Latest Post

Tampilkan postingan dengan label Flash. Tampilkan semua postingan
Tampilkan postingan dengan label Flash. Tampilkan semua postingan

Hero Tower Defense Thursday: Day 19 - Happy Holidays! HTD Pre-Alpha v0.001 Release!

Written By Sidiq Martanto on Kamis, 22 Desember 2011 | 21.11


Go here to read Day 18 of Hero Tower Defense Thursday.



First off, Happy Holidays everyone! We'll all be taking a short break while we enjoy the holidays but we might jump in every now and then to answers comments and such. I hope you all have a good time during the next several days and get lots of cool stuff!

Speaking of getting cool stuff, we here at Sam & Dan Games would like to give you guys a small gift of our own; the first release of HTD! Yay! Now you may have noticed the title "Pre-Alpha v0.001." This is pretty accurate. In other words this is like the very beginnings of HTD's physical form. For those of you who haven't been following the HTD's posts you might play this be wonder where the rest is. We've done a lot of stuff but as with most big projects the inital stage of development takes a lot of time in order to build the foundation and set things up for everything else to follow. You guys have been very helpful in that process with giving us feedback and we plan to continue asking for it every step of the way. This early release being one of those steps.

This version is basically just a demo survival map with some basic, core functions of the game. You have to protect the character with no armor (we don't have armor done for them yet :P) for as long as you can. Eventually you'll get overrun but it's a good testing ground for trying things out as we continue to add stuff. There are no profiles, leveling up, choosing skills, or manually triggering skills but they'll be coming soon.

While there isn't much there right now, this is our starting point, and from now on we'll be releasing updates for HTD as often as we can. There's a lot to come and we'll be asking the community for ideas and suggestions on a regular basis. Everything from quest ideas to weapon concepts to level designs. We have plenty of our own ideas but it's not like we can think of everything and having you guys help out is a great resource. Kevin's blog, KXN @ HTD is one way you can voice your opinion on such things. He puts up art related polls and asks for feedback on stuff he's currently working on as well as answers questions you guys might have for him.

So play around with this early release, see what you think, and let us hear your feedback in the comments! Have fun and Happy Holidays!

-Dan


Hey guys! It's been a long time coming but we are finally at the release for Hero Tower Defense! I'm pretty much going to repeat most of what Dan said! The game is really early, but I hope you guys can see what is there and use your imagination to see where the game is going to go. Some small things that aren't mentioned is that you can use the arrow keys to move the map and the "-" and "+" to zoom in and out. I wanted to thank Kevin (our artist) for doing such a great job! Thanks pal! I also want to thank Dan for answering all the SnD Coin emails and for taking over the design of HTD! ;P My family and girlfriend (they probably won't read this) but I thank them for all the support, letting me spend all this time on the computer! Lastly I want to thank you guys for such a great year, I say this a lot but I always mean it that without you guys we wouldn't be here right now releasing this game. I hope you guys have a good Christmas and New Years. See you guys in 2012!
As always let us know what you think!
-Sam

Hero Tower Defense Thursday: Day 18 - Native Skills

Written By Sidiq Martanto on Kamis, 15 Desember 2011 | 20.19


Go here to read Day 17 of Hero Tower Defense Thursday.



Today I want to go over Native Skills (NS). I apologize in advance for all the abbreviations I'm about to use. :)

So what are NS? NS are skills that you start with and require no points. Each character will have one Native Elemental Skill (NES) and one Native Class Skill (NCS). There are 5 different NES, one for each elemental. The NES you end up with is determined by the character's native element. They are kind of like a racial traits but instead of being based on the character's race they are based on the character's native element instead. The NCS on the other hand is the same for every character. You'll see why in a moment.

All NES are ranged direct damage skills, there's no projectile and not based on your weapon, it just instantly hits. They all have a some sort of duration based effect (e.g. DoT, Buff, etc) and are stackable up to 5 times, each time increasing it's effects and renewing the duration. It's also worth noting that these skills can be used on allies as well. Also, NES are unique in that they are able to generate elemental charges around your character. These charges can be used various ways which I'll explain later.

Here's a list of the NES and how they are currently set up:

Fire: Sets your target on fire causing it to take continuous damage and increasing it's Fire Attunement

Water: Douses your target with water causing it to be continuously healed and increasing it's Water Attunement

Nature: Binds your target with nature causing it to be immobile for a moment then continuously healed as well as increasing it's Nature Attunement

Light: Empowers your target with light increasing it's Physical and Magical Power as well as increasing it's Light Attunement

Shadow: Inflicts your target with shadow decreasing it's Physical and Magical Defense as well as increasing it's Shadow Attunement

As a reminder, attunements are a unit's resistance and effectiveness with each elemental's skills.

Now for the charges. For every NES use that character will receive a charge of that elemental type. So since the NES is linked to your native element it means that characater can only produce that type of charge. Every character can hold up to 5 charges each charge increases the characters attunement corresponding to the type of charge. So if it's a fire charge, it'll increase your fire attunement, etc. The charges are consumed by Finisher skills (FS). These skills require at least one charge but will consume whatever charges you currently have stored. Each charge will increase the FS power to varying degrees depending on the type of the FS and the type of the charges consumed. So for example, if you have 5 fire charges and you use a fire FS it's power will be boosted a lot. If you have 5 water charges and you use a fire FS you won't get much of a boost at all because water counters fire.

There's one FS with the exception to this rule and that's the NCS all classes start out with that I mentioned earlier. The NCS is a FS that lets you transfer whatever charges you have available to another unit. So now you can have a character with one native element holding the charges of another element, it just requires some team work. This also means that you can have a mix of charge types on a character since you can hold up to 5 charges.

