an (isometric&low poly) Tower Defense game

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From the Asset Store
Tower stacker
$9.99 USD
Template for a tower stacker game, fully documented in comments and video
  • > Hi,

    > today i started working on an isometric tower defense game, using the lovely assets by Kenney.

    > Didnt got much yet, only a map, some enemy walking the path and making sure everything has the wright z-order. Isometric game design is totally new to me and i had a hard time figuring everything out with this damn z-order and where to place the tiles <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    > but anyway, you can see what i got here:



    That looks amazing!

    Here is my Isometric Endless runner game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">


    Video and Google Play link in my signature

    Did you manage to raise the sprite when they walk over an elevated road like for instance the Bridge in your screenshot? How is that done?

    Thank you!

    Your game looks really cool, will try it out later <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    i didnt do the raising of the sprites on bridges and stuff yet, but i plan to do it like i did it with the corners, spawn invisible objects at keypoints and let the sprites change their movement angle when they collide with it

  • The Containers make it easier to manage the isometric assets.

    Like every tick isobjectA setposition to 2dobjectA.

    No picking if the iso object is in a container with the 2d one.

    Also 3d would solve the issue with a lot of frames.

    Another solution to that could be Spriter animations.

    Other than that I don't see much point for 3d, unless you are sure you will have webgl.

  • ah ok that makes sense thank you for explaining!

    i want this game to be as minimal as possible so it can run on a wide range of devices, so unfortunately i cant rely on webgl.

  • fldr

    take a look, it sorts z-index according to the xy-position... automatically accounting player and (wall)-tile size just as you need it...

    just saying, the solution is laying before your very eyes

  • your project seems very impressive to me! thank you for sharing it!

    for my project i think the "put all objects to sort in a family and then sort Z-order by y" is enough because i wont have multiple floors, or did i overlook something? Sorry if so, this whole isometric concept is new to me and i get confused here very easy

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  • fldr : it is all the same for you, just one floor. The engine handles that too. The enhancement in the engine about multilevel is only, that you can block one player, but not the other at the SAME TIME. You don't need that, but still very useful this way, since it does NOT CHECK COLLISIONS at all (but it behaves, as if it would) , being very optimal in that sense.

    For you most important is, that it is putting the player in front or back (z-index) of the (wall or tree) tile automatically correct, according to their relative position, accounting their size. That makes it look correct, as if you would walk behind, then in front of the wall. obviously, that does depend on your y-coordinate only. X is also important for the sizes (width of both objects) to make the swapping of z-indexes seamlessly exact.

  • Thank you very much! I see your solution is really good but i think for this particular game its more powerfull then necessary (like the solution of tunepunk , they are both very good! )

    My people will always walk on the path and dont collide with anything (except theyre finishingline and the direction changers at the corners).

    But please correct me if i overlooked something!

    newest version:

    note the game is still under heavy developing, titlescreen, title, font, enemys etc. will change over time <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    and theres a bug with placing towers, if your placement is not absolute accurate it will also lock nearby tiles for placing.

    what you guys think of performance so far?

    i check the angle of the turrets now only every 0.5 seconds, dont think anything added from now will influence the performance much so this will hopefully be also the performance of the finished game.

    you guys think it performs ok?

    will try a testbuild with XDK later to see how it runs on mobiles.

    edit: normal Cordova build performance is horrible, i dont know why, its even worse then stock android browser, no idea how that works, i thought the Cordova build uses the webview=stock browser?

    edit2: Crosswalk build seems ok

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