Tuesday, July 12, 2011

Pokemon Tower Defense: v3.2.2 is now out!

Want to play Ninja-ja? Get a shiny pikachu, shiny mew, shiny starter, shiny magikarp or have your suggestion for a weapon design to be used on Ninja-ja? Click here for more info on how you can get those things.


 
Okay I finally got all the fixes together, plus a couple more.

NOTE: It is no longer possible to save on v3.2

Version 3.2.2 contains:
  • Autosaving when you reach the "Mode Menu", along with at the end of each level. It won't be possible to accidentally reset your save and lose data.
  • All achievement prizes are now reset so if you finished them before you will get 3 new rewards, this is to compensate the people that lost their rewards because of not saving.
  • You can now log off. This will let you have multiple accounts at once.
  • The achievement "Star Wars" now works again.
  • Fixed some issue with creating a new account and logging in.
  • The game can now be played on browsers that don't let flash save data locally. The only downside is that you need to put your log in information every time you play.
Where can I play?
EXE version is now available!

The trade center is still being built, please have patience.

I've got something pretty cool planned out for this weekend's update. It will be a one week only event! I'll be putting up a progress list soon. Let me know what you think.

Monday, July 11, 2011

Anachronisms: A Brutal Summer

This entry was written by Terrence van Ettinger, for the May Contest: Anachronisms. He can also be found on twitter under @LandrasGembar.

Story
It was a hot day in the midst of high summer. Garya's face was streaked with sweat as she trudged along the road that led from Greenvale to Ventar. Her endurance for such things was being pushed to its limits, and she feared she might be in danger of passing out at any moment. This summer was, without a doubt, the most brutal she had ever faced, unnaturally hot and extremely dry. Gilleth, learned in matters of weather, had expressed concern that it might indeed be the result of something beyond normal influences.
It was while she was contemplating this situation that Garya caught sight of something--a large, bright yellow something--just sitting at the side of the road. It looked, for all the world, like some sort of odd carriage, but with no horses, and no apparent way to hitch them up to it. The wheels appeared to be made from some strange material, and most of the carriage was metal, not wooden.
"Look at this, will you?" she said, addressing her traveling companions. "I've never seen anything like it!"
"It looks like it should be movable," Quaraz observed, his large Gnomish eyes taking in the sight with undisguised curiosity. "But if it's some sort of carriage--it seems to have no way to hitch it up." He walked directly up to the contraption and began examining it more closely.

"Quaraz, look!" exclaimed Sheliya, who had come up beside him. "It's got these handles on the side!" So saying, Sheliya reached out a slender hand and pulled up on the handle, marveling as a catch thunked from inside the thing, and what was now clearly a door opened up. Six pairs of eyes peered into the thing's interior, with its plentiful seating, made from fabrics none of them had ever seen before, and, inthe front, its massive wheel which reminded Gilleth of a sort of modified ship's wheel.
"Let me ensure that there aren't any traps on this," Sheliya proposed. “If not--at the very least it could perhaps provide us some shade for a moment. It looks like there'd be plenty of room for all of us."
"But wait," broke in Sivenna, her learned cleric's eye catching sight of some writing on the inside of the door. "There's some writing here--Quaraz, can you make sense of it?"
As Sheliya began her investigation of the structure for any sort of traps, Quaraz set to work casting the ritual that would allow him to make sense of the writing. It didn't take long for Sheliya to declare the vehicle safe to enter, and while everyone else piled into it, Quaraz completed his ritual.
"These letters here," he explained. "seem to translate to--” here his eyebrow raised in puzzlement. "Dodge. But why someone would write that on the inside of the door, I can't figure out for the life anymore than I know why the wind blows."
"What about this panel?" asked Garya. In her years growing up in the caverns, and in the time she'd been adventuring, she'd never seen anything that remotely compared with it. "Seems there's writing here too."
Quaraz and Sheliya both moved to examine what the stocky warrior woman was referring to. While the elf's lithe frame allowed her to examine the panel easily while sitting in the seat in front of it, it was necessary for Quaraz to stand to his full height in order to gain access to all the various dials, switches, and other bits that covered one side of the panel.
"What are these vents for?" Sheliya asked him. "If I had to guess, I'd say they had something to do with air flow for some reason. Perhaps that's how it runs?"
"Let me see," Quaraz replied, casting his bright blue-eyed gaze upon the area to which the rogue was pointing. By this time the others had all gathered themselves and their gear inside and had closed the door. Sevenna, who normally stood six foot nine, was forced to hunch over significantly in order to fit, but she vowed that the shade was well worth the extra effort. Especially when Quaraz suddenly flipped a small lever on the panel--and to everyone's amazement, cool air began to blow from the many different vents, not just up in the front, but all along the sides as well.
"What manner of strange magic is this?" Gilleth mused, half to himself and half to the rest of the group. "Well, it seems harmless enough." Just about that moment, a loud honking noise came from the vicinity of what they had decided must be the driver's area. Everyone jumped in surprise as the sound took them completely off-guard.
"Um, I believe that's my fault," Quaraz confessed. "There was a big pushable piece here," (he gestured to center of the large driving wheel.) "And I think we now know what that does."
"Quaz, what've I told you about doing things like that?" Fiarak admonished, calmly yet with a slightly stern edge to his voice. "You've been lucky so far--but one of these days--”
"Aye I know, Fiarak," Quaraz answered the red-haired, leather-clad ranger. "But I just had to know."
"You Gnomes and your inquisitiveness," the Eladrin muttered. All through this conversation, Sheliya was still examining the panel, and now returned to the compartment she'd seen when she first went over the carriage before. Taking another look at the actual contents, she came across a ring of keys.
The six of them continued to investigate the various parts of the strange carriage for a while longer, and eventually, between Sheliaya's defts, Quaraz's Gnomish fascination and his skill in understanding how things were put together, they eventually figured out just how to control the thing. They found that, even without draft animals to pull it, the thing could, in fact, move. It took some trial and error, but with experimentation and suggestions from Quaraz, Sheliya began to figure out just how to control the thing's movements, which were far faster than any carriage they'd ever seen. It was clear that, if they could keep it going, they could bein the next town far ahead of schedule, and avoid much of the brutal heat that had oppressed them thus far. Quaraz, reading through some documents he'd located, came to learn that this fast-moving, self-propelling carriage was known as a bus in the language of the strange writing, but one thing was certain: it sure made travel much more bearable.

