Discuss Scratch

TM_
Scratcher
1000+ posts

Tower Defense Game with infinite Clones

CanadianGeorge wrote:

Battleship.

What it does: Shoots a little faster than the standard laser tower, and instead of lasers shoots cannonballs, which can damage reflectors (slightly). But who's ever heard of a boat on land?

Upgrades: There could be a Faster Shooting, More Cannons (shoots 3 cannonballs), and maybe a Crow's Nest which allows the ship to spot planes.

What do you think?

I think it doesn't fits into the setting. A ship with cannonballs seems a bit primitive, when you fight with lasers and plasmaguns against enemys on other planets
errorerror123
Scratcher
24 posts

Tower Defense Game with infinite Clones

Hmmmm…. i thought of a gatling gun shoot 5 rounds very fast but has a long reload time?
Upgrades:
More damage
faster reload time
errorerror123
Scratcher
24 posts

Tower Defense Game with infinite Clones

laser gatling gun ofcourse
TM_
Scratcher
1000+ posts

Tower Defense Game with infinite Clones

errorerror123 wrote:

Hmmmm…. i thought of a gatling gun shoot 5 rounds very fast but has a long reload time?
Upgrades:
More damage
faster reload time

nice idea, i will add it when cloudlists come out. Then i will make Planet Defense 2, with 2 or more new Tracks, many new Towers, a stunning road bomb and many new online features
I will make the gun shoot about 10 shot really fast, but then it needs some coll down time. With upgrades you can reduce the cooldown time and increase the amount of shots
TM_
Scratcher
1000+ posts

Tower Defense Game with infinite Clones

btw UPDATE!
V.1.03!
Small bugfix with the display of caused damage by ion-towers. And added comments and Fast Forward! (works only, when the enemys aren't in towers range, because if it would work always, shots could fly trough the enemys and you will lose more lives)
errorerror123
Scratcher
24 posts

Tower Defense Game with infinite Clones

errorerror123 wrote:

laser gatling gun ofcourse

TM_ wrote:

btw UPDATE!
V.1.03!
Small bugfix with the display of caused damage by ion-towers. And added comments and Fast Forward! (works only, when the enemys aren't in towers range, because if it would work always, shots could fly trough the enemys and you will lose more lives)

Great! thanks
Only the price… is what i am thinking about
Because it shoots 10 rounds and long cooldown im not sure maybe $670-$700?

EDIT: Looks like i replied to the wrong comment

Last edited by errorerror123 (March 29, 2013 15:27:06)

TM_
Scratcher
1000+ posts

Tower Defense Game with infinite Clones

errorerror123 wrote:

errorerror123 wrote:

laser gatling gun ofcourse

TM_ wrote:

btw UPDATE!
V.1.03!
Small bugfix with the display of caused damage by ion-towers. And added comments and Fast Forward! (works only, when the enemys aren't in towers range, because if it would work always, shots could fly trough the enemys and you will lose more lives)

Great! thanks
Only the price… is what i am thinking about
Because it shoots 10 rounds and long cooldown im not sure maybe $670-$700?

EDIT: Looks like i replied to the wrong comment

Yeah, i also thought about a high price or a short range. An other effect is, that the tower can't rotate hyperfast, like the other towers. When it kills the first aim it must rotate slower to the next and some shots will miss the aim. So some upgrades make it rotate faster. The range should be at first smaller than of laser tower and the price higher than 400$
oshe10
Scratcher
100+ posts

Tower Defense Game with infinite Clones

you should make one that generates health.
TM_
Scratcher
1000+ posts

Tower Defense Game with infinite Clones

oshe10 wrote:

you should make one that generates health.

I think this is too overpowered. But For Planet Defense 2 i planned many features and you can get special cash, which you can spend after/before a game to activate special advantages. So i could put there an item, whch gives you more health.
CRAZO
Scratcher
18 posts

Tower Defense Game with infinite Clones

Infinite clones are impossible. The scratch team will NEVER changes this. The only way to work around this is have a list with each clones attributes and spawn and delete clones where the ones visible will take their properties from the list, while non used or non visible sprites are deleted as a clone but not from the list. This is extremely complex, and unless you'r a complete genius, then …..

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