The Ultimate Guide to Tower Defense (🟧)

THE BIRD IS BACK BABY!!!


Ok sorry had to do that :sweat_smile:.

Warning: full blown TD isn’t possible. This is just the basics. For example, upgrading damage sentries isn’t something I’ve incorporated, it’s just not possible. You can upgrade speed, however.

Also: this is a wiki. It was kinda hard and I could use the communities’ help on the very last part. So yeah. Like a normal tug


So now we can get into this. First, thanks to @AstralLuke for asking for help making this, the only reason I thought of doing this, also to @Toothless for helping, @No_Longer_A_Noob for helping me remember some stuff about Tower Defense, @Slim for emotional support while I raged over the image limit being 2MB (sorry, but there’s no way my gif are being over 6x compressed and still being comprehensible), and the generic credits to @Cryptoraider_Gemkit @Blackhole927 and @ClicClac for being the main people to help me understand block code and properties.

OH, AND THE WHOLE FREAKING COMMUNITY FOR TELLING ME TO TAKE THE HAT OFF! YOU ARE ALL WELCOME!!!


How this came to be

First off, I’m sure many of you remember this guide:
How to Make Gimkit Tower Defense [This method is forever gimpossible]
But since sentry interactions were removed, this guide became ā€œforever gimpossibleā€.
At least until now. I came up with the realization that this might be possible when I saw this post:
| Path Moving Sentries Concept (different to player following) |
Originally it was a help topic asking for help with tower defense, but their topic sort of turned into more of a research topic. Now, most people argued for quite a while that this was impossible, because nothing could be hit and respawn, while moving at the same time, keeping track of their original health! That’s a doozy!
But that’s not the issue. AstralLuke had the idea of using text figures as the enemies. We then manipulate them. The only ā€œimpossibleā€ part was, in Toothless’ words:

But of course since I had already commented, they added one little statement :grin:

Yup. The solution: the dreaded ball device.
I’m pretty famous for hating this device, but alas, this topic reminded me of a different research topic I had worked on in the past. I can’t find it, sadly, and I’m in a rush, so, yeah. Basically, balls respawn every time, and we just put them right by their goal to detect when they get hit. The sentries shoot at them and it’s just like real TD. So let’s get started!


Getting started

First, we want the basic setup. It should look something like this:


Sorry the picture isn’t very good. And of course, you’re gonna want more sentries than I have. I’m currently making this too, you know (and yes I’ve procrastinated and I’m making this all in one day).
This is pretty much it for the setup, obviously most of the work will be done in the text device. Let’s go make us some enemies!


Enemies

The hard part. The block code part. The part that’s making me pull my hair out.
But we can get through this together!

Part 1: Properties

First, get a property, we’ll call it Wave1. List the following settings:


The ā€œtextā€ are our enemies. How many "O"s it has is like a health bar. You know how in TD games enemies change when they take damage, whether it be color, size, shape, well ours get shorter! This is an example, mainly for testing.
Next, get a property, Sector1. Just a text property, leave it blank. You’ll see it’s importance next. We’ll also need a lot more.
Last property, count. Just a number property, that’s all. Default of 0.

Part 2: Updating Enemies (start of block code)

Now, let’s start our block code! You see that text device from our setup? That’s what we’ll be working with!
It’s not that hard actually. Just copy that:
image
Wowie hth! That’s brilliant! But it doesn’t do anything! And how does that block code make this guide the difficulty you listed it as?
Oh just wait, my friend. Just wait.

Part 3: Sector Property Basics

Ok, now get a trigger. Go into blocks and make this:



By the way the count property is updated by a counter. The current setup looks like this:

Hopefully you can read that. I’m on my computer and writing with my trackpad, don’t bully me. My handwriting is better than that, trust.
The wire heading off the screen starts the whole process. Can be a button, trigger, even overlay button.
Anyhow if you’ve done things right it should currently make the text pop up, but then stop. I have a gif but it’s 13.2 MB… I’m working on it.

Step 4: Enemies Turning the Corner & Passing Through

Anyhow, it kinda just stops. We need it to continue. This includes turning a corner. It’ll look a little weird but hey this is TD in Gimkit gimme a break.
Now to do this, we could add a bunch of complex code to add space at the end…
Or we could use a bunch of blank Unicode characters and just spam them onto the end of the Wave1 property! SPAM TIME!
Now it should work. Some weird blinking… but that shouldn’t be a problem. Mostly at then end, we’ve probably just done a lot of things at once.
But it just continues in one line. So we need to transfer the beginning letters to a different sector. This is your que to make some more sector properties. As for the code, just go back into the trigger and edit it to be like this:



Yeah yeah, a lot changed. But now it turns the corner and scrolls! It looks kinda wonky, but hopefully you’re ok with that.