This brings up one other point. Say you do a charge transfer and the receiving target goes over the limit of charges they can hold, or perhaps they already are full and you transfer for to them, what happens? Well, first it will check to see if there's any charge spots available and fill those then whatever are left will do a type check against the other elemental charges and either replace them or get countered. Here's a couple simple examples:

1. You transfer 5 water charges to a character with 5 fire charges - all the fire charges get replaced by the water charges. So the target ends up with all water charges.

2. You transfer 5 water charges to a character with 2 fire charges and 2 shadow charges - one water charge gets added, the two fire charges are replaced by two water charges while the 2 shadow charges remain because shadow counters water. So the target ends up with 3 water charges and 2 shadow charges.

I sounds more complicated than it actually is but these NS are meant to be important and used strategically and not just as a "Click skill, do damage" type of move. At the very beginning you'll be using them constantly just because you won't have many other moves to choose from but their importance will remain high throughout the game. This also allows for some interesting stuff to do with strategies for general attacks, boss encounters, level objectives, etc so expect to see some fun things going on in the future.


Well that was a bit long but fun to write! On a side note we're all working hard to have as much ready for the upcoming release as possible. However, I've said it before and I'll say it again just to keep everyone on the same page. This release is basically a prototype of what we have physically developed so far. Design and concept is the majority of what we've been doing so far and so we've only just begun to start physically developing the game into something. But we promised to give you guys something as soon as possible and we want to hear your feedback every step of the way so we're showing you what's essentially a just-started, pre-alpha, v0.0001, right-out-of-the-gates release. So just keep that in mind please. :D

Kevin also has a new poll up on his
blog, KXN @ HTD for choosing Male Hairstyles so head over there and be sure to cast your vote!

As always, let us hear what you have to say in the comments and thanks!

-Dan

Pokemon Tower Defense: v5.2.1 release! Weekly Progress list!

Written By Sidiq Martanto on Selasa, 13 Desember 2011 | 15.14

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar! 

What's new in v5.2.1
  • Story Mode Level - After saving Meowth and defeating Sabrina you must now train against your past opponents. Can you get past them?
  • New Pokemon to capture
  • New Moves (12)
  • New Achievements
  • New Mystery Gift Delibird Avatar!
  • New Pokemon up for trade on my account samO
  • Added new moves into pokemon center move list
  • Fixed abilities text being messed up when you pause the game
  • It is no longer possible to have space or special characters in the avatar chat room
  • It is no longer possible to have 2 people with the same name in the avatar chat room
  • The chat will no longer scroll automatically if you have scrolled up to read something, if you are scrolled all the way down the chat will still scroll automatically
  • Making multiplayer point to the PlayTowerDefense Website
  • Creating a new database to hold user data, the current ones are getting filled
Where can I play?
Hey guys, nice to see you again! Do you come here often? Anyways.. enough small talk, let's get straight to the action! I've received a lot of good feedback for the new level and new achievement, so I'm glad you guys enjoyed that. The closer we get to New Years and Christmas the harder it is to complete updates. So many presents to buy, so many games to play, and events to go to! But don't worry here at Sam and Dan Games we won't let you down, even if things come out a little late, they will arrive!

This week we will be doing a new multiplayer map that will replace the old one. Because let's be honest the old one is LAME! So I hope you guys will enjoy it. Along with that will come the new layout for the Pokemon Center that I think a lot of you will enjoy, it's been a long time coming but thanks to Velocity, we have it ready to go and should be up this week. Along with the new layout we will have new improvements, using magical technologies like AJAX (Google it, if you are curious), you will be able to see what the user requested for his trade without having to leave the search results page. On top of that I will adding other features that have been asked for a lot during our time here.

ON TOP OF THAT! We will have new daily gift prizes, new game corner prizes, new abilities, new achievements and new level cap!

New Multiplayer map (100%)
  • Level Layout (100%)
  • Pokemon Team Defense (100%)
  • Pokemon Team Offense (100%)
  • Implementing new changes in server code (100%)
New Mystery Gift Avatar (100%) - For Monday!
New Pokemon Center Layout (50%)
  • Layout and Graphics (100%)
  • Implement PHP (0%)
New Pokemon Center Features (75%)
  •  Layout and Graphics (100%)
  • Implement PHP (50%)
New Daily Gift Prizes (100%)
  • 1 SnD Coin implemented (100%)
  • Random Non-Evolved Shadow Pokemon (100%)
New Game Corner Prizes (100%)
  • Random Non-Evolved Shadow Pokemon (100%)
New Achievements (100%)
  • Implement in game (100%)
  • Implement in server (100%)
New Abilities (100%)
  • Ability Guts - Boosts Attack if there is a status problem. 
    • Implement Ability in game (100%)
    • Add to Rattata, Raticate, Machop, Machoke, Machamp (100%)
Level cap to 72 (100%) - New Chapter means more level caps!
  • Implement in Game (100%)
  • Implement in Pokemon Center (100%)
  • Implement in Save Code (100%)
TM (100%)
  • Shadow Rush (100%) - Only usable by Shadow pokemon. 55 Attack Power, 18 Cooldown, Shadow Type. (Normal effectiveness against all types.)
  • Adding Move Names to the Pokemon Center Move List (100%)
Shadow Pokemon (100%)
  • Implement in Pokemon Center (100%)
    •  Display Shadow with a dark purple background (100%)
    • Allowing trainers to request and search for Shadow Pokemon (100%)
  • Implement in Game (100%)
    • Programming (100%)
    • Graphics (100%)
Change Seaking's attack in Route 12 from Soak to Aqua Ring to prevent flying pokemon from being able to go in the flying only spots (100%) 
Added the Ability Keen Eye to Hitmonchan (100%) 
Fix issue with Shadow pokemon showing up as shiny when learning a new move or evolving (100%) - Thanks everybody that let me know :)
Lowering the amount of energy the attacker gets in the multiplayer map (100%)
    PTD First look is below! Check it out!


