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The Suggestion...
Merlin's Revenge: Tower Battles - The Second Wave - The Most Ridiculousest Game Title Ever - Now with 100% more subtitles!
Well, hmm.
So there's this project course I'm taking, and I'm leaning towards a game design -oriented theme. Most of the options didn't really spark me that much, but then I noticed "tower defense" amongst the possible genres. Of course, what better way would there be to do it than
Since there are about 60-80 hours to be allocated for the creation of such a project, it's highly unlikely for an amateur programmer such as myself to whip up an excellent, highly polished piece of art. But, you know, it might turn out to be interesting in one way or another. Of course, I have the option of not making it MR-themed at all, but figured that using CC-licenced images shouldn't bother you nor the course staff as long as proper credit is given.
How about it?
Roadmapped by megaman4ever (done)
Comments
1 Feb 2015
[comment_44370]
steve
1 Feb 2015
[comment_44373]
megaman4ever
It has been the longest time since I last was on the drawing board, and there are an uncountable amount of ideas coming up... If there's a lesson I learnt from making unfinished games with Game Maker back in the day, it's that I definitely need to limit the scope into something that resources will allow to finish. Let's see what I'll come up with!
Some of my main concerns include extendability - I would prefer for the map format to be accessible, as well as trying to figure out how to use the graphics library. It's something I should have learnt a long time ago, but I suppose that this will be a good experience.
Actual coding will start in April, but I hope that Merlin's Revenge: Tower Battles - The Second Wave! will turn out to be a fun/challenging game to play. (I'm leaning on omitting the rest of the title, it would be a tad too ridiculousest in hindsight)
1 Feb 2015
[comment_44374]
steve
3 Feb 2015
[comment_44379]
megaman4ever
A small graphical demo I made some years ago almost entirely, but back then I had no idea on how the drawing and stuff actually worked. Thus, I decided to smooth some rough edges and give it an UI while randomly browsing some old projects yesterday.
Made it into an applet too, but alas, my attempts at running it online were shot down by Oracle's "new" security policies regarding unsigned code.
Anyway, making a game entirely out of graphical elements should be much easier to deal with now.
10 Feb 2015
[comment_44380]
megaman4ever
16 Feb 2015
[comment_44381]
steve
17 Feb 2015
[comment_44382]
steve
17 Feb 2015
[comment_44384]
megaman4ever
...But oh yeah, I totally should have taken that into account and whipped up a runnable .jar instead. Maybe I'll do that later.
Midterms are kinda keeping me busy this week and the next.
As for the game itself, I'm wondering whether it'll end up being too similar to Desktop Tower Defense. Then again, I suppose all simple tower defense games are fairly similar to each other, and I don't really have any novel ideas that would be easy to implement either.
23 Feb 2015
[comment_44387]
steve
24 Feb 2015
[comment_44392]
megaman4ever
As for a fairly unrelated question: What was the beginning of MR like? I recall that it was on request from James, but how did you come up with the basic idea? What did you do regarding the design of gameplay and visuals?
19 Mar 2015
[comment_44397]
steve
The gameplay was defined by the knock back mechanic. The very first playable version was just merlin, the energy blast and a screen full of goblins, about 30 of them. They ran toward you and stopped. You could blast them but they would not die. The image of blasting a load of weak enemies across the screen was what defined the initial gameplay. I wanted being a wizard to feel
Super powerful. I had just read Lord of the rings and was frustrated with gandalf for not really doing that much magic.
24 Apr 2015
[comment_44398]
♪
Time to relearn how the engine works:P
26 Apr 2015
[comment_44399]
megaman4ever
As for this project, I'm still in the "pre-production phase" - the next three weeks will probably become pretty intense at this rate. Ahaha.
26 Apr 2015
[comment_44400]
♪
So far, I only really know how the functional parts of javascript work; I've been it/them for all my coding related assignments this term.
I'll get a github up once I'm started, I curently debating to what extent I can keep the code structure the same, and how I'm going to parse the lingo data files into json.
3 May 2015
[comment_44402]
steve
I did make a start on a js game engine and started a version of space invaders but even that wasn't finished.