Hooray! Now time to show these enemies who’s boss! We’re almost done! Sadly, the most complex block code is yet to come.

Defeating Enemies

Ok, first, we need to get the sentries to shoot at the balls. Sadly, sentries don’t just shoot at balls. The solution: you! The player gets to play around too! They move around so that the sentries hit the balls, like an interactive part! It’s also the only way, so…


Now the part of editing out the text is the part I’m a little stuck on.
Here’s what I have so far:



If you read that little note, then yeah, that’s what I need help with. I’ll make this a wiki, but please, discuss how this can be solved in the comments. It’s the very last little bit. Help would be appreciated.

Multiple Waves

Just make a Wave2 property (just like Wave1), and a Wave# property (number property, counts which wave we’re on). Anywhere I’ve put: get property | ā€œWave1ā€, just put: get property | create text with (ā€œWaveā€) (get property ā€œWave#ā€). That simple!

Leveling up/Upgrading Defenses

Well, we have that poor little sentry. But, it needs friends! I hope I really don’t have to explain this part. For getting more sentries, just place more and when a player ā€œpurchasesā€ them, activate them.
For upgrading them, use buttons of something so that they can, and just make them have higher accuracy or faster time (with more sentries, activating and reactivating). If you don’t understand this, maybe you’re reading the wrong guide…

Added Credits for Helping with Final Section

Nobody has helped yet :frowning:


Congrats on skimming through this guide (let’s be real here)! For those that really did read it, thanks for that, I hope you liked it! This took a lot of thinking and even more time.

How difficult is this guide?
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Again, hope you liked the guide, happy Forumversary me!

And Happy Gimkitting to all!

15 Likes

What parts would you expect the community to help in? You should work on your helpian monopoly some more next.

The fact you started this today is very impressive.

uh what else
oh yeah nice guide

1 Like

Nice guide! This really does look cool! Give me an indeterminate amount of time, and I can probably finish the block code for you. How long did this take?

Darn it Slim!!!

2 Likes

at least your hat is gone.

Yet you’re still balding!


wonderful handwriting!


For realsies, this seems interesting! I quickly skimmed over and am re-reading fully currently. I’m gonna slap this into a spare map and tinker around with the blockcode (why? Purely just curious and some consuming craving to).


As for the weakening, I might try to figure it out while doing said tinkering. But I think ClicClac can do that best. He’s all brainsy and technical and whatnot.

5 Likes

Thank you 4:

I also am the most procrastination-happy user on the forums and have like 5 different projects rn, so it might not get done before my graduation[1].


  1. the fact that this is only a half-joke is so sad… ā†©ļøŽ

1 Like

Can I get more of an explanation on the properties? Like what does ā€œeditorā€ mean? And why decrease ā€œcountā€ by 13?

The last part and any added features/bonuses.

Yay! Less work for me.

Given my pfp is the exact same as before the hat, I haven’t balked at all. Do you not see this thick head of feathers?

Oops sorry yeah like I said I started this the day the guide was supposed to come out.
Editor properties are text, just things to hold different segments.

Basically, the editor property holds all of the ā€œsector1ā€ or whatever sector we’re working on. Then we ā€œfilterā€ it into sector 2 by taking all of the ā€œlevel 1ā€ enemies. The only part left is damaging the living enemies. I don’t know how to accomplish this.

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Oh my gimkit I just had an idea.

Just like the first part, we just have to ā€œsnipā€ parts. That part is ā€œO.ā€ We can then make it everything except that ā€œOā€!

I think this works, but I’m about to be gone for like 6 hours so if some people could think about this and even possibly test that would be great!

2 Likes

hey @Here_to_help, can i make different maps for them to make. just tell me some ideas u want there oki?

Different maps? Yes, just like copy everything from the original and follow the same process.

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oki sir! have any ideas?

Not really, I suggest you make a Help topic for that.

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yeah right. i will do it, i will make a section for it, wil be done in 1 week, cuz i have final exams for my last year in school.

u have any specific format?

For what? The help topic?! It’s your topic, go right ahead and ask whatever you need to however you want.

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i mean for the shape, like the way, so it works for the code and game, u understand me?

No, it doesn’t matter, just make your segments about the same size.

1 Like