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tower defense waves (oddness found)

Archive: 7 posts


Ok, i have been working on a tower defense game for a looooong time now. I've got nearly everything worked out, but I am left on one sticking point. How do I get the enemies to be able to pass each other?

Say in wave 1 I have three types of enemies. type one moves at a speed of 30, type 2 moves at 20, and type 3 moves at 40. When type 3 catches up with type 2, I have a bottleneck. So far I can see three options to stop them banging into one another.


create a slowdown mechanism-This is what I currently have. The faster enemies are scaled to the speed of the slower ones ahead until the slower enemy is destroyed. This works, but has the downside of limiting the effectiveness of faster moving enemies.
create a way to pass on left or right-I've toyed with this, and it is possible to create a "passing lane" sort of behavior. Combined with option 1, this could work fairly well. The downside to this is since my enemies are now only occupying 1/2 of the reserved path area, it limits the effectiveness of the towers. It also leaves me running the risk of having enemies that are just entirely too small on larger levels.
Time my waves so that speed is never an issue- Now that would work, but it would get pretty boring to have waves spaced out with no variety in speed. This would probably be the least desirable method.


Anyone else have any other ideas how to do this?

This is the last real hurdle to finishing things up other than designing the towers and enemies, then plugging them into various waves/levels of the game.
2011-03-12 23:48:00

Author:
tdarb
Posts: 689


Anyone else have any other ideas how to do this?

How about actually making them be able to pass through each other, either by making them out of of hologram, or by having them switch layers?

If you're prepared to use a Movie Cam with Flatness turned right down, they could all occupy different layers anyway - the player wouldn't be able to tell which layer they were on.
2011-03-13 19:46:00

Author:
Aya042
Posts: 2870


Is there a way to get the holo more solid looking? When I try it, the holo just goes transparent against my background if I use anything other than white. If I can get it to look better, then that would be ideal. I suppose I could change the background and rethink the theme.

I tried the flatness of the camera once before, but the shadows were throwing off the illusion because the shadow distance varies based on the layer an object is on. Is there a way to disable the shadows, or to just make them fall directly under an object in top down mode?

Oh wow, i just played with the flatness again, and that will probably work. It does get rid of the shadows at 5 after all. Somehow, when I was testing before, I forgot to actually check the results through the camera. I must have just been looking at the front view instead. Thanks a ton Aya.

Just as a side note. I went to the level I was testing it on, and set it identically. I set up the camera exactly the same, on an identical microchip, and identical controllinator, and it didn't work there.

It turns out that the shadows only go away with the following backgrounds...

LBP1 blank background
Caribbean island
monster kit cave
the gardens
the metropolis
the wedding
the wilderness


All the rest leave a shadow. i just happened to be using LBP1 blank background on my current level when i tried it after your suggestion.

I tested all of the backgrounds from LBP1 and LBP2. The only DLC backgrounds I could test are POTC, History Kit, and Monster Kit, so there very well could be more available.
2011-03-13 21:51:00

Author:
tdarb
Posts: 689


Add decorations on top of your holograms to hide them, then make the holo itself invisible. You can glue thin holo layers to thick ones to put decorations on different layers and make the enemies look even more three-dimensional.2011-03-14 05:15:00

Author:
Loius
Posts: 342


Blast! i am too making a tower defence game (though it hasnt been worked on in a few weeks due to school) and i completely over looked this problem in my map design. i am only using place holders atm for the the mobs so holo might be the go, but In/out movers could also work.

For your situation i would go with in out movers. Just throw a tag on the interscton, a counter set to 2 on the mob, and a mover. the first time round the mob wont do anything, but the second time it'll jump over. the only problem i can see with this is that if your projectiles are layer dependant than the mobs'll be invulnarable for a second, but im sure it wouldnt hurt the game too much.
2011-03-14 11:47:00

Author:
Unknown User


It turns out that the shadows only go away with the following backgrounds...

May depend on other settings, like fog amount/color, lighting, etc., but I haven't checked.
2011-03-14 12:06:00

Author:
Aya042
Posts: 2870


May depend on other settings, like fog amount/color, lighting, etc., but I haven't checked.

When you change backgrounds, the shadow distance and crispness changes with each one. That seems to be the largest factor. All of the global tweaks were the same, but you are right. There is another factor involved. The zoom level of the camera makes a huge difference. if it is not far enough out things just don't go flat.

nice idea loius!! I hadn't considered that. That could very well be a possibility if I can make something convincing with the decorations. Functionally it sounds like it would work well.

lol jonnald, it seems like every time you get one problem solved, another crops up doesn't it? I had no idea how involved this would become when I started. the in/out mover idea will probably work, but for right now aya's idea about flattening the level seems to be doing well enough.
2011-03-14 17:24:00

Author:
tdarb
Posts: 689


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