Catapult by g_o
WEB VERSION IS NOW UP AND WORKING!
NOTE: in order that StretchMode will work, play in full screen.
=================== I N S T R U C T I O N S=============================
This is a TOWER DEFENSE game.
THIS MEANS AUTO-AIM!!!
You are defending the castle from the wall (above enemies) and can move
only on it (right and left)
Rules:
1. you may reposition only catapults and only before a combat.
2. stone makes 1 damage.
3. flamed stone makes 2 damage.
4. each normal soldier has 1hp and makes 1 damage to your castle.
5. two catapults usually don't aim at the same enemy.
6. boss/huge knight has 12 hp and 4 damage.
7. workflow screen won't show loop-causing weapons. (if feeded to)
=================== T O D O =============================
1. Too many weapons may cause the list go beyond workflow pane.
for now it's not too awful because this means you have more
than enough of the same weapon, such that it won't matter which one you connect.
(remember that there's a loop preventing mechanism in the suggestions)
2. auto-aimer is simple, but should work for this entry.
3. no naming of devices - didn't have time. You still can manage without it.
4. StretchMode - it's a best effort to support multiple resolutions,
thus, turning AutoScale off would make it easier almost definitely
and might ruin the game for you.
======================= I N F O =============================
This game/prototype is a result of me trying to do
(that's literally what's written on the paper of brainstorming here):
Tower Defense Puzzle.
(actually I also wrote "with alien mechanics") but that idea dropped
since I had no time to implement it.
(it was supposed to be an event where aliens attack you and you learn
gain access to their weapons when robbing their bodies)
But as you'll see the game/prototype itself is short enough as it is.
Still hope you'll enjoy it for it =] !
====================== T O O L S ======================================
This entry is written in JS and Canvas only.
It is using JSCF which is my custom canvas library, right now in development.
As such, it still lacks a bit documentation about what's ready and what's not and that's why some code is "re-written" instead of being used from the library.
You can check out the source code of JSCF in github:
https://github.com/g--o/JSCF
Right now, it is active only on branch develop so you should check the files over there.
editor - Atom (bad decision..)
art - gimp, pyxel edit. (gimp is actually more comfortable)
sound - my guitar and pedals (cheap court electric guitar, multi-effect and delay-looper).
maintenance - junk food and ice cream.
NOTE: in order that StretchMode will work, play in full screen.
=================== I N S T R U C T I O N S=============================
This is a TOWER DEFENSE game.
THIS MEANS AUTO-AIM!!!
You are defending the castle from the wall (above enemies) and can move
only on it (right and left)
Rules:
1. you may reposition only catapults and only before a combat.
2. stone makes 1 damage.
3. flamed stone makes 2 damage.
4. each normal soldier has 1hp and makes 1 damage to your castle.
5. two catapults usually don't aim at the same enemy.
6. boss/huge knight has 12 hp and 4 damage.
7. workflow screen won't show loop-causing weapons. (if feeded to)
=================== T O D O =============================
1. Too many weapons may cause the list go beyond workflow pane.
for now it's not too awful because this means you have more
than enough of the same weapon, such that it won't matter which one you connect.
(remember that there's a loop preventing mechanism in the suggestions)
2. auto-aimer is simple, but should work for this entry.
3. no naming of devices - didn't have time. You still can manage without it.
4. StretchMode - it's a best effort to support multiple resolutions,
thus, turning AutoScale off would make it easier almost definitely
and might ruin the game for you.
======================= I N F O =============================
This game/prototype is a result of me trying to do
(that's literally what's written on the paper of brainstorming here):
Tower Defense Puzzle.
(actually I also wrote "with alien mechanics") but that idea dropped
since I had no time to implement it.
(it was supposed to be an event where aliens attack you and you learn
gain access to their weapons when robbing their bodies)
But as you'll see the game/prototype itself is short enough as it is.
Still hope you'll enjoy it for it =] !
====================== T O O L S ======================================
This entry is written in JS and Canvas only.
It is using JSCF which is my custom canvas library, right now in development.
As such, it still lacks a bit documentation about what's ready and what's not and that's why some code is "re-written" instead of being used from the library.
