THE BIRD IS BACK BABY!!!
Ok sorry had to do that .
Warning: full blown TD isnāt possible. This is just the basics. For example, upgrading damage sentries isnāt something Iāve incorporated, itās just not possible. You can upgrade speed, however.
Also: this is a wiki. It was kinda hard and I could use the communitiesā 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 thereās 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, Iām 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 āforever 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! Thatās a doozy!
But thatās not the issue. AstralLuke had the idea of using text figures as the enemies. We then manipulate them. The only āimpossibleā part was, in Toothlessā words:
But of course since I had already commented, they added one little statement
Yup. The solution: the dreaded ball device.
Iām 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 canāt find it, sadly, and Iām 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 itās just like real TD. So letās get started!
Getting started
First, we want the basic setup. It should look something like this:
Sorry the picture isnāt very good. And of course, youāre gonna want more sentries than I have. Iām currently making this too, you know (and yes Iāve procrastinated and Iām 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. Letās go make us some enemies!
Enemies
The hard part. The block code part. The part thatās making me pull my hair out.
But we can get through this together!
Part 1: Properties
First, get a property, weāll call it Wave1. List the following settings:
The ātextā 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. Youāll see itās importance next. Weāll also need a lot more.
Last property, count. Just a number property, thatās all. Default of 0.
Part 2: Updating Enemies (start of block code)
Now, letās start our block code! You see that text device from our setup? Thatās what weāll be working with!
Itās not that hard actually. Just copy that:
Wowie hth! Thatās brilliant! But it doesnāt 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. Iām on my computer and writing with my trackpad, donāt 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 youāve done things right it should currently make the text pop up, but then stop. I have a gif but itās 13.2 MB⦠Iām 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. Itāll 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 endā¦
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 shouldnāt be a problem. Mostly at then end, weāve 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 youāre ok with that.
Hooray! Now time to show these enemies whoās boss! Weāre 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 donāt 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! Itās also the only way, soā¦
Now the part of editing out the text is the part Iām a little stuck on.
Hereās what I have so far:
If you read that little note, then yeah, thatās what I need help with. Iāll make this a wiki, but please, discuss how this can be solved in the comments. Itās 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 weāre on). Anywhere Iāve put: get property | āWave1ā, just put: get property | create text with (āWaveā) (get property āWave#ā). That simple!
Leveling up/Upgrading Defenses
Well, we have that poor little sentry. But, it needs friends! I hope I really donāt have to explain this part. For getting more sentries, just place more and when a player āpurchasesā 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 donāt understand this, maybe youāre reading the wrong guideā¦
Added Credits for Helping with Final Section
Nobody has helped yet
Congrats on skimming through this guide (letās 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.
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Again, hope you liked the guide, happy Forumversary me!
And Happy Gimkitting to all!