Timeline for Slow Tower for a Tower Defense Game
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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May 24, 2011 at 18:08 | vote | accept | Sean | ||
May 24, 2011 at 0:49 | comment | added | Sean | I ended up using a countdown, but instead of time, it uses distance traveled. So basically, once the enemy is not over the tower any more, it will speed up. | |
May 23, 2011 at 19:15 | comment | added | Ali1S232 | and if you don't what to use slow timer you can set slow to false right after you compute final speed. | |
May 23, 2011 at 18:04 | comment | added | Lunin | I would recommend putting the slow on some sort of countdown. That way each time the enemy moves it would subtract 1 from it, and each time it's hit by a slow tower you can set it to a fixed number. If slowTimer == 0 you move normal speed, but if slowTimer > 0 you know you need to apply the slowdown effect and subtract 1 from slowTimer. If one tower keeps hitting the enemy, it will keep resetting to the fixed number, avoiding stacking the slowdown or pre-emptively turning it off. | |
May 23, 2011 at 17:51 | comment | added | Sean | I think that is exactly what is happening. I didn't think of it until you said it. I need to figure out a way to set it back to false without constantly doing it. | |
May 23, 2011 at 17:29 | history | answered | Lunin | CC BY-SA 3.0 |