Sunday, July 10, 2011

Where is the update?

Man I love release days!

The update is "unofficially" out, you can get it here on my blog (click the Play PTD tab). But I'm holding off "officially" releasing it until I patch up a few things. Holding off the downloads (apk..etc) until v3.2.1.

What needs to be patched up?
The game only saves when you beat or exit a level, so if you pressed back all the way to the profile page you would lose all that you didn't save.

Also sometimes the save gets stuck.

Also some people had problems logging in but that is mostly fixed.

What are you going to do about it?
I'm going to  have a cancel button on the save screen so you can get out of it if it gets stuck.

Also I will make the game save in more "important" spots and moments so you don't lose anything like achievement rewards.

A lot of people got the shiny tentacool but then accidentally pressed back all the way to the profile page and thus lost their shiny tentacool. So once I patch things up I will reset all the rewards so that you can get them again, and no you won't have to complete the achievement again if you already did.

Sounds good, so when can we expect this?
You can expect this early next week along with an early version of the trade center.

So when do we get content!?
Content is coming next weekend!

So why do these "bugs" happen?
It comes down the the amount of time I have to design, code, and est the game. The game is in alpha so it's going to break a lot and have a lot of bugs. While some might say then don't release it until it's done I think that the game can end up being better if everybody can play it before it's done. You guys give me great feedback that directly impacts the game, and if I just waited until the game was done who knows how different it would be from where we are now.

So I hope you guys enjoy yourselves and I'll be seeing you guys on Monday. As always, let me know what you think.

Wednesday, July 6, 2011

Weekly Progress! Mid-week edition.

Welcome to this week's edition of the Weekly Progress, I'm your host Sam Otero here bringing you the goods! But first a word from our sponsors!

Want to play Ninja-ja? Get a shiny pikachu, shiny mew, shiny starter, shiny magikarp or have your suggestion for a weapon design to be used on Ninja-ja? Click here for more info on how you can get those things.

Okay we are back on air and ready to roll. If you have read my past blogs you will know that right now I'm concentrating on security, so this week's update will be all about that. Unfortunately new content will have to wait while I make the game secure.

But just like last week I will squeeze in a new pokemon hunt along with a new achievement. The pokemon hunt and achievement will be like before the hunt will get you the non shiny version and the achievement will get you the shiny version and also like last week it will be a pokemon that you can't capture in the game currently. I will post a poll with 3 possible achievement challenges and you guys will decide what gets in the game.

Speaking of achievements, I made a change on my achievement server code. Now you can receive the achievement reward 3 times! You only have to do the achievement once for all your profiles but now you get 3 rewards instead of just one. Enjoy! Note: This works right now on v3.1.5, you don't have to wait for the new update to receive the rewards.

