Tower Defense in AS3 - Part III
I decided to take a slightly different approach to Phase III of this series than I had initially intended, since there was a little restructuring that needed to be done in order to support a cleaner and more efficient system. The intent was to have this post cover the basic solution to the towers themselves, but after getting back into the code, it made more sense to discuss stage structure, wave management and creep variety first. This way, we will actually have something on which to test our towers when we make them.
When you finish reading this post, you will have the ability to customize your waves via an XML file along with defining the path of the road — and therefore the creeps — in the same XML document. Allowing for customization in this way will pave the way for building a framework that can be enhanced for many different uses.
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Tower Defense in AS3 - Part II
In this segment, we will be covering creep movement within a map, and to stay true with our original intent, everything in this tutorial will be drawn manually using the graphics package in the Sprite object within Flash. This way, we don’t have to worry about downloading images or the file size involved with such extras. Of course, were this a real TD game to be published, we would whip up some original artwork and animations to give our game a little more flair, but in this case, the simpler the better!
The code additions you can expect to find in Part II of this series include drawing our map (or “road”), creating and moving our creeps along that road and recognizing when a creep has completed the course successfully. Anyone familiar with Tower Defense games will recognize the importance of having a trigger to know when each creep finishes. Depending on the rules of your particular game, you may wish to have the creep run another circuit upon completion or simply vanish from existence, but in either case, there will be significant effects from that little guy getting away. Sometimes it costs us money to banish him back to the beginning, and in other games, we simply lose one of our lives and take one step closer to defeat.
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Tactics RPG via Google App Engine
While somewhat old news to some, the Google App Engine is an amazing tool allowing developers to tap into the scalability offered by the Google framework while developing entirely standalone applications. What’s more, along with the offer of the code base to build from, Google also allows developers to host their projects, at no cost, on the Google App Engine server (up to 10 applications per user, no less). I was excited to learn of the project initially, and the more I have delved into it, the more enthralled I have become.
For years now, I have wanted to have the means by which to develop a small tactics style RPG game, and while I have had the basic coding knowledge needed (not to mention buckets of ideas), it has been difficult to bring myself to the point of actually taking on such a daunting task. Having the opportunity to build on the data store and framework Google has offered with their App Engine has given me that extra little boost to begin development on one of my long time goals. Read more
2 commentsHappy New Year!
Well, I suppose it is high time to write my next entry. I never intended to take a two month lapse in writing, but then again, when does anyone plan to leave their blog unmanned for that length of time? Holidays, children and work all combined over the new year to make for a rather hectic time. I’ll address each of these throughout this post, so if it gets to be a rather lengthy read, I apologize in advance.
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