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Commits on Jan 20, 2009
  1. TD code complete. All game types playable, but will probably need twe…

    beefsack committed Jan 20, 2009
    …aking.
    
    Possible TODO:
    - Stop players from being able to control sent units
Commits on Jan 18, 2009
  1. Added countdown timer

    beefsack committed Jan 18, 2009
  2. Added anti-cheat and attacking units. Managed to do it without wastin…

    beefsack committed Jan 18, 2009
    …g player 11, so there can now be 11 human players.
    
    TODO: Handle override of player movement of creeps
Commits on Jan 16, 2009
  1. Fixed menu with longer delay

    beefsack committed Jan 16, 2009
  2. No commit message

    beefsack committed Jan 16, 2009
  3. Sending creeps working as selling, which also manages stock levels.

    beefsack committed Jan 16, 2009
    Added ability to sell towers.
Commits on Jan 15, 2009
  1. Fixed crashy bug due to retarded if statement in the middle of nowher…

    beefsack committed Jan 15, 2009
    …e. Best day of work ever.
    
    Implemented income value for unit, income increase is decided by the level number of unit.
Commits on Jan 12, 2009
  1. Random player working

    beefsack committed Jan 12, 2009
Commits on Jan 11, 2009
  1. Added extra players for testing

    beefsack committed Jan 11, 2009
    TODO: Opponent selection, anti cheat and alternate game end types
  2. Dialog system working

    beefsack committed Jan 11, 2009
  3. Working scoreboard, dynamically changing depending on game type and s…

    beefsack committed Jan 11, 2009
    …ettings.
    
    Income working for coop.
    
    Initial opponent code, opponent hard coded for now (Player 1 -> Player 2 and vice versa)
Commits on Jan 10, 2009
  1. No commit message

    beefsack committed Jan 10, 2009
  2. No commit message

    beefsack committed Jan 10, 2009
  3. building spawning dudes

    beefsack committed Jan 10, 2009
Commits on Jan 8, 2009
  1. Cleaned some of the message spam, commented all triggers. Some are st…

    beefsack committed Jan 8, 2009
    …arting to get messy as :s
  2. Simple competitive elimination wave style TD game working. Unit waves…

    beefsack committed Jan 8, 2009
    … and unit pathing are specified using arrays in SetEnemyWaves and SetEnemyPaths triggers. SetVars for general user settings.
  3. Code cleanup

    beefsack committed Jan 8, 2009
  4. Deleting my crap

    beefsack committed Jan 8, 2009
Commits on Jan 7, 2009
  1. BAM

    beefsack committed Jan 7, 2009
  2. WORKING

    beefsack committed Jan 7, 2009
  3. No commit message

    beefsack committed Jan 7, 2009
  4. jgy

    beefsack committed Jan 7, 2009
  5. fxghfghd

    beefsack committed Jan 7, 2009
  6. Initial sheeprace

    beefsack committed Jan 7, 2009
Commits on Jan 6, 2009
  1. BAM

    beefsack committed Jan 6, 2009
  2. OMIGOD

    beefsack committed Jan 6, 2009