Hello, and welcome to part 7 of the Tower Defense Tutorial Series. – Money and Health!
In this tutorial we will incorporate “money” into the game so that towers cost the player, and the amount of money available will slowly increase over time. We shall also be incorporating base health bar into the game so we can ultimately have a game over. This particular tutorial focuses primarily on implementing dynamic labels and images, and the game logic behind them, as part of the gameHUD.
When adding labels to gameHUD.m the first thing we need to do is to decide upon what we want to display, in this case; Money count, abase health label and a base health bar, a wave count, and the prices of each tower.
Source code after the break…
Continue reading ‘How to Build a Tower Defense Game for the iPhone – Part 7 – Money and Health’
By
Aiden Fry | Published on
January 18, 2012 in
Advanced, Cocos2d and Tower Defense.
Tags: cocos2d, Download, freeze towers, ice projectiles, programming, source code, tower defense, tower defense game, tower powers, tutorial.
Welcome back to the Tower Defense Tutorial Series! Once again I am assuming that you have read the previous 5 parts of this tutorial and are happy with the content covered in them.
In this Tutorial, we will be incorporating a new tower type into our game, this will give you the knowledge to then continue on and make/implement your own towers types. The tower type which we will be incorporating is a freeze tower, this tower will shoot Ice projectiles at a creep which will freeze it in place for a period of time, before the creep then continues on its journey.
Source code after the break!
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 6 – Tower Powers’
And we are back! Well, wasn’t that fun, we now have a multiple wave game, which we can program to increase in difficulty as we go along. However, there is still one thing nagging at me….. We still have no real control over how many creeps of each type are spawned in a wave, what if we wanted one wave to be completely made up of Red creeps, or Green Creeps. There are a few ways to do this, but I will explain the way that I did it.
Before we get into it, you’ll find things much easier to follow if you’ve already looked at Part5a of this tutorial series – So go there and come back… don’t worry we’ll wait.
Source code after the break…
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 5b – More Wave Control’
[Editor's Note: One of our readers spoke up and decided to help us finish off this series of tutorials. Many thanks to Aiden Fry for stepping up to the plate!]
Welcome to the latest edition of the Tower Defense Tutorial. This is just the start of the long awaited renewal of the Tower Defense Tutorials. I (like many of you I am sure), have been following this particular tutorial series with interest, and was slightly downcast when I realized that part 4 was the last to be released. So hear me now, I vow to take up the challenge and by the end of these tutorials we will have a fully working game!
Yours, Aiden.
[Editor's Note: We are also very happy that Aiden has taken up the challenge as well!]
The Tower Defense Tutorial Part 5a – Multiple Waves!
A Quick Look Back:
I will assume that all of you have been following the tutorial series found here – part 1, part 2, part 3, part 4 – and are mostly OK with what has gone before, however it is good just to mention a few key things about what has already taken place.
- We have some creeps that go around a set path.
- We can place towers around the path.
- Towers fire at the nearest Creep.
- Creeps have Hp, and when HP is 0 (due to tower projectiles) the creeps “die” and are removed from the game.
- At the moment there is only one “Wave” of Creeps.
Aims of this Tutorial:
- Creating Multiple waves of Creeps.
- Defining how many Creeps of each type (red/green) per wave.
Source code after the break…
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 5a – Multiple Waves’
By
iPhone Game Tutor | Published on
January 11, 2012 in
Beginner, Getting Started, Tutorials and iPhone.
Tags: advice, Analytics, casual game, customer, Development, feedback, first game, game art, game design, games market, indie games, iphone, Marketing, pitfalls, programmer, user interface.
When we started making Drop Dead in late September many years ago, we thought we had enough experience to make a solid, fun game in a short amount of time . We had been working in the casual games market for 4 years before that, we had seen hundreds of casual games, and by that point we had developed a few ourselves at our jobs. This, however, was our first game to be released by our new company, Goofball Games, and we were determined to get it right and add it to our portfolio.
The goals were simple – create a casual game for Halloween that we can show off to prospective clients, but maybe even capitalize on the season and make a few bucks in the process.
So, without further ado, here is a list of 10 pitfalls we either narrowly missed or in some cases fell into head first when making our first iPhone game!
Continue reading ’10 Pitfalls to Avoid When Making Your Own Indie Game’
Recent Comments