Also I wanted to publicly thank a good friend Haplo the owner of Haplo Rp Haven for helping me basically cut out most of the regular and shiny pokemon sprites. Thanks Haplo!

What's coming this weekend:
  • Must have an online profile to play. (100%)
  • Internet required to log into the profile (100%)
  • Auto Saving online (100%) - The game will try to save your profile online at certain points in the game (example: After you quit or finish a level) if you are online the game will save automatically. If you don't have internet at the time the game will show a message asking you to try again or to cancel. Meaning you can play offline but if you don't save at some point and close the game all the progress you made won't be saved. So you have to be online to log in, but you can then play offline until you decide to stop. When you decide to stop go back online and trigger a save. If you are always online on the phone or computer then just play normally.
  • Trading Center (Postponed for during the week)
  • Transfer between profiles (Postponed for during the week)
  • New pokemon for hunt and achievement (100%)
    • Graphic (100%)
    • Shiny Graphic (100%)
    • Add this pokemon's stats to the game (100%)
    • New move (1) (100%)
  • New Evolution for hunt and achievement pokemon (100%)
    • Graphic (100%)
    • Shiny Graphic (100%)
    • Add this pokemon's stats to the game (100%)
  • Add Achievement (100%)
  • Distribution (0%)
    • Pokemon Tower Health (100%) - You will now notice a health bar on top of your towers. Right now none of the moves in the game will hit your pokemon. So this change really has no real meaning yet. In the future for "Advanced Mode" moves can hit your towers, and moves can heal your towers.
    • Bug Fixes
      • Making Staryu show up in the pokedex after you evolve it to Starmie (100%)
      • Pressing back after selecting a level will now take you to the correct chapter (100%)
      • Starmie will now learn the proper TMs (100%)
      • Toxic Spikes and Stealth Rock not dissapearing (100%)
    As always I will be updating this as I work on it during the week. Let me know what you think!

    The Agile Gamemaster: The Stat/Initiative/Combat Tool

    Welcome to the Agile Gamemaster series. In this series, I will talk about some tools and concepts that gamemasters can use at the gaming table to respond quickly to whatever comes along.

    As a gamemaster, you are the single most important element at the gaming table. You are responsible for a large part of the creative energy that happens during each session. You must be ready with plots, adventures and information about the world in which the characters exist. Being an agile gamemaster, then, means that you are prepared, quick with information and able to adjust to whatever is happening at the gaming table. You should not be a hindrance to what is happening, but rather be a driving force at all times. Being agile also means that you are not content with where you are as a gamemaster but are constantly trying to improve your gamemastering skills and the tools you use.

    When you sit down in the gamemaster’s chair you assume a number of gaming responsibilities that are easily identified, things like designing in-game locations and events, portraying non-player characters and running combat. There are also a number of things that are not immediately obvious that are just as important and in a few cases more so.

    One of those hidden items is in the area of combat management, specifically the tracking of combatant stats, initiative and effects. Without a solid, manageable way to control this area of the game, you will quickly find yourself spending too much time juggling notes and scrambling for room on the table. You will miss some of the things that are the very reason you game in the first place: the action that is happening right in front of you. What you need is a tool that can give you quick access to character and NPC stats; easily display initiative; track the effects that are applied to each combatant as they happen; and not take up a lot of extra space at the gaming table.

    As a weathered gamemaster, I have tried over a dozen tools with mixed results. Sticky notes, 3x5 cards, custom-made tracking sheets, notebook paper and even digital devices. Each has great points but is lacking in others or has major drawbacks. Some give volumes of information but take up too much room. Others are small and compact but lack flexibility. The digital tools distract me with their multiple layers of functionality and too often take my eyes and attention away from the table. Some of the things I tried were just plain bad ideas.

    Recently I hit on a tool that has minimal drawbacks and outstanding results. Have you ever noticed those little sales displays that sit on your table at restaurants? The ones that stand tall and in the way while you eat so that you will notice the desert selections and maybe spend extra money on your meal. What if, instead of deserts, they held all those important stats about your characters and NPCs right where you could see them easily? I call it the Stat-Initiative-Combat Tool or SInC for short (pronounced sync). SInC has high visibility but allows me to keep my eyes and attention on the game. It is easy to use, stays in place and takes up very little surface area on the table. I can quickly adjust the amount of information displayed. Effects and status markers can easily be added or removed. And they allow the initiative order to be displayed to everyone at a glance.

     




    [caption id="attachment_1695" align="aligncenter" width="500" caption="Stat-Initiative-Combat (SInC) Tool"]Stat-Initiative-Combat close up[/caption]

    In this single tool, I have finally found something that is game system neutral and has a permanent place in my gamemastering tool box.  This close up of the tool in action is from one of my groups gaming sessions.