    That's what we have for now, let me know what you think and keep coming back to see our progress and PTD First Look by Graphic Force. Thanks!

    Hero Tower Defense Thursday: Day 17 - Community Request: Game Mechanic

    Written By Sidiq Martanto on Kamis, 08 Desember 2011 | 20.32


    Go here to read the Day 16 of Hero Tower Defense Thursday.


    So for this post I'm going to take a small break from posting a game progress update in order to ask you guys a question.

    We definitely have a lot of ideas for HTD and you guys have given us a lot of help with those ideas. You've also given us some great new ideas as well. This is all very helpful to us and even though the first version of the game will basically be at the prototype, pre-alpha, v0.01 stage in development we look forward to hearing your feedback on that as well. This will just help us a lot because you'll be able to get your hands on it and tell us what you like or dislike right from the beginning while the game is still wide open for changes.

    This is all to say that your comments, suggestions, ideas, and feedback in general is very useful to us. In a past post I asked what game references you guys might like to see in the game and I found those suggestions to be quite helpful and ended up with a large list of good suggestions. So I wanted to call upon our fans again and ask you guys to think of some game mechanics that either you've thought of yourself or you've seen elsewhere and then pick one that you'd really like to see in HTD. For example, something like siege weapons that you can build and place like towers or maybe housing for your characters, etc. Just try to limit it to one suggestion though because I know a lot of you have a bunch of ideas but give me the one game mechanic you want the most. Also try to think about how it'll work in HTD's TD/RPG gameplay. It's ok if it's already been mentioned before because nothing is 100% at this point and things can always change. Plus, if lots of people want the same thing then this will let us know.

    So let us hear your suggestion/idea for your most wanted game mechanic in the comments. I look forward to reading your responses! Also, Kevin has a new poll up on his blog, KXN @ HTD for choosing Male Hairstyles so head over there and cast your vote!

    -Dan

    Pokemon Tower Defense: v5.1 is out! Keeping Multiplayer free! and you decided what's on this next update! PTD Sneak Peak with GraphicForce!

    Written By Sidiq Martanto on Senin, 05 Desember 2011 | 14.55

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar! 


    What's new in v5.1

    • Level cap to 70
      • New Moves
        • Me First - Mew
    • Missing Moves for Victini, Entei, Raikou, and Suicune
      •  Lava Plume - Entei
      • Searing Shot - Victini
      • Incinerate - Victini
      • Endure - Victini
      • Flame Charge - Victini
      • V-create will be learned at level 98 for Victini.
      • Fusion Bolt will be learned at level 99 for Victini.
      • Fusion Flare will be learned at level 100 for Victini.
    • Added Seadra and Horsea properly to the Pokedex
    • Removed Shiny Horsea that are hacked, and then adding Shiny Horsea for adoption
    • First version of Multiplayer - First map, premade teams, can't change moves, randomly either attack or defend, attackers win if they carry the old rod back. Attackers have 1000 energy to use. Defenders win if they don't let the attacker carry the old rod back and the attacker is out of energy. Winning or losing has no rewards or penalties.
    • Put a new pokemon up for trade on my Account samO - Shiny Horsea is now up for trade on my samO account!
    • Added new moves to the Pokemon Center Move List
    • Removed odd looking reflection on pokeball on the main menu - It looked funny, ;)

    Where can I play?
    WE MADE IT! Well almost... Multiplayer v1 is now up and ready to play. But I will be the first to say that while it's okay it's nowhere near what it should be. The reality is that one week is not enough to build a multiplayer feature. The fact that I got it working to this point is really a miracle. Just to make an example the first version of PTD took me 5 months of work on and off to just have about 11 pokemon, even less moves, level cap at 10, and only 3 levels. Multiplayer is a whole other beast, you have to deal with latency, match making, trying to keep the games in sync. Instead of saying hey it's not done please wait another week, I got to a good stopping point and released it as it was. So the way I see it multiplayer can only get better. But I've had worries about being able to keep it up for free and for all players. Well.. I have good news!

    Thanks to our great sponsor we will be able to have free multiplayer for everybody! With one condition! That the multiplayer is exclusive to his website. So while you can still play here for the story mode, and challenge mode, the multiplayer will take you to the playtowerdefense.com website to play there. A small price to pay for getting your multiplayer for free!

    In other news, like you guys know I always enjoy hearing from you guys and letting you guys experience the content as soon as possible. My friend GraphicForce suggested an idea of having a preview youtube video of what the weekly update will have, and I agreed. So each week GraphicForce will make a video previewing whatever is new on the update for that week before the update comes out. Click here to see the first PTD First Look!



    In other other news, you guys decided what I should work on this week! The winners are story mode level and more achievements. So let's start there.

    Version 5.2 is now available in the blog, with new mystery gift avatar and apk,swf,exe v5.2.1 coming out on Monday! Enjoy!

