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JustAnotherMedium

@JustAnotherMedium

Joined June 1st, 2026

  • 4Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
yo
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4h 44m 57s logged

We are getting somewhere

  • Added I frames to the balls (But they only count for damage from the burner)
  • Added 6 new Towers (Spinner slow, Spinner Fast, Burner, Accelerator, Turret, Turret Long range)

    It’s is not all of the towers but the rest I will add if I have time. Had a few bugs
  • Accelerator not working properly (Fixed by using a different method and multiplying the acceleration by 100,000)
  • Turret was not picking up target (Fixed by adding a try-catch to avoid calling on a deleted object)

    I cleared the testing area before I could take a video so here is just the Accelerator and Burner at work in the video.

    After this I will try to finish the UI and Shop which will mean the main gameplay loop would be finished and the rest of the game should be easy afterwards

We are getting somewhere

  • Added I frames to the balls (But they only count for damage from the burner)
  • Added 6 new Towers (Spinner slow, Spinner Fast, Burner, Accelerator, Turret, Turret Long range)

    It’s is not all of the towers but the rest I will add if I have time. Had a few bugs
  • Accelerator not working properly (Fixed by using a different method and multiplying the acceleration by 100,000)
  • Turret was not picking up target (Fixed by adding a try-catch to avoid calling on a deleted object)

    I cleared the testing area before I could take a video so here is just the Accelerator and Burner at work in the video.

    After this I will try to finish the UI and Shop which will mean the main gameplay loop would be finished and the rest of the game should be easy afterwards

Replying to @JustAnotherMedium

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4h 24m 28s logged

Also a great day today,

  • Ball health and money are now stored in the spawner instead of each scene to make it easier to modify
  • Made it so that you can only edit towers between waves
  • Added a simple spike tower that does 1 damage when a ball enters it’s hitbox
  • Balls can now take damage and award money when killed
  • Floating numbers for damage and money gain

    I had few bugs
  • Spike was not registering mouse events (I just forgot to turn on the “Pickable” option :/ )
  • Many bugs with damage numbers (All mainly because I was following a tutorial in GDScript while my project is in C#)

    In the video I have decreased the detonation timer so that you can see it in action. The detonation timer is there account for the player just blocking the exit.

    In reality I’m just trying to procrastinate on UI, so I’ll try and add the rest of the towers and then work on the shop, after which the main gameplay loop is pretty much done.

Also a great day today,

  • Ball health and money are now stored in the spawner instead of each scene to make it easier to modify
  • Made it so that you can only edit towers between waves
  • Added a simple spike tower that does 1 damage when a ball enters it’s hitbox
  • Balls can now take damage and award money when killed
  • Floating numbers for damage and money gain

    I had few bugs
  • Spike was not registering mouse events (I just forgot to turn on the “Pickable” option :/ )
  • Many bugs with damage numbers (All mainly because I was following a tutorial in GDScript while my project is in C#)

    In the video I have decreased the detonation timer so that you can see it in action. The detonation timer is there account for the player just blocking the exit.

    In reality I’m just trying to procrastinate on UI, so I’ll try and add the rest of the towers and then work on the shop, after which the main gameplay loop is pretty much done.

Replying to @JustAnotherMedium

0
6
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3h 0m 48s logged

Productive day today,

  • Added a new L2 ball with cheaper spawn cost
  • Implemented Player health and money
  • Added Pick and Place mechanic for moving and adding towers

    That last one was tricky, I had a few bugs with it
  • The rectangle wasn’t snapping to the mouse position (It was being fed the mouse position relative to the window, not the mouse position in the game)
  • If you clicked on two rectangle’s overlapping it would pick up both of them (happened because the rectangles handle click by themselves independently, solved by having all of them try to modify a value and whoever got there first got picked up)

    There were some lessons learned as i worked with custom signals in C# for the first time, this will be useful tool later on.

    There is still some work to do, before I sleep I will make it so that it will only let you edit platforms between waves.

Productive day today,

  • Added a new L2 ball with cheaper spawn cost
  • Implemented Player health and money
  • Added Pick and Place mechanic for moving and adding towers

    That last one was tricky, I had a few bugs with it
  • The rectangle wasn’t snapping to the mouse position (It was being fed the mouse position relative to the window, not the mouse position in the game)
  • If you clicked on two rectangle’s overlapping it would pick up both of them (happened because the rectangles handle click by themselves independently, solved by having all of them try to modify a value and whoever got there first got picked up)

    There were some lessons learned as i worked with custom signals in C# for the first time, this will be useful tool later on.

    There is still some work to do, before I sleep I will make it so that it will only let you edit platforms between waves.

Replying to @JustAnotherMedium

0
3
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2h 29m 28s logged

Hello, I’ve put in some good work today.

  • Made a test level
  • Added basic camera movement (might change)
  • Made a ball spawner and despawner
  • Ball spawner has waves, and will adjusts its difficulty according to the wave

    First time making something like this, I think its an alright system, but could use some tweaks and balancing here and there to be better.

    Currently its a system that spends credits to spawn something, and will tend to spawn the most expensive thing it can as long as it costs <30% of the credits it has.
    Maybe it could pre-generate spawns and randomly pick from them, we could use more options and better pricing. Too many white circles spawning as of now.

    The video shows the wave based difficulty spawning in action, thou it is a little long.

    It’s getting late and I still have a lot to do, and not so much time to do it.

Hello, I’ve put in some good work today.

  • Made a test level
  • Added basic camera movement (might change)
  • Made a ball spawner and despawner
  • Ball spawner has waves, and will adjusts its difficulty according to the wave

    First time making something like this, I think its an alright system, but could use some tweaks and balancing here and there to be better.

    Currently its a system that spends credits to spawn something, and will tend to spawn the most expensive thing it can as long as it costs <30% of the credits it has.
    Maybe it could pre-generate spawns and randomly pick from them, we could use more options and better pricing. Too many white circles spawning as of now.

    The video shows the wave based difficulty spawning in action, thou it is a little long.

    It’s getting late and I still have a lot to do, and not so much time to do it.

Replying to @JustAnotherMedium

0
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