Tag Archives: tower defence

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:

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Posted in as3, flash, Grid Based Games, grids, mochiads | Tagged , , , , , | 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 , , , , , , , , | 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 , , , , , | 3 Comments