    Story Mode Level (100%) - After saving Meowth and defeating Sabrina you must now train against your past opponents. Can you get past them?
    • Level Intro (100%)
    • Level Layout (100%)
    • Level Waves (100%)
    • Level Ending (100%)
    • New Mechanic (100%) - Picking different path to send your attacking pokemon to.
    New Pokemon to capture (100%)
    • New Moves (12) (100%)
    • Implement Graphics (100%)
    • Implement Shiny Graphic (100%)
    • Implement TMs (100%)
    • Implement Moveset (100%)
    • Implement stats in game (100%)
    • Implement in Trading Center (100%)
    New Achievements (100%)
    New Mystery Gift (100%)
    New Pokemon up for trade on my account samO (0%)
    Deciding who will get my Shiny Horsea from trade (0%)
    Adding new moves into pokemon center move list (100%)
    Fix abilities text being messed up when you pause the game (100%)
    It is no longer possible to have space or special characters in the avatar chat room (100%)
    It is no longer possible to have 2 people with the same name in the avatar chat room (100%)
    The chat will no longer scroll automatically if you have scrolled up to read something, if you are scrolled all the way down the chat will still scroll automatically (100%)
    Making multiplayer point to the PlayTowerDefense Website (100%)
    Creating a new database to hold user data, the current ones are getting filled (0%)


    I will keep updating the blog with the progress so keep coming back for more. As always let me know what you think! Top 10 questions will come back for next week.

    Hero Tower Defense Thursday: Day 16 - Weapons

    Written By Sidiq Martanto on Kamis, 01 Desember 2011 | 16.09


    Go here to read the Day 15 of Hero Tower Defense Thursday.


    Alright, in this weeks post I want go into weapons and how they may differ from eachother.

    In HTD we plan to have many different types of weapons that players can choose from to fit their style. These, of course, won't all be available right at the first release but we'll be releasing more and more as we continue with development. The term "weapons" in this case also includes things like shields and trinkets that you can hold. There will be one-hand and two-hand versions of all nearly all the different types of weapons. I say "nearly all" because there are some exceptions like shields which are usually only one-handed and polearms which are typically only two-handed.

    The weapons will be broken up into a few general categories and than branch from there. Here's a list of what we're thinking for some of those categories with their type of weapons:


    Light Melee: lighter and faster, close-range weapons
    - Daggers, Shortswords, Small Axes and Maces, etc

    Heavy Melee: heavier and slower, close-range weapons
    - Polearms, Longswords, Large Axes and Maces, etc

    Light Ranged: lighter and faster, long-range weapons
    - Bows, Small Guns and Throwing Weapons, etc

    Heavy Ranged: heavier and slower, long-range weapons
    - Crossbows, Large Guns and Throwing Weapons, etc

    Fist: Varying sizes and speeds, close-range weapons
    - Knuckledusters, Bos (Sam: What's a bos?), etc
    (Bos - It's a super secret weapon! :) No, actually I guess the plural version is actually just Bo, aka Bō. Like a Bo Staff and other stick weapons.)
    Magical: Varying sizes and speeds, long-range weapons
    - Wands, Staves, etc

    Light Shields: Smaller and lighter, off-hand weapons
    - Bucklers, Heater Shields, etc

    Heavy Shields: Larger and heavier, off-hand weapons
    - Kite Shields, Tower Shields, etc

    Trinkets: Various sized, off-hand weapons
    - Scrolls, Books, Magical Globes, etc

    The weapons in each of these categories is affected by certain character stats differently. For example, Heavy Melee Weapons will benefit from high Strength and some Dexterity whereas Magical Weapons will rely mostly on Intelligence and only a little on Dexterity.

    Another thing is we'll probably have equipment slots for 1H/2H Close-range Weapons, 1H/2H Long-range Weapons and your character may swap between them automatically depending on the distance of the closest enemy. So if there's an enemy unit coming towards your warrior character he won't just be sitting there waiting for the unit to come within melee range. Instead he'll auto-switch to his ranged weapon and use that till it gets closer or another enemy gets closer. This also helps prevent your warrior character from just getting out-ranged by an enemy unit that is attacking him constantly from a distance.

    We're also thinking about having weapons be a bit customizable in some way so you can gear it more towards your character's style. Things like tradeskills will certainly provide some other possibilities as well. Either way, we'll have tons of weapons eventually and any suggestions you guys make will be helpful as always. Even some of your own designs could certianly make it into the game and would help Kevin out greatly.

    Speaking of Kevin, check out his blog, KXN @ HTD to see some additional HTD art and be sure to participate in any polls he has going because that helps us know what you guys want first. Also here's a fitting image of some weapons:

    HTD Weapons

    Be sure to leave use any feedback and suggestions you guys might have, it's greatly appreciated and very helpful to us, thanks!

    -Dan

    Hero Tower Defense Thursday: Day 15 - HTD Thursday's, Progress Update, and Happy Thanksgiving!

    Written By Sidiq Martanto on Kamis, 24 November 2011 | 20.10



    Go here to read the Day 14 of Hero Tower Defense Tuesdays.

    Today is just a small update since it's Thanksgiving. I just wanted to give a brief rundown of our progress and some changes.

    First, a reminder about the HTD day change. Sam was posting the PTD post later in the week at first but recently has been posting it on Monday because it works out better with his current scheduling of the weekly PTD update. Having the PTD post on Monday then immediately having the HTD post on Tuesday squishes things together. To remedy the problem we're going to change things a bit and have the PTD post on Monday and the HTD post on Thursday to have a better spread on the blog.

    Next up I just want to say we're making pretty good progress on HTD and should make the late December release date as planned. We have some additional maps (the cave is multi-level) in the works by Kevin, Sam is adding more mechanics and features, and I'm working on the design of various things including the Tier 1 elemental and class moves and audio. So things are moving along nicely!