There are various js libraries around for making games, but honestly, I don't think they are necessary - js is easy enough on it's own. If you're doing a github that's great I can join in, if and when I have time.
In the mean time good luck with it and keep us posted. I'm sure you'll do a fantastic job.
7 May 2015
[comment_44404]
megaman4ever
GUI is almost done on the visual side, although I still need to handle events somehow. File parsing is more or less done, but I still need to implement the enemy logic completely. Having already more or less dealt with the GUI, pathfinding and documentation look like the only obstacles left in my way.
Deadline is in 19 hours, but I think I'll get this thing in a presentable state along with within that time. Meanwhile, here's a screenshot;
14 May 2015
[comment_44406]
steve
19 May 2015
[comment_44407]
megaman4ever
Unfortunately, I'm unable to properly package the Scala classes into a runnable jar file. There are some issues with the build configuration as well; I wasn't able to launch the game on the school's computers using a different version of Java. At any rate, a screenshot:
20 May 2015
[comment_44408]
steve
Well, hopefully you'll get top marks. Can we see a bit of the code?
21 May 2015
[comment_44409]
robert v 3.0
23 May 2015
[comment_44410]
megaman4ever
Finals are next week, but after them I'll look into the packaging issue and see if I can get to release this.
15 Jun 2015
[comment_44414]
megaman4ever
15 Jun 2015
[comment_44415]
megaman4ever
...As would be expected from a first-year course.
I have a couple of revisions to make into my CV (the equivalent of a resumé here), but was wondering whether you'd like to give me some pointers once I get around to doing that? :)
16 Jun 2015
[comment_44416]
steve
8 Sep 2015
[comment_44429]
megaman4ever
Currently I'm going through the online Eloquent JavaScript book and trying to figure out what the heck happened in the world of web development during the past 15 years. Home pages written with HTML&CSS were all the rage and suddenly we have Ajax, React, browser native 3d rendering, highly scalable cloud services, etc. etc.
 ̄\_(ツ)_/ ̄
Oh, and Taskwarrior is awesome. Guaranteed™ 180% productivity increase!!™
12 Sep 2015
[comment_44430]
steve
4 Mar 2016
[comment_44456]
mmKALLL
By the way, for new users, every single comment shows as new.
----
I also made a nifty web-based game ditribution platform with some mates for a course project. We ended up using Django as the back-end, and worked on it for several nights straight last week. However, I feel that the end result is quite feature-rich, although it certainly still has a bunch of faults. Any feedback is most welcome!
http://quagmirezone.herokuapp.com/
9 Mar 2016
[comment_44457]
megaman4ever
26 Sep 2016
[comment_44487]
NeyBar
If the latter, perhaps we could hire some of those necromancers from the MR games to fix this . . .
27 Sep 2016
[comment_44494]
megaman4ever
I was planning on making a release and putting all the code on GitHub, but due to the issues mentioned in an earlier comment, that is not looking very feasible at the moment. This is still on my to-do -list, but not very high on it. I would need to write some instructions too...
The game is actually pretty decent and fun to play around with, so I hopefully will get around to fixing those few bugs sometime soon.
28 Sep 2016
[comment_44497]
megaman4ever
The link is: http://github.com/mmKALLL/tower-battles
4 Jan 2018
[comment_44545]
megaman4ever
"very soon" turned out to be two years!
There's still two days of winter holidays left - lets see if I can boot this thing up with all the Java updates... :)
8 Jan 2018
[comment_44546]
megaman4ever
Including this one demo I've wanted to do for a looong time, but did not know how to do 8 years ago, and which would have taken several days 4 years ago... And swoosh! After just 60 minutes of writing code and 40 minutes of figuring out why it doesn't work (lenght typo), here it is!
http://themetalbox.com/tmbdev01/hiruyasumi-games/1026-colorwaves3/index.html
24 Jan 2018
[comment_44547]
steve
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Rating: 5.00 in 2 votes
Status: rate | *In Roadmap*
Merlin's Revenge: Tower Battles - The Second Wave - The Most...