Flash :: Make A Tower Defence Game In Adobe?

Nov 9, 2010

I'm a Flash newbie that wants to make a Flash game. However the only explenation on making a Tower Defence game that I've found is this one[url]...

It however uses a program that's unknown to me while I got Adobe Flash Pro. CS5 (Trial version) after some googling.

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I have a tower defence and when you lose I have a button to go back to the main screen. Only problem is that I cannot find a way to remove the enemies from the screen as well. Here is all of the code for the game, because I figure I might as well give you everything now, than later. I also wanted to give you all my variable names that would be used...

Code:
stop();
// Params = Number, Health, Speed, Time between releases, Gold per creep);
_root.waves = [[10, 50, 2.500000E+000, 2000, 2],

[code]....

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Tower Defense Game Bullet Disappear

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I found a tutorial on the internet and have begun toying with it. I figured out what all the segments did and how they worked and effected the game (mostly through trial and error...) once i figured out what EXACTLY i had i started making changes.

-What i want - once the bullet hits a monster OR goes out side of the range of the gun it disappears and another shot can be fired (which is done automatically via my script no user input needed)

-What i have - when the bullet goes off the page (x>550, x<0, Y>400, Y<0) it disappears and another shot can be fired... obviously this is problematic to game play...

[Code]..

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IDE :: Tower Defense Game Bullet Disappear?

Mar 16, 2010

-What i want - once the bullet hits a monster OR goes out side of the range of the gun it disappears and another shot can be fired (which is done automatically via my script no user input needed)

-What i have - when the bullet goes off the page (x>550, x<0, Y>400, Y<0) it disappears and another shot can be fired... obviously this is problematic to game play...

Code:
Stop();
base_range = 200;
can_be_placed = false;

[code]....

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ActionScript 3.0 :: Tower Defense Type Game - Object Access?

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I am hammering out a Tower Defense type game. I'm starting to design my custom unit mechanics. I've used numerous other tutorials for the framework here (largely one mans blog - credited in my AS3 file..) I want when a unit dies, that it runs a function - checks a field I've created within the unit called a 'tag' - and depending on that do other things. From within the kill() function I successfully call my infantryDeath() function, and I've verified within kill() it's recognizing the dead objects tag. I've verified the entry into infantryDeath() and that the tag is still the same.

Here's the problem:
function infantryDeath(creep){
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inGameMessage(this); <-- prints out _level0 (the id for the level itself)
if (creep.tag = c1) <-- the unit with this tag dies, and triggers this block successfully{
[Code] .....

I have no clue why the object I'm supposedly working with changes just by virtue of being within the "if" block. If I pass an object into a function shouldn't manipulating that object remain constant within that function?

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[Code]...

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