    You can find more behind-the-scenes HTD art work on Kevin's blog, KXN @ HTD, check it out!

    And last but not least (although it's a little late) Happy Thanksgiving!

    All feedback is welcome and encouraged! You guys are a lot of help so be sure to let us know of any suggestions or ideas you have in the comments and thanks for all your help thus far!

    -Dan

    Pokemon Tower Defense: v4.9.6 is out! Birthday gift! Multiplayer! Weekly Progress!

    Written By Sidiq Martanto on Selasa, 22 November 2011 | 13.01

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


    What's new in v4.9.6

    • Level Cap Raised to 66
    • New Mystery Gift Pokemon- Horsea and Seadra!
    • Added pokemon attacks to the trading center pokemon  - Thanks Nssvelocity!
    • Added Shiny Icons to the Trading Center so you can identify shiny pokemon easier
    • Added a better description to Silver Wind - It wasn't missing buffs, the attack excludes accuracy and evasion. Changed the attack text.
    • Added Hydro Pump as a TM (only usable after you beat Saffron City)
    • When a pokemon faints don't remove him from your party turn their button red, except on the 3rd challenge level - Thanks George C and others that suggested this in the past!
    • Haze not removing the accuracy drop-Thank to all that reminded me of this.
    • Fixed Stealth Rock being able to miss - Thanks Justin for letting me know!
    • Fixed a bug with Trading Poliwhirl for Jynx  - Thanks Micah and others for letting me know!
    • Highlight which speed and zoom you are currently in - Thanks all who suggested this!
    • Added Dig as a TM (only usable after you beat Pewter Gym)
    • Fixed Sand Tomb not showing the correct weakness color - Thanks MagZ!
    • Added Dark Pulse as a TM (only usable after you beat Saffron City)  - Thanks Jarret!
    • Fixed not being able to put secondary type Flying types into Flying only spots - Thanks Arturo!
    • Added a better description to Moves that can cause instant KO, detailing that they won't hit pokemon higher level than you.
    • Fixed Harden being misspelled in the Trading Center
    • Added a minor security fix - Nothing to see here, move along.
    • Added a star next to shiny pokemon in the Pokemon Center
    • Fixed a typo on the move Acrobatics - Thanks Daniel!
    • Fixed an issue with prize pokemo
    • Fixed an issue with not being able to request a pokemon past level 62 in the Pokemon Center  - Thanks Anon! 
    • Fixed an issue with moves like Fire Blast, Shadow Ball, and Zap Cannon from working properly in faster speeds
    • Allow players to change their password in the pokemon center - You will have to supply your own email and password in order to change them to prevent hackers from changing it.

    Where can I play?
    Hello! Welcome to the weekly PTD blog, it's a day late but better late than never. What started off as a small update to give me time for multiplayer became something HUGE! As you can see above I tried to kill off as many little bugs as possible. (There are still a bunch running around!) Game Bugs are funny, because for as many that you squash, many more appear when you add more new content. That's life for you.

    As you might or might not know the plan is to have a multiplayer map available for the next update. You can read a lot more about it on the previous PTD blog. I'm not sure when the update will be done, there is much to code, design, and test before it can come to light and last week I didn't even get to start on it. This week is even more difficult due to the Thanksgiving here in the states. Also my birthday is this Saturday, so you can say that I will be busy this week besides working on the update. I will try my best but I'm not sure when it will be done.

    Speaking of Birthdays! So instead of asking you guys for a gift (I want a jet plane! lol jk) I want to give you guys a gift for just being awesome and supporting us here. I can't decide on what to give you guys so I will make a poll as usual. The gifts I have in mind are:

    Celebi - Psychic/Grass - Gen 2
    Jirachi - Psychic/Steel - Gen 3
    Shaymin - Grass - Gen 4
    Victini - Psychic/Fire - Gen 5

    I can guarantee you these pokemon will not show up in a different mystery gift so choose wisely. Also you get to keep them forever once you get it!

    On to the weekly progress list:

    Multiplayer Map (10%) - This is not happening this week.
    Special Birthday Mystery Gift (100%)
    • Graphics (100%)
    • New Moves (Postponed) - New Moves are Postponed until next week
    • Implement Stats in game (100%)
    • Implement TM/HM (100%)
    • Implement in Trading Center (100%)
    Level Cap up to 68 (100%)
    • Implement in-game (100%)
    • Implement in saving code (100%)
    • Implement in trading center (100%)
    Added Raikou, Entei, and Suicune's level up attacks and relearn attacks (100%) - Any attacks that were not in the game yet have not been added. For example Entei's Lava Plume. Those will be added next week along with Victini's moves.
    Bug Fixes (100%)
    • When a shiny shows up highlight the speed back to 1x (100%) 
    • Change the background color of fainted pokemon so that it doesn't match the leveling up color (100%)

    That's all I have for now, have a fun week, as always let me know what you think! Sam out! I will let you guys get first this time :D

    Hero Tower Defense Tuesday: Day 14 - HTD Release Date! Armor & New HTD Day Too!

    Written By Sidiq Martanto on Selasa, 15 November 2011 | 20.31



    Go here to read the Day 13 of Hero Tower Defense Tuesdays.

    Today I'd like to officially announce HTD's release date, which some of you may already know about. Then I'll discuss some thoughts on the armor in the game and HTD's day change.

    First, I would like to announce that we've decided to shoot for a HTD release date of late December. Keep in mind this will be like version 0.1. In other words, it'll just have some of the core mechanics and other things for you to play around with. We like to release the games when they are very early in development in order to give you guys as many chances as possible to participate in helping us make the game. This also helps us to gather feedback every step of the way. So I hope everyone is looking forward to it as much as we are!


