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Category Archives: game development
As a follow up to the rather pessimistic first year review I experienced something that rewarded my efforts. The following is a little story in pictures just to show you the influence that one big portal can have on your earnings.
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Posted in mochiads, monetization, xperiment
3 Comments
Alright, the most important part of that mazing type tower defence game must be the pathfinding. Completely different from the given path games, a constant ‘re-pathing’ is neccessary. What we’ll do here is the basic thing. A backwards pathfinding with all nodes to create a flowfield. Heuristics are included to later check if there is a possible path (using the shortest path). There is a number of end nodes taken into account but only one start node yet. Creeps will later use the given direction of the node they are on.
Here is what we are going to create, have a little test:
Posted in as3, flash, Grid Based Games, grids, mochiads
Tagged A*, Astar, mazing, path finding, tower defence, Tutorial
17 Comments
This post enhances the previous post by the ability of actually placing obstacles which somewhen may become towers.
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Posted in Grid Based Games, grids, mochiads
Tagged adjacent, desktop tower defence, grid, node, obstacle, placing, tower, tower defence, Tutorial
1 Comment
I know this may look like a call to clone. But the intention of this post is more like look and learn. Once you can do the same, make it better. We’ll have a look at Desktop Tower Defence and try to understand the basic methods of that game.
This post will cover the creation of the square grid in different colors and a method to obtain the actual position to build a tower.
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Posted in as3, flash, Grid Based Games, grids, mochiads
Tagged desktop tower defence, grid, mochiads, node, tower defence, Tutorial
3 Comments
I played a bit with the settlers-like map of that post to give it a more like terrain look. Therefore the triangle faces are colored now depending on their orientation.
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This is kind of an experiment with a hexagonal map. I just had a look at “The Settlers”. Great game. Alright, the hexmap (map made of hexagonal tiles) can be described by nodes arranged in a triangular fashion.
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In this part the adjacent cells of the acual node are called. This can get handy if we want to implement some kind of pathfinding algorithm. The base for this code is part 2.2. See part 1 for the creation of the basic grid.
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Posted in as3, flash, game development, Grid Based Games, grids, mochiads
Tagged adjacent, grid, node, Tutorial
6 Comments
This part deals with similar interaction as part 2.1 without the masses of EventListeners. See part 1 for the creation of the basic grid.
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Posted in as3, flash, game development, Grid Based Games, grids, mochiads
Tagged grid, interaction, node, Tutorial
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Now it’s time to add some interaction to the grid made in part 1. For that purpose simple MouseEvents for movement and click will be sufficient. As indication we will change the color of the relevant tile.
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Posted in as3, flash, game development, Grid Based Games, grids, mochiads
Tagged grid, interaction, node, Tutorial
Comments Off on Grid based games – Part 2.1: The basic grid with interaction