, mayoarm11 wrote: I only have two more orange squares left on my tree (turrets that I need to do).

LesPaulPlayer: I decided not to do the grappling hook thing. It's a good idea, but it will require a rope thing. when it hooks, it will be attached to the unit by a rope. The AS for making the rope physics is, obviously, possible to make, but is hard. I don't want to spend an entire week scripting a rope for one turret. =/
ok maybe not a week. but at least 2-3 days.

It's not that bad. what you need to do is have the enemy apply a force depending on the angle connecting the turret and the enemy (distance is not relevant as long as you assume constant tension). Then you have some code like this:

var angle:Number = Math.atan2(enemy.y-turret.y,enemy.x-turret.x)
var fx:Number = Math.cos(angle)*2
var fy:Number = Math.sin(angle)*2
turret.vx += fx
turret.vy += fy
turret.x += turret.vx
turret.y += turret.vy
turret.vx *= .9
turret.vy *= .9

That should probably get a good effect for the rope, but if you don't want to use it you don't have to.


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Ferris95

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Posted at: 7/24/08 09:28 PM

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How about these:

Tri turret- shoots three bullets with every shot.

Smily turret- Shoots smilies that affect the AI of enimies.

Supply turret- shoots ammo to other turrets.

don't know if these were done yet.

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mayoarm11

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Posted at: 7/25/08 06:45 AM

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At 7/24/08 07:54 PM, LesPaulPlayer wrote:
At 7/24/08 07:22 PM, mayoarm11 wrote: I only have two more orange squares left on my tree (turrets that I need to do).

LesPaulPlayer: I decided not to do the grappling hook thing. It's a good idea, but it will require a rope thing. when it hooks, it will be attached to the unit by a rope. The AS for making the rope physics is, obviously, possible to make, but is hard. I don't want to spend an entire week scripting a rope for one turret. =/
ok maybe not a week. but at least 2-3 days.
It's not that bad. what you need to do is have the enemy apply a force depending on the angle connecting the turret and the enemy (distance is not relevant as long as you assume constant tension). Then you have some code like this:

var angle:Number = Math.atan2(enemy.y-turret.y,enemy.x-turr et.x)
var fx:Number = Math.cos(angle)*2
var fy:Number = Math.sin(angle)*2
turret.vx += fx
turret.vy += fy
turret.x += turret.vx
turret.y += turret.vy
turret.vx *= .9
turret.vy *= .9

That should probably get a good effect for the rope, but if you don't want to use it you don't have to.

wouldn't that make the rope completely straight all the time. Like... just a line?
oh yeah reread your post (constant tension). See what I wanted was a rope like you see in the tortoure game 2

that bends n shit. Straight line kinda rope is really easy to make, but it looks kinda weird.

Idk, I'll leave this to the end. If I have time, I'll try scripting the rope like it should look like. And if I dont have enough time, but still need more turrets, I'll do straight line thing.

Your code wouldn't work in all cases, as it doesn't take into consideration the rope's length;

The idea I had in mind for making a straight line rope is:

the rope's length is changed in an enterframe function using pythagorean theorem.

Then, only once the rope reaches a certain length, let's say 100 pixels, then the turret rotates to face the enenmy unit, and starts rolling in the enemy's speed towards it.

This way, false tension is created. But the thing is, with a real rope, before the 100 pixels are reached, the rope wouldn't be straight, it'd be all loopy. But idk, I guess it doesn't matter that much.

K I'll do it :)

sweet idea, thnx. I'll get to it right away. I'll show you the result if you want.

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mayoarm11

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Posted at: 7/25/08 06:47 AM

mayoarm11 NEUTRAL LEVEL 17

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oh sorry forgot you B)

At 7/24/08 09:28 PM, Ferris95 wrote: How about these:

Tri turret- shoots three bullets with every shot.

Smily turret- Shoots smilies that affect the AI of enimies.

Supply turret- shoots ammo to other turrets.

don't know if these were done yet.

tri turret: it's on my list of turrets I've already done

smiley turret: lmfao. how can they affect the AI of the enemies? Like... they cause them to not know how to reach the base? >.< no

supply turret: >.> what? i dont get it, I don't think so <.<

umm you should probably take a look at things I've done to see what kinds of things I'm looking for.
More developed ideas next time perhaps.

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mayoarm11

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Posted at: 7/25/08 08:12 AM

mayoarm11 NEUTRAL LEVEL 17

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ah the script for the grapple turret isn't easy. >.<

I should get it done today, but I don't see exactly where it fits on the turret development tree =/

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funkycaveman

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Posted at: 7/25/08 10:51 AM

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At 7/24/08 01:45 PM, mayoarm11 wrote:
At 7/24/08 12:52 PM, mechias3 wrote: How about a fire wall cannon, that you shoot a place on the ground, and if enemies touch it, they set on fire.
Already have explosions that do that. The missile or w/e explodes, and there's an explosion that damages nearby enemies. The only difference between yours and the explosion is that your 'explosion' doesn't dissapear, and that not only makes it kinda weird, but it also makes it too powerful.

Hole cannon: already suggested.

Most of you don't understand. For the most part, I want turrets that do damage. No weird shit.

I just got another idea from looking at crysis screenshots: gauss rifle.

how about a siniper turret thar gas a one shot kill and can kill mutliple enimies at onec, slow rate of fire and can ungrade frequency and range

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