    What follows is a set of instructions that will help you to create your own version of the SInC tool.

    To make your own, you will need the following items:

    • Table top menu stands. The shorter ones work well because they have a heavier and more stable base. You will need to get these from a restaurant supply store, which you can find online by searching for “tabletop menu card holders.” They range from $.50 to $2.00 each. Get as many as you think you will need. I used the 2¼” clip-type stand with 3” base.

    • Large craft sticks, tongue depressors or long Popsicle sticks. One for each base you are going to make. Available at any craft store in packs of 50 for about $3.00.

    • Miniature clothes pins. Also available at craft stores. A bag of 50 for about $5.00.

    • Rubber bands. You will need one for each stand.

    • Black magic marker or black model paint.


    Steps to create your SInC tools:

    1. Paint or color your craft sticks black. This will help them to visually disappear when you use them.

    2. When they are dry, slide them into the holder portion of the stand in an upright position.

    3. Wrap a rubber band around the base of the clip. This will firmly hold the sticks upright and add a little more weight to each base. You can also disassemble them easily for storage and transport.

    4. Now take printouts of your preferred method of displaying character and NPCs stats and clip them to the stand. I used Wizards of the Coast DDI monster tool to print out creature stats and a custom Excel worksheet that formats all of the character information for the party and mounted them as you see in the pictures below.

    5. I painted one of the miniature clothes pins green to indicate which combatant is currently active in initiative.


    You are now ready to game, and hopefully you are a just a little more agile.

    Here are a few shots of the SInC tool in action.

    [caption id="attachment_1696" align="aligncenter" width="500" caption="SInC tool gamemaster view"]SInC Tool GM View[/caption]

    You can see in the picture above the green clothes pin indicating the character whose turn it is and a small stack of monster and trap print outs waiting for their encounter. You can very easily create your own stat sheets or use what is available from whatever game system you group uses.

    [caption id="attachment_1697" align="aligncenter" width="500" caption="The Throne Room battle "]SInC Tool in action The Throne Room battle[/caption]

    This was the battle of the throne room. There were 5 characters and 6 different types of monsters in this encounter. It was easy for me to manage the almost 60 combatants shown with no confusion or missed information. You can see many of the different game aids from Wizards of the Coast and Dark Platypus that we use here.

    Saturday, July 2, 2011

    Ninja-ja: Alpha v1.2 update is now available! Pokemon Tower Defense: v3.1.5 now available!

    Want to play Ninja-ja? Get a shiny pikachu, shiny mew, shiny starter, shiny magikarp or have your suggestion for a weapon design to be used on Ninja-ja? Click here for more info on how you can get those things.

    Hey guys! Sorry for the long delay on this Ninja-ja update. We've decided that it would be good if I (Dan) learned a bit more programming in order to free up Sam so that he can focus more on PTD stuff. So these first few Ninja-ja updates will most likely be a bit smaller and take longer than expected but we'll catch up over time and make it worth your while!

    The Android version of Ninja-ja is on hold for now. We know a lot of you are requesting it but it introduces some issues that we're still dealing with. We'll definitely be releasing it in the near future though and possibly for the iPhone as well.

    We've got a lot of cool stuff planned for Ninja-ja and there's certainly a good amount of you interested in it so you can expect a lot more to come!

    This time we'll be sending out an email to everyone that purchased Ninja-ja which will include a link to the Ninja-ja updates page. Here you'll be able to grab any version of the game including all future updates. If you don't get the email within a few days email me at dbell1984@gmail.com

    Here are the current changes in this update:

    Added Metal Sounds
    Added Grunt Sounds
    Added Death Sound
    Added Ninja Shadow
    Added Intro Skip Ability (Just click anywhere)
    Added Health Bar Regen
    Added Combo Counter
    Added Shuriken Weapon (It's a bit overpowered at the moment lol)
    Fixed Holes Overlapping Bug

    As always, comments and suggestions are welcomed and encouraged.

    Thanks and enjoy!

    Pokemon Tower Defense update is now up on the blog!

    It includes:
    • New achievement added.
    • New pokemon to obtain, by code hunt and by achievement.
    • Dragon Rage, Metronome, Powdered Snow's cooldown is now 18.
    • Avalanche's graphic should now show correctly.
    • Fixed a couple of attack description's type colors that were off.
    Look at the previous blog for more details on what this update includes.


    Where can I play?
    As always let me know what you think of the new features added to this update.

    Thanks for the continued support.

    Friday, July 1, 2011

    Speaking Out: Update this weekend, what my priorities are, why classic mode!