    Now onto the armor. I just want to clarify that I'll be talking about armor specifically, not accessories like rings or trinkets or weapons. We'll definitely have those as well but that'll be a different post.

    Armor will certainly play a large role in HTD. After all, everyone likes gearing up their characters with new armor, acquiring new loot, and sometimes even just collecting sets. We intend to have a lot of armor in the game of all types. It won't all be available right from the start of course but we'll be trying to add some every update.

    As I mentioned before there will be various types of armor but they'll generally fall into light, medium, and heavy categories. However, everyone will be able to wear them, it's just a matter of what stats you end up getting from the armor. Generally the defense values of these armors will correlate to their type, i.e. lighter armors have lower defense and heavier armors have higher defense.

    There will certainly be more stats than just defense on armors. Since everyone is able to wear the armors, and your class being dynamic to how you spend your skill points, it means you can have classes like a monk who might wear cloth and a battlemage who might wear plate. So not all cloth will be geared towards casters and not all plate will be geared towards warriors.

    Here's a list what we have in mind for the armor pieces the characters will have:
    • Helm
    • Shoulders
    • Chest/Arms
    • Gloves
    • Legs
    • Boots
    Most (if not all) of these pieces will change cosmetically on your character as well. We know some people like having the option of disabling the helm graphic but still having it equipped so we'll have that for sure.

    Here's a cool sketch from Kevin showing his concept of the Human Male in Cloth Armor:

    Human Male in Cloth Armor Concept

    You can find more behind-the-scenes HTD art work on Kevin's blog, KXN @ HTD, check it out!


    Now about the HTD day change. Sam was posting the PTD post later in the week at first but recently has been posting it on Monday because it works out better with his current scheduling of the weekly PTD update. Having the PTD post on Monday then immediately having the HTD post on Tuesday squishes things together. To remedy the problem we're going to change things a bit and have the PTD post on Monday and the HTD post on Thursday to have a better spread on the blog. We already have this HTD post for this week so the next one will be on Thursday of next week.

    So on that note I give you, HTD Thursdays! :P

    All feedback is welcome and encouraged! You guys are a lot of help so be sure to let us know of any suggestions or ideas you have in the comments and thanks for all your help thus far!

    -Dan

    Hero Tower Defense Tuesday: Day 13 - Maps

    Written By Sidiq Martanto on Selasa, 08 November 2011 | 16.28



    Go here to read the Day 12 of Hero Tower Defense Tuesdays.


    In this post I want to go over some ideas regarding different types of maps in HTD.

    I've mentioned before that HTD will have both defense and offense when it comes to gameplay. Some maps will be full defense like traditional TD games while other maps are offense. There will probably be some with mix of both to varius degrees. There will also be the usual waves made up of different types of enemies but also bosses that you have to move your characters around in order to attack and avoid certain attacks. Another fun way to beat maps is to require you to survive for a certain amount of time or require you to solve a puzzle-type problem. It'd also be cool for some maps to have multiple options available for completing it or having things you could trigger. For example have you destroy some support for a bunch of rocks and they cause one of the enemy paths to be blocked, etc.

    All of the things mentioned above allow us to have a lot of flexibility for making some cool maps in HTD. When I play a game I always like having some variety so things don't get so repetitive and this allows us to do that. The maps will probably vary in size as well with larger ones not fitting on the whole screen when you are viewing it at 100%. However, there will be controls for you to zoom in and how to get a better idea of what's happening on the majority of the map. Some maps might even require you to split up your party in order to cover multiple areas of the same map instead of having them all in the same general spot and able to assist eachother.

    With HTD being on a bit of a larger scale and having a more progressive nature the majority of the maps will probably be connected in some way, like having zones. For example, if you enter a cave it won't be just one map unless it's a very small cave. Instead it'll consist of multiple maps each one leading to another sending you further into the cave. There might even be some branching that takes affect in these caves so you would end up doing some exploring in the process.

    I realize having maps set up like this can be a bit of hinderance when all you want to do is travel somewhere but we'll definitely have ways available to make traveling easier and more convenient. Think about it like an RPG in this instance. Traveling usually becomes easier as you become more powerful and acquire more money, mounts, and abilities.

    On that note I'll leave you with an image that gives you an idea of what a finished map looks like:

    A Finished Map

    So let me know what you guys think in the comments and check out Kevin's blog, KXN @ HTD for more HTD artwork!

    Note: As some of you have noticed, we are now looking to have the first playable version of HTD out by late December. Keep in mind this will be like version 0.1. In other words, it'll just have some of the core mechanics and other things for you to play around with. We like to release the games when they are very early in development in order to give you guys as many chances as possible to participate in helping us make the game and for us to gather feedback every step of the way. Thanks!

    -Dan

    Weekly Progress, our growth and answering fans, what's the deal with shinies and v4.8.1 official release

    Written By Sidiq Martanto on Senin, 07 November 2011 | 21.48

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


    What's new in v4.8.1

    Pokemon Fan Film Part 2 - Check it out if you haven't! Short by Joel Otero (My brother :D ) - Check out part 2 of the PTD Fan Film!