You can check out the source code of JSCF in github:
https://github.com/g--o/JSCF
Right now, it is active only on branch develop so you should check the files over there.
editor - Atom (bad decision..)
art - gimp, pyxel edit. (gimp is actually more comfortable)
sound - my guitar and pedals (cheap court electric guitar, multi-effect and delay-looper).
maintenance - junk food and ice cream.
| Web | http://playcatapult.kissr.com |
| Download (GameJolt) | http://gamejolt.com/games/catapult-ld-36-entry/183846 |
| Source + Download (Google Drive) | https://drive.google.com/folderview?id=0B9Foar_Mu1mEVlZIY2ZtN2Z6MUE&usp=sharing |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=24655 |
That case when music sets the mood.
@Ilseroth sure, sorry for not mentioning.
@onyon I'll be glad to have a link =]
@justinooncx yeah, well for some reason GameJolt is having trouble with loading my assets. for now I removed the web version until I'll solve this compatibility problem.
That was weird to take in hands. Some time to understand where to click and when, we might need some user details such as arrows to move the weapons or highlighting clickables controls.
The music is really nice, simple but I liked it and my very unefficient-and-terrible-music-maker skills envy you :p
No problem while downloading or loading. Aprreciated the extra that took me a laught, and the "maintenance - junk food and ice cream" haha
Finally, the game needs some finish and polish fixes, but this is a nice entry though :)
Thanks mate !
awww thanks for the compliment on the music, it was Fleet-Foxes inspired :P. I'm sure you're not that terrible. plus I have this problem in making art (which is why I never had the time to make highlights... making the simplest 2 tile animation takes me an hour =[ ).
I guess we all have some inefficincies.
Thanks for playing and reading the extra =]!
Updated Web version and is now fixed!
I was to test it a bit though and it felt tricky...
I felt the same as you making my project entry... I believe you must stick with whatever first idea you have to get the best results...
Are you sure the comment is for this entry?
I'm not sure what you mean by "duplicate the screen" and our entries aren't similar...
@CMLSC
Sorry for the bad art =[
either way, yes as said before highlighting and indicators could serve the user well here.
Thanks haha, kinda what I aimed for (with the best intentions of course) :P
Yes. On the first screen I click in the bottom right corner and all the screen was duplicated over the existing screen...
Our entries aren't similar, I'm just saying I too felt like dropping ideas on my project until I discovered what I was going for.
Thanks!
Haha I didn't mean to make it super-serious, srry for inconsistency either way =)
- It was problematic to pass the tutorial 0_o
- Seems like first shot is always auto aims enemies
- Cant see results of the attack, hard to maintain the status of the castle
- Non responsive visuals
thanks! =]
Can you please elaborate?
This is really important to me, because I've been told there's something missing here in the polishing department but I'm not quite sure why it was that bad?
I mean I explicitly wrote in the description it's a Tower Defense game.. in most tower defense games there's no real need to aim. That's why there's always auto aim...
So to kind of clear things up:
1. what was problematic with the tutorial? Where did you get stuck?
2. As said, it always auto aims!
3. Are you talking about a health bar? I agree it made the game more difficult but you need to remember this is sorta puzzle game as well. There is a certain way to beat this game, so that it would be possible finantially.
4. NON RESPONSIVE VISUALS?!? What are you talking about?
Please please answer these questions because it's kinda important to me to understand where I fu*k up each LD.
It's my fourth dammit and always have problems with polishing XD!
On the start of level 2, I can't really buy any units - not sure if it's supposed to be that way.
It's really cool to chain together multiple cutters for a barrage of shots (even better when lit on fire!)
I sometimes lost against the first big guy seemingly randomly - even with the catapult directly in front, firing 4 stones at a time. Sometimes, it was defeated, sometimes, it crushed my castle.
I think you could improve the linking mechanics, especially, when using the same weapon type more often than once. Also, the level start button should be more obvious - I can never be sure, if clicking the checkmark will start the level, or just open the next screen. Maybe write "start level" or something if that one checkmark will start the game, rather than switch menus.
The controls were a bit frustrating, but the battle cinematics were great! The soundtrack is also really cool, but a second track for the battle animation (battle music!) would have been great, too :)
Thanks for playing and reporting!
Very useful info you're giving me here.
