October 17th, 2008
I’ve not posted updates in a long time. Partly because I post the changelog at the towerdefence.net forums and I’m to lazy to post ‘em here as well as I doubt many people read this.
Anyway, behind the scenes work on the next version progresses slowly. I’ve been working on a multiplayer version of HexTD. The current version in SVN is playable using a direct connection between the players. Since that is not a very convenient way to set up a game (with firewalls blocking incoming connections and such) the game is going to need a gameserver. It doesn’t have to be complex, it could work a bit like IRC, with each game being a channel where messages from each player are send to all the other players. The server does not need much knowledge of the actual game mechanics.
So if anyone feels like helping out with that, contact me
0.6.12
* Changed text New to Load on map selection screen.
* Autostart Skip Till End when reviewing games.
* Name properly saved when editing levels.
* Fixed another NullPointerException in TowerRedThree.
0.6.11
* Fixed NullPointerException in TowerRedThree
* Added map Vendetta by Tomas “tomniltomnil” Nilsson
0.6.10
* When placing towers, right mouse button continues placing.
* When placing towers, middle mouse button continues placing & fully upgrades placed tower.
* key U fully upgrades selected tower.
0.6.9
* Fixed integer overflow in the interest amount.
0.6.8
* Added two maps by Fireblade
* Fixed nullPointerException
* Removed the ability to post scores for custom maps.
0.6.7
* Maps 4 Path and Butterfly have 50 more starting money.
0.6.6
* Made replay not “hang” when enemies die faster then expected.
* Fixed problem with replays and Auto-Launch.
0.6.5
* Fixed race condition with unselecting towers causing a nullpointer exception in PanelTowerInfo.
Posted in Uncategorized | No Comments »
May 2nd, 2008
0.6.4
* Posting scores.
* Checking posted scores.
* Toggle for posting public replays.
* fixes and cleanups.
* Fixed path in map NoName.
* Fixed blue-one description.
* Esc now cancels tower-placement.
* Next Wave button now better behaved.
* Clicking “Next Wave” or pressing w now unpauses the game.
* Maps NoName and NoName2 have 50 more starting money.
* Title panel always visible.
0.6.3
* Added button to replay centre to win/lose screens.
* Wave preview only shows one of the same type/size/price/health enemy.
* Store relative url of map in replay, instead of full url.
* Version check when loading replays, with alert.
* MD5 of map stored with replay, alert if different from loaded map.
* Escape from browser option to move the game to a resizable frame.
0.6.2
* Paths where printed in the wrong order.
0.6.1
* Paths didn’t draw their waypoints correctly when editing.
Posted in Uncategorized | No Comments »
March 25th, 2008
HexTD now records your game. After playing, go to the Replay Centre in the menu.
Print opens a window with the replay log in text format that you can copy to your computer.
Load opens the same window, you can past a log there, and load it to play back.
Pause pauses and unpauses the playback. Playback always starts paused.
Go Play lets you play on from the current situation.
0.6.0
* Game Recording and Playback!
* Red tower spread damage now drops linear with distance from centre.
* Fixed “Furthest” targeting mode.
* Targeting modes now selected with a dropdown menu.
* Fixed path for map Single Knot.
* Made Small creeps stronger.
* Increased speed of all creeps.
0.5.25
* Fixed description for new enemy FastForward.
* Fixed path in map “The Last Way”.
* Fixes svg scale for rotors. Large/Normal/Small didn’t scale correctly.
0.5.24
* Changed all waves in all maps.
* Updated Wave Generator. It now randomly sprinkles Large/Swarm modifiers through the waves (3/5th Normal, 1/5th Large, 1/5th Swarm).
* New enemy: FastForward, has double the speed, 20% less health.
* Made Peachy Piñata stronger by giving it damage reduction + 3/4 damage (was no d.r., 1/2 damage)
Posted in Uncategorized | No Comments »
February 23rd, 2008
0.5.23
* Range of Blue 3 reduced to 4 (from 5.5).
* Blue towers graphics updated.
* TowerFireControl now correctly implements target mode Furthest.
* Changing targeting mode causes towers to reselect a target.
* Added price to enemy info text.
0.5.22
* Some maps have new waves (Zigzag 1&2, SpiralIn).
* Next Wave button works again.
* Health and size info of enemies in info screen.
* Uncoupled rendering from gameTime so gametime can be stopped between waves.
This is needed for playback system.
0.5.21
* Fixed bug in calculation of enemy progress.
0.5.20
* Wave preview now shows size of enemies.
* HardGrey enemy now has 0.5%*health damage reduction instead of extra health.
* HardGrey shows damage reduction in info screen.
* Made title editable in editor.
* Map printing missed keyword “info” above the level info.
* Info fixed on map noname2.
0.5.19
* Target mode: Furthest.
* Enemy-Modifier Large/Small (Swarm).
0.5.18
* Small fix to path-border-drawing on right map edge.
* Small fix to map loops.
* Base-hex 50% transparent
* Hex type: empty (key n)
* “Path” hex now of type hexPath (key p & e)
0.5.17
* Firecontrol/Rangeupgrade/Damageupgrade towers that have their range reduced release clients that are out of range.
* Background image, changeable with the “background” setting.
0.5.16
* Number of lives configurable in map.
0.5.15
* Shortcut Keys for tower settings (t, r).
* Limit slow effect to a maximum of 95%.
* Changing the staring budget after the level was started no longer changes the current budget.
Tags: balancing, update
Posted in Uncategorized | No Comments »
February 10th, 2008
Lots of improvements, bugfixes and new maps!
0.5.14
* Effect of Blue 1 and 2 now stack.
* Starting money can now be changed from the editor.
* Restart button in end-of-level screens.
0.5.13
* Delay added to Paths. Might need 2 delays, a fixed one and one proportional to the wave length.
* Maps updated to reflect delay.
* Interest now configurable per map.
0.5.12
* Typo fixed
* Fixed possible NullpointerException when changing maps.
* Maps added by zodiac1233 & The Swedish Tower
0.5.11
* Changed money and score to long.
* Slight color change on blue towers.
Tags: update
Posted in Uncategorized | No Comments »
January 27th, 2008
The playable version is updated. The tower balancing is totally redone, now there is a bigger difference (price and performance wise) so the different levels all need to be used while the game progresses.
I’ve also added rudimentary win/lose panels and a FastForward function. No more waiting for that last enemy!
Tags: balancing, update
Posted in Uncategorized | No Comments »
January 24th, 2008
Hex Tower Defence is now a Sourceforge project, and even has a website!
It’s already quite playable, but it needs playtesting, balancing and more maps.
Posted in Uncategorized | No Comments »