    New Story Level - Route 12 - Relax by the pier, train and catch some water pokemon.
    New Pokemon to capture - Lapras!
    Level cap up to 64
    Added more features to the chat to prevent spamming
    • Added names being in a blue color to prevent users from impersonating other people.
    • Satoshi users will now have name Satoshi1, Satoshi2... etc.
    • It is now possible to ignore somebody by typing in /ignore nickname (Replace nickname with the users nickname)
    New TM - Ice Beam

    Made the Waterfall attack animation quicker
    Made Waterfall attack show the correct attack type (not effective, super effective or normal
    Fixed Zap Cannon doing Shadow Ball instead of Zap Cannon
    Make Destiny Bond and moves like that only work on pokemon that are at lower level than you
    Fixed Onix learning Double-Edge twice and not learning Stone-Edge
    Made both Nidorans have a unique name ingame (Nidoran F and Nidoran M)
    It is no longer possible to put pokemon in type specific spots if they don't match the type
    Added the attack power to the attack description of Snore

    Where can I play?
    Welcome to another week of Sam and Dan Games! Woooooo! Let's get started, yeahhh! Okay.. enough of that... So I was looking back at the first folder I made to start working on PTD and it's been over a year since I first started coding this game. The year anniversary release of the game is coming up in March and it's just incredible how far we have come in less than a year. I went from being able to answer every single comment, every single email and single twitter to barely being able to do so. I really wish I could but the amount that comes in everyday is just impossible. I'm not complaining I'm ecstatic knowing how big we are and how big we are going to become but I'm also kinda sad that I'm not able to keep up with the closeness that I had before. I'm still really open to all suggestions and I try to answer those that can't my eye or that offer something that hasn't been brought up before. So if you have tried to get in touch with me before and never got a response I'm really sorry about that, if it is really important then send me a new email and I will try to answer it.

    Speaking of fan emails, an email I get a lot is "Hey I had like 20 Enteis and 10 Mews but I lost them in a recent patch" then I usually ask did you get it in a trade or did you buy it. Now let's stop for a second and look at why I ask that. The reason I ask that is SCAMMING! Not you getting scammed, but somebody scamming me. There is no possible way I can tell that you actually had that. It's even possible somebody let you borrow it so you could take a screenshot. The only possible way I know that you had it is if you bought it cause I can see the receipt. Most of the time if this happened to you I'm sorry to say that I can't return it to you.

    Okay next let's talk about shinies! Taking them out of the game is something that I know everybody will not feel comfortable with. The fact of the matter is that shinies isn't supposed to be something that everybody has. Heck in the original games you barely saw them, I've played a lot of pokemon and have only seen like 2 shinies. You might ask well what about the mystery gift shiny pokemon? Well I try to say this often but I'm really appreciative and thankful for all the fans that visit us week after week, and I always like rewarding you guys for sticking with me. Mystery Gift is a way to reward players that keep coming back. Then you might ask well what about adoption? You just want money! You are being greedy! You only care about paying users! (Now I know most of you don't feel this way but I want to show you the extreme version.) The SnD coins is a way for you to contribute to us to help us make better games for you. But instead of just donating you are getting something in return, something that is not exclusive. But you might say well all the adoption shiny pokemon are exclusive right now! To that I say... well you are right. So my main priority this week is getting the "new" way of getting shinies up and running.

     Okay so you might still be confused, shinies were hard to find, they had a low chance of showing up why take them away just to make a new way of getting them? what's the point? Well this kinda goes into the next thing I want to talk about and that is HACKING! Listen I know some of you out there use speed hacks, money hacks, and previously shiny hacks. I know it's pretty impossible to stop a lot of these but shiny hacks I just won't stand for them. There are players out there supporting me with their hard earned money and I just can't allow players to get the same thing just but running a program that let's them hack. I'm always going to try my best to try to stop this. That is why I had to take shinies out of the wild. Okay I know this is a long post but we haven't had one in a while so let's keep going! I'm going to talk about the new method of getting shinies.

    UPDATE: Because of a large amount of the player base (about 40%) didn't really like the Shiny hunt idea I have decided to put it on hold, shiny pokemon will return to the wild but in a more secure way, in the future I will add something like the shiny hunt to give players an additional way of hunting shinies but for now it will have to wait. Thank you all for your feedback and support!

    Sam

    Okay I'm calling it... *drumroll*... SHINY HUNT!! Okay so now for the explanation. First is location, location, location. The shiny hunt will only take place in one location per week and everybody will be in the same location. For example the first week might be on Route 1, from there I will post a poll with some options on where to go next and we will go where you guys decide. So week by week you guys get to decide where you want the hunt to take place. So obviously the location will dictate who you can hunt. Using Route 1 as an example you will have a chance of getting shiny pidgey or shiny rattata. Right so let's talk about the "hunting" aspect of this. The hunting aspect is similar to something like the daily code. You come in see if you got lucky and receive your prize. But there are major differences. One is I'm adding a new thingy for the pokemon center that will let you pick a "team". You pick 6 pokemon that will be your current team. In the future you will be able to have your first pokemon in the team follow you in the avatar chat. But talking about shinies this team will show up with you when you shiny hunt. Your avatar will also be there. Having certain avatars and certain team combination will raise your chance of getting the shiny for that location. There won't be any clues and once the information is spread on what combination works I will change the combination. So to summarize:
    • Everybody has the same shiny hunt location every week.
    • There will be  weekly poll about where to go next.
    • You pick a team of 6 pokemon that you own to be your designated "team".
    • You go to the shiny hunt section of the pokemon center and see if you found a shiny.
    • You do this once a day (like the daily code).
    • Picking certain combinations can raise your chance at getting the shiny.
    • If a shiny shows up it will be placed in your pickup spot on the pokemon center instantly.
    Also the dogs will also be available to be found on every location that you can hunt in so keep that in mind.

