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 Turing Tower Defense
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DaveAngus




PostPosted: Thu Apr 03, 2008 10:17 am   Post subject: RE:Turing Tower Defense

Wow man.
GREAT job!!!!!
Loving the game.
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ashiphire




PostPosted: Tue Apr 08, 2008 8:27 am   Post subject: RE:Turing Tower Defense

amazing game, i can't think of any advice that hasn't already been said
DaveAngus




PostPosted: Tue Apr 08, 2008 8:46 am   Post subject: RE:Turing Tower Defense

Oh I have a 'request'.
For the triangular planes that can fly over top of all of the weapons...maybe create a "Anti-aircraft" weapon to make it easier to take them out.
Already they arent to hard to take out just it would add a bit to the game.
Also, I really like the upgrades that are available.

DO you have any more games?

Take care
Tallguy




PostPosted: Thu May 01, 2008 9:56 am   Post subject: RE:Turing Tower Defense

3156 - final score

u should make it an infinite lvls
death bringer




PostPosted: Mon May 05, 2008 10:57 am   Post subject: RE:Turing Tower Defense

Can you make more levels I beat this on hard
very good game though
add this if you want a loading bar lol


type RGBColor:
record
r,g,b:real
end record View.Set ("graphics:max;max")


proc DrawBar (x1_, y1_, x2_, y2_, BorderThk_, BackColor_, TrimColor_, Value1_, Value2_ : int, Col1_, Col2_ : RGBColor)
const percent : real := Value1_ / Value2_
const width : real := abs ((x2_ - 2 - BorderThk_) - (x1_ + 2 + BorderThk_))
var FinalColor : int
var ColFactor : RGBColor
ColFactor.r := ((Col2_.r - Col1_.r) / 100)
ColFactor.g := ((Col2_.g - Col1_.g) / 100)
ColFactor.b := ((Col2_.b - Col1_.b) / 100)
if BackColor_ not= -1 then
Draw.FillBox (x1_, y1_, x2_, y2_, BackColor_)
end if

for i : 1 .. BorderThk_ %%Draws the border between the black outlines.
Draw.Box (x1_ + i, y1_ + i, x2_ - i, y2_ - i, TrimColor_)
end for
Draw.Box (x1_, y1_, x2_, y2_, black) %%Outermost black line.
Draw.Box (x1_ + BorderThk_ + 1, y1_ + BorderThk_ + 1, x2_ - BorderThk_ - 1, y2_ - BorderThk_ - 1, black) %%Innermost black line.

if Value1_ > 0 then %%The inner fill bar color.
FinalColor := RGB.AddColor (
Col2_.r - (percent * 100 * (percent * ColFactor.r)),
Col2_.g - (percent * 100 * (percent * ColFactor.g)),
Col2_.b - (percent * 100 * (percent * ColFactor.b)))
Draw.FillBox (
x1_ + BorderThk_ + 1,
y1_ + BorderThk_ + 1,
x1_ + BorderThk_ + 1 + floor (min (percent, 1) * width),
y2_ - BorderThk_ - 1,
FinalColor)

end if
end DrawBar
View.Set ("offscreenonly")
var col1, col2 : RGBColor
col1.r := 1
col1.g := 0
col1.b := 0
col2.r := 0
col2.g := 0
col2.b := 1
for i : 0 .. 100
cls
DrawBar (0, 50, 800, 0, 0,white , grey, i, 100, col1, col2)
View.Update ()
delay (80)
end for
CodeMonkey2000




PostPosted: Mon May 05, 2008 3:57 pm   Post subject: RE:Turing Tower Defense

Why would anyone want to add a fake loading bar? Do you enjoy loading times?
death bringer




PostPosted: Wed May 07, 2008 10:37 am   Post subject: RE:Turing Tower Defense

also add this at the end it's neat

setscreen ("graphics:max;max,offscreenonly,nocursor")
colorback (7)
process Bump_Sound2
var Font1 : int
Font1 := Font.New ("Arial:30")
Font.Draw ("Hope you had fun playing Turing TD!",250,250, Font1, 0)
sound (500, 200)
end Bump_Sound2
process Bump_Sound
sound (1000, 1)
end Bump_Sound
procedure Blur_Screen (I, C : int)
Blur_Screen (100, 9)
for B : 1 .. I
drawline (Rand.Int (1, maxx), Rand.Int (1, maxy),
Rand.Int (1, maxx), Rand.Int (1, maxy), C)

end for
end Blur_Screen

const size := 100
const fireLength := 400
var decay := 0.93
var gravity := 0.1
var pixel : array 1 .. size, 1 .. 2 of real
var velocity : array 1 .. size, 1 .. 2 of real
var px, py : real

procedure newFire (x, y, vx, maxV : real)
var ang : int
for i : 1 .. size
pixel (i, 1) := x
pixel (i, 2) := y
ang := Rand.Int (500, 30000)

velocity (i, 1) := cosd (ang) * (Rand.Real * (2 * maxV) - maxV) + vx
velocity (i, 2) := sind (ang) * (Rand.Real * (2 * maxV) - maxV)
end for
end newFire

procedure moveFire (c : int)

for i : 1 .. size
pixel (i, 1) += velocity (i, 1)
pixel (i, 2) += velocity (i, 2)
velocity (i, 1) *= decay
velocity (i, 2) -= gravity
velocity (i, 2) *= decay

drawdot (round (pixel (i, 1)), round (pixel (i, 2)), c)
end for
end moveFire

procedure launch (x, ang, spd, c : int)
px := x
py := 0
var pvx, pvy : real
pvx := cosd (ang) * spd
pvy := sind (ang) * spd
loop
delay(3)
fork Bump_Sound2
exit when pvy < 0

px += pvx
py += pvy
pvx *= decay
pvy -= gravity
pvy *= decay
drawfilloval (round (px), round (py), 2, 2, c)
View.Update
cls
end loop
newFire (px, py, pvx, 20)
for i : 1 .. fireLength



moveFire (c)
View.Update
cls
end for
fork Bump_Sound
end launch

loop
launch (Rand.Int (100, maxx - 100), Rand.Int (70, 110), 40, Rand.Int (0, 255))
end loop
death bringer




PostPosted: Wed May 07, 2008 10:51 am   Post subject: Re: Turing Tower Defense

This is the file i have that i've upgraded


Turing_TD_2.0.t
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 Filename:  Turing_TD_2.0.t
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Clayton




PostPosted: Mon May 12, 2008 4:53 pm   Post subject: RE:Turing Tower Defense

death_bringer, you absolutely have to credit code to the original author (of which you have not done). For now this thread shall be locked. If you have any issues, please PM me.

This thread is locked
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