Author Topic: TowerJS - Tower defence  (Read 850 times)

Offline Copy112

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TowerJS - Tower defence
« on: April 16, 2011, 03:51:03 PM »


TowerJS is a Tower Defence engine made using HTML5, no flash or silverlight, just regular html, css and JS.
This brings a few limitations, it will only run on modern browser that supports canvas and can run js fast.

This is still a very early version, so it misses a few features and might (will) contains bugs.

Features:
Towers (this isn't obvious, first version didn't contain towers, with the nick-name Towerless Defence)
Creeps (would be boring else ;))
Multiple Waves
Money (what would a TD be without a currency?)
Lives

And I'm sure I missed several major features, but you get the point.

Oh, and before someone complains about the art, I'm not an artist, so I have to use some temp arts during development (Until I find an artist).

http://towerjs.com

Screenshot for the unlucky old browser users (or ie?)


Offline 133794m3r

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Re: TowerJS - Tower defence
« Reply #1 on: April 16, 2011, 04:16:56 PM »
Once you formally release it completely, i suggest you use different sprites. Those sprites there are from Super Mario Bros 2 or a similarly styled nintendo game. And as such you could have your game taken down via a DMC taken down notice. I don't know if you have other models from similarly copyrighted nintendo games but if i was you, i'd get on attempting to replace them. Either via sprites from someone who said that you can use theirs without paying a royalty, or getting your own.

Offline Copy112

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Re: TowerJS - Tower defence
« Reply #2 on: April 16, 2011, 04:28:54 PM »
I am fully aware that those arts are originally from SMB as I state in the thread,
Quote
Oh, and before someone complains about the art, I'm not an artist, so I have to use some temp arts during development (Until I find an artist).

I'm looking for alternatives but its hard finding any good.
« Last Edit: April 16, 2011, 05:24:05 PM by Copy112 »

Offline andrewjbaker

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Re: TowerJS - Tower defence
« Reply #3 on: April 16, 2011, 07:19:25 PM »
I love TD games. I killed all the creeps; fantastic!

More, more, more, more... ;)
Currently working on an HTML5 canvas 2.5D landscape renderer and a PBBG that uses it (http://fleetingfantasy.com/). The development blog's at http://fleetingfantasy.wordpress.com/.
What are BBGameZone members working on? See the game list.
irc.freenode.net, #bbg

Offline Copy112

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Re: TowerJS - Tower defence
« Reply #4 on: April 18, 2011, 04:11:52 PM »
Good that you like it andrewjbaker.  :D

Update:
I rewrote most of the code, its cleaner and follows craftyJS coding style more.
New tower arts, I found some nice over at opengameart, and they look much better.
Waves can now contain more then 1 creep at once, and I started working on adding support for multiple towers.

The screenshot on first post is also updated.

Edit:
I forgot the most important features, the loading screen now has progress and there's a fancy bar to show how far it have come.
And if you manage to die, you now get a nice gameover scene with the option to restart.
« Last Edit: April 18, 2011, 04:13:35 PM by Copy112 »

Offline CygnusX

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Re: TowerJS - Tower defence
« Reply #5 on: April 18, 2011, 04:24:20 PM »
Two of my favorite tower defense games are Desktop Defense and the tower defense mini-game from FF7.  A key feature to these is that there was no set path, rather the enemies had to make use of an A* heuristic to find their way... which could change based on unit placement.  Do you have any plans to incorporate this into your model?

Offline Copy112

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Re: TowerJS - Tower defence
« Reply #6 on: April 19, 2011, 04:58:14 AM »
CygunsX, I plan on making several gamemodes where a few of them would use pathfinding instead of waypoints.
But its harder to make then waypoints, so i figured the easiest first.  ;)

Offline Marek

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Re: TowerJS - Tower defence
« Reply #7 on: April 29, 2011, 08:13:10 PM »
Awesome, it's very playable and very fun.

Keep going, and don't worry about the art. The placeholder are fine during development.

 


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