    Okay so that's how it's going to be, no more grinding out your shinies and never getting them now you try different combinations of teams and avatars and see if you strike gold. If you find a combination that works well shhhh don't tell anybody or I will change it ;)

    On a side note, not sure if you noticed but I added two new tabs to the blog. One is the HTD Tuesdays! tab and it just contains links to the past blog post about HTD in an easy to find way. The other one is the Labs tab and that one contains any ideas that we come up with but aren't officially working on yet. Let me know what you think of them.

    Because this blog isn't long enough yet here are this week's questions!

    Weekly Questions from the Forums!

    1.matepokemon11: Hey, can you add a music option to change music, because i am getting bored of listening to the same music. And since you've added tons of music to the game, could you please make an option to change the music after each song has finished?
    Sam: I wouldn't mind doing this but it really isn't a high priority, there is so much to do still. Good idea though.


    2. Ninjaoety: As a game developer, do you work on your games 24/7, or do you have alot of spare time?  You do finish releases for PTD quite fast in my opinion, so you must be working alot on them.
    Sam: I don't have a set schedule, but it feels like I'm working all the time, I do take some time off in the weekends after the update is out to relax but during the week I work on the blog, answering twitter, emails, and the update constantly.

    3. Robert Conley: Would you consider making a level builder so that anyone, including those w/ little to no coding knowledge, could make custom levels that others can play?

    Sam: This would also be cool, but like the sound thing it's not really a high priority yet.

    4. Ninja God: Can you make Avatars tradeable? I know some, like the dogs, are easily obtained by everyone, but I would like to be able to trade for both the mystery gift ones and the new Halloween ones that I'm missing.

    Sam: Yes, I'm heavily considering this especially since some people have been getting duplicates, it would be cool if you could trade to complete the set.

    5. KimmyLube: When are you putting me in PTD? LAWL JK JK SAM <3 But in all seriousness, when HTD comes out, how is armor going to work? Will it be something interchangeable in classes, or just one set outfit?

    Sam: Sure send me a some sprites of yourself. We want pretty much everybody to wear everything. If you want to be a mage with plater armor go ahead. You will sacrifice some stats since plate armor will feature more strength but you will be more durable.

    6. Ume/MMaester: Could you please stop raising the level?  Why do you want us to be so strong before we even get to the supposedly hard gyms? i figure we will be able to beat the next gym in one try at this rate. thats how easy PokéTower was. You could make it, so you will only be able to level up until a certain level if you haven't gotten a certain badge yet. Like in the games Pokémon would not obey you if you didn't have a certain badge. For example, until you win the Cascade badge, the limit is 30. And until you win the Rainbow badge, the limit is 50, etc.

    Sam: The reason I raise the cap is to give you guys something to do, plus some people get stuck in the game and out leveling a level is the easiest way out.

    7. Ume: When are you gonna be more active in the forums? We are official...aren't we? >insert puppydogface here<

    Sam: I really want to be more active but like I talked about earlier in the blog it's really hard to find time to do that.

    8. Ume: Oh, I also want your opinion on this.. Who do you think is the best Pokémon between Rhydon, Scyther, Gengar and Lickitung?
    Sam: Gengar > Scyther > Rhydon > Lickitung.

    9. JohtoTrainer: Will we eventually get to play mini-games for casino coins?
    Sam: It sounds like something that would be pretty cool but it falls into that priority list issue.

    10. Link: Do you realistically think HTD will be even a bigger hit than PTD, or do you think that when both are finished, PTD will still be bigger?
    Sam: I think HTD has the potential to be bigger just because more websites will be able to talk about it and I will be able to put it on more devices (Ipad, iphone, android etc). So I think it has potential to be bigger but it's up to us to execute the idea properly. PTD is already big so we will see.

    If you want your question to show up on next week's blog go to our forum now (look at the fan links tab up top) and submit your question.

    Okay so finally let's talk about this week.

    Added shinies back in the wild (100%)
    Going back and making the game less grindy for new players (100%) -  Each level has bonus exp for pokemon under a certain level. If you pokemon training on that level is under the bonus cap then he will receive twice the experience.
    New Story Level (100%) - Arrival at Saffron City
    • Level Intro (100%)
    • Level Layout (100%)
    • Level Waves (100%)
    • Level Ending (100%)
    New Mystery Gift (100%) - New Avatar - Thanks Kimmy Lube! <3
    • Avatar Art (100%)
    • Implemented in Game (100%)
    • Implemented in Avatar Chat (100%) v1.4 is now out!
    • Implement in Pokemon Center (100%)
    • Set up Mystery Gift Code (100%) - Coming on Monday!
    Added Zoom In and Out (100%) 
    You can now choose from the speed options independently instead of having to cycle them (100%) 
    Fixed Thunder missing when it's raining (100%)
    Fixed Solarbeam graphic when the speed is not x1 (100%)
    Fixed Doubleslap not being removed from the target in certain occations (100%)
    Added an Opening Song to the game (100%)
    Allow players to change their email and/or password in the pokemon center (0%) - You will have to supply your own email and password in order to change them to prevent hackers from changing it.
    Adding pokemon attacks to the trading center pokemon (0%) - Thanks Nssvelocity!
    Silver Wing is missing buffs (0%)

    That's what we have so far, as always let me know what you think, and keep coming back during the week to see how my progress on the update is going. As I work/finish parts I will update the blog.

    Have a good week and Hero Tower Defense Tuesday is tomorrow so look forward to that!
     
    Support : Creating Website | Johny Template | Mas Template
    Copyright © 2011. My Online Game - All Rights Reserved
    Template Created by Creating Website Published by Mas Template
    Proudly powered by Blogger