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redweasl90

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A member registered May 05, 2025 · View creator page →

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I had to build the project a few times, and I've posted the game! Unfortunately, it appears that the UI scaling has gone wrong, but for the most part the game is for you to enjoy! Check out Toucan Tower DefOffense now!

I might find myself developing my game further in the summer, there's a lot that I could add onto the base game I submitted for the game jam.

I love the waiting game!

It looks like the build errors are occurring because there were unused libraries littered in my code which Unity did not recognize. Removing these references allowed the build to complete successfully!

After fighting with sleep deprivation, sickness, and constant game devvin for 54 hours, I have reached a completed version of my game! It is missing some things I was originally intending on adding on design, most notably the chain feature. