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EE 2.0 Example Project - Tower Defense!
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Rubeus Offline
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Post: #16
RE: EE 2.0 Example Project - Tower Defense!
Put the folder in the Projects directory for EE 2.0, and when you open EE, it will have the project there with everything in plain English.
05-21-2013 01:21 PM
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gwald Offline
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Post: #17
RE: EE 2.0 Example Project - Tower Defense!
(05-21-2013 12:06 PM)rsutton84 Wrote:  cause it just says it is a file without an extention.

It's Esenthel's way of saying don't touch the code/assets!
Better to modify files in the editor.
Let it do it's magic grin
I asked, as a feature, the ability to export code.. but anyway..

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

I hang out at Esenthel IRC Channel
http://webchat.freenode.net/?channels=#Esenthel
05-21-2013 01:38 PM
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gwald Offline
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Post: #18
RE: EE 2.0 Example Project - Tower Defense!
Hey Tottel,
You make EE coding look easy grin
I tweaked some of your settings, it's amazing the strength of EE!
My DELL with onboard video card got got past the last wave lol
Oh well.. I did a video of it, i'll upload it next weekend when i have access to internet.

Code:
EnemyManager.EnemyManager()
{
   m_EnemiesPerWave.add(30);   // Enemies for wave 1
   m_EnemiesPerWave.add(60);     // Enemies for wave 2
   m_EnemiesPerWave.add(100);   // Enemies for wave 3
   m_EnemiesPerWave.add(150);   // Enemies for wave 4
   m_EnemiesPerWave.add(220);   // Enemies for wave 5
   m_EnemiesPerWave.add(300);   // Enemies for wave 6
   m_EnemiesPerWave.add(400);   // Enemies for wave 7
   m_EnemiesPerWave.add(550);   // Enemies for wave 8
   m_EnemiesPerWave.add(750);   // Enemies for wave 9
   m_EnemiesPerWave.add(1000);   // Enemies for wave 10

   m_RagdollStayTime = 9.75f; // After killing an enemy, how long should it be in ragdoll before removing permanently from the scene.
   m_EnemySpawnInterval = 0.15f;  // Seconds in between each enemy spawn

Code:
Enemy.Enemy()
{
   m_MinDistFromGoal = 3;  // How close the enemy will go to the waypoint before proceeding to the next one
   m_Health = 200; // Hitpoints of the enemy
   speed = 2.5;

   m_CurrentGoal = 1;
   m_IsAtWaypoint = false;
   m_IsDead = false;
   m_IsActivated = true;
   m_KeepInScene = true;
   m_TimeDead = 0;
}
Edit:


(This post was last modified: 06-02-2013 01:19 AM by gwald.)
05-25-2013 05:21 AM
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candam Offline
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Post: #19
RE: EE 2.0 Example Project - Tower Defense!
I have error compiling the sources in last essenthel update please check this out for me

Thank you for this nice example
05-25-2013 05:42 PM
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Rubeus Offline
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Post: #20
RE: EE 2.0 Example Project - Tower Defense!
Looks like it's an issue with the new Memp. I thought the idea was for it to be able to do dynamic conversions for exactly that kind of situation. :-/
05-25-2013 09:03 PM
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Tottel Offline
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Post: #21
RE: EE 2.0 Example Project - Tower Defense!
Exactly what I thought.. But somehow there's an error there. I'll post about it in the support forums.

Also, thanks for the feedback everyone. My exams will be over in a couple of weeks, and I hope to expand to this project afterwards.
05-25-2013 10:26 PM
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Tottel Offline
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Post: #22
RE: EE 2.0 Example Project - Tower Defense!
Updated source files to compile with latest EE version.
05-29-2013 10:16 AM
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Revek Offline
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Post: #23
RE: EE 2.0 Example Project - Tower Defense!
TY so much to tottel he really deserves respect in the gaming world for releasing something like this to the public
05-29-2013 11:35 AM
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Tottel Offline
Member

Post: #24
RE: EE 2.0 Example Project - Tower Defense!
(05-29-2013 11:35 AM)Revek Wrote:  TY so much to tottel he really deserves respect in the gaming world for releasing something like this to the public

haha, well, the gaming world is a huge place. grin
open-source is its own branch, with tons of people releasing as I did.

Besides, this project needs a lot more work to be worthy of respect anyway. smile
05-29-2013 02:01 PM
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