As of level2 - yes it's supposed to be a 2 wave battle.
the chaining - I know I can't say that but I like it too haha this is the pay off for the mechanics I programmed.
I noticed it too and I assumed it was because I didn't position my catapult straight ahead (this is partially my fault because I didn't make it drag n drop) but if it's straight ahead it's wierd and very possibly a bug!
Thanks for reporting!
As of the clearity of starting the level - you're absolutely right!
I can't ignore it - it's just a shitty design! Very sorry for that.
As of the linking mechanism - perhaps I could make a more dynamic GUI but I had a hard time during the compo so having a dynamic GUI seems like a future feature to me, so perhaps in days to come. Good idea non the less, I agree it can't stay like (assuming number of weapons increase, naturally it would).
Yay! I do feel like the work is worth it when you see an epic fight going on as a player - for example for clever chaining, and as a developer - to see the mechanics in action. couldn't be happier =)
I'm sorry the controls are frustrating - I assume you meant the repositioning. Yes drag n drop will come in the future.
About the music - thought of it too!
So I guess I mostly agree with you =)
tnx for this awesome information!
Thanks for answering!
I know I'm asking too much but it seems you're the only one having this problem and it's kinda improtant. First of all - what browser do you use?
And if it isn't too much of an hassle please send a screenshot what you did cause I can't recreate what you're describing (or what I think you're describing)...
@Vaiaphraim
UPDATES:
HAHA as for the vanishing of the Catapult randomly - it isn't vanishing my friend!
You made it out of the screen because you clicked on the right side of it, so it moved right and out of the screen XD
It still exists though, it shoots and all.
Sorry for that.
As for the intro screen - I think it's because I don't preload it. I'll have a progress bar next time.
The last time I tried to play it, I right clicked the catapult and it wouldn't come back.
There are also big walls of text. All in all I was pretty confused.
Could use some more feedback on the damage on the big knight, never felt I had a chance against him.
Your comment is funny cause the answers are in your questions.
It's because you didn't read the "walls of text" that you didn't get past the "menu screens".
@joemag
@leuus
The knight is beatable
That's why I call it "puzzle" tower defense.
You can get clues as to how in the instructions just below the game player in this very page.
Thanks!
The game seems a bit buggy: I somehow got both my catapults connected to the cutter, and I got fireballs even though I didn't have a torch yet. And I was unable to reposition any of my stuff (using Chromium 52.0.2743.116 (64-bit) on Arch Linux).
The interface also takes some getting used to. For instance, how can I tell which of two identical catapults are connected to my cutter? It would be nice to do this on the objects themselves instead of in a dialog, for instance by dragging a line from the cutter to a catapult.
Thanks first of all!
Secondly, about the two catapults - this is the first time I encounter this!
The catapults should not be able to feed anything.
So I have no idea how you have done that! I honestly don't! It's not an option so perhaps it's a compatibility problem with your browser.
And it's also impossible you connected one cutter to both catapults because there's literally only one target variable to feed to!
About the dialog - to make into a more complex, dynamic and most of all GOOD gui it would take lots of work which of course I hadn't time for in 48 hrs.
About being unable to reposition - did the context menu show up?
I'm sorry to say but it seems like your browser really doesn't support at least one thing I do there so it just gives up the rest of the script reading or so it seems because what you're describing is logically impossible in the code...
Thanks for the feedback, I'd be more than happy if you'd try your luck with firefox =)
Nice work on a 48 hour JS game!
Good positioning should've solved it =)
Thanks for playing!
Haven't been able to reproduce it since.
Over the initial screen, a second one overlapped centered on the bottom right corner, I think it was the shop menu.
But as I said, I played it more than others and I enjoyed it
Sounds like some untaken care of case.
My bet is resizing of the window or something similar.
@The Mad Strauss
I never had problems when positioning the catapults right with hitting the soldiers.
Perhaps you played in strech mode?
As of the boss- kinda heard of people not being able to beat it. I always managed to do so when positioning in front of him and chaining 2 cutters.
Since I had no time to make the positioning drag n drop there could be an extreme case where the positioning difference does not allow you to be in front of the boss.
I assure you the game is beatable.
Thanks for playing =)
Glad you enjoyed!
It's literally the tutorial...
Also, what were the stability issues?
Thanks =) !