    Want to play Ninja-ja? Get a shiny pikachu, shiny mew, shiny starter, shiny magikarp or have your suggestion for a weapon design to be used on Ninja-ja? Click here for more info on how you can get those things.

    So I have a small surprise for you guys, there will be an update this weekend!

    It is actually so small that I waited all this time to mention it. It will have a new shiny hunt for this week very similar to the Onix one. This week you get Regular Staryu for your shiny hunt. Just like Shiny Onix, I'm adding a new non luck based (meaning you don't have to get lucky to beat the achievement) achievement to get Shiny Staryu. Like I said it is a small update but it gives you something to do.

    Adding Staryu to the game (100%)
    • Shiny Graphic (100%)
    • New Move Camouflage (100%)
    Adding Starmie to the game (100%)
    •  Shiny Graphic (100%)
    Adding new achievement to the game (100%)

    This whole week I haven't been slacking off. While I haven't been able to answer any comments I do read them before I publish them and even if I don't publish them I read them. But besides that I have been hard at work on one particular part of the game. Which part of the game you might ask?

    I've been working on Security. Security is always a high priority, you don't want to lose your save file because it wasn't secure. You don't want to spend all this time trying to clear an achievement and have somebody else cheat. You don't want to pay for something and then watch somebody else get it for free. Unless you are the one cheating and getting what you want without any effort.

    I always get emails with all the latest hacks and all the latest generators and what not, I know how these things work. I see the holes that they have been using, I see the holes in my game that create vulnerabilities.

    So I have been working hard this week, and I'm not done yet, to fill these holes. I can see the comments now... "Who cares about the holes?! work on levels!", "The holes are fun, I like getting stuff easily!" but this is something that must be done.

    What does it mean for you, the player?
    • The game will save online automatically. No more hassle of forgetting to save and then next week your profile is deleted.
    • You will have to be online to start playing and to save after every level or when you are doing an achievement. You need to be online to save your progress.
    • The new trading center is also part of security. Trade yourself without the hassle of codes. Find a list of what others want for a particular pokemon as simple and hassle free as possible.
    That is my main priority right now. The reason is that I want to start adding cool achievements and prizes for the achievements and daily codes but if most can just get it by cheating then it's not worth doing. I might as well just fill your profile with every pokemon at level 100 and call it a day.

    Before anything else these things need to be completed, in my opinion, for me to feel the game is ready to move forward. This is my decision.

    After this comes new levels, move balancing, tower health, new attacks, new pokemon etc.

    Okay so let's talk about Classic Mode.

    I think I didn't really describe classic mode that well to you guys. So I will try to explain it more clearly.

    Classic Mode is:
    • Think of it as an Easy Mode.
    • All moves will use the original game's value (Using Generation 5's data).
    • Most moves will have cooldowns of 18 or lower (for quick attack, extremespeed), some moves that take two turns might have higher cooldowns (like hyper beam).
    • Your tower's won't have health at all, so they can't faint.
    • It will have the exactly same levels as the other mode ("Advanced Mode"), because of this the levels will be easier to beat in Classic mode.
    Advance Mode is:
    • Think of it as a Normal Mode.
    • Moves will be balanced so that moves aren't extremely better than others. Using my design with feedback from you guys.
    • Most moves will have cooldowns of 18 or lower (for quick attack, extremespeed), some moves that take two turns might have higher cooldowns (like hyper beam).
    • Your Towers will have health so they can faint. But most of the damage will come from moves with recoil, and moves that hit the whole screen. This will help moves that restore your health and give you extra defense be very useful while defending.
    • It will have the exactly same levels as the other mode ("Classic Mode"), because of this the levels will be harder to beat in Advanced mode.
    As you can see the only difference will be in tower health and move attack power numbers. Basically I have to switch a couple of numbers and I have a whole new mode. It's not going to take a lot of hard work at all.

    Are you still with me?

    Last thing I want to talk about is the future!

    I wanted to talk about the plans after all this is done.
    • My plan is to not increase the level cap from 40 until we start reaching the 4th gym.
    • New levels
    • New challenges
    • More new pokemon to catch.
    • More new TMs.
    • Adding all the required relearn moves such as (Thunder Fang, Flash Cannon)
    • Better pokedex with pokemon info, and pictures!
    • Pokemon holding items to increase attacks, or heal themselves (berries)
    • Better pokeballs!
    • Pokemon Targetting
    • Pokemon Nicknames!
    • Be able to catch all pokemon from 1-151
    • Pokemon Day Care
    I hope I have answered a lot of the questions, as always leave me some feedback.

    Thanks for supporting us.