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TowerDefenseProgress1 040409

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Uploaded by on Apr 30, 2009

This first video shows our 640 x 480 windowed game. Following the GameStateManagement example in the Creators Club we have a basic menu in place. Once you are on the game play screen we have a simply ui texture and a playing field. Currently in the playing field were populating the upper quarter of the grid with tower objects. We did that for double checking our grid alignment among other things.

In this demo weve made it possible to spawn and place path tiles into the grid and these are creating the way points for a single creep to follow. We also have 4 towers assigned to the number keys so that you can place each on to the map.

Lastly, I picked up a implementation of a FPS counter from the book Microsoft XNA Unleashed. So I have that ticking away up in the left corner.

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Gaming

License:

Standard YouTube License

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  • just a tip you are at the very start of the game here and you have alot of fps changes, and notice that you don't have big formulas to see and shoot at enemies etc...

    Check your codes and try to make it smoother, I am doing a spaceship shooter game and I had over 1,000 bullets on the game level and 21 ships in total and the fps stayed at 59.9 the whole time, I am testing to see how much it can lagg and won't plan on having more then 50 ships on so this is a good sign ;)

    if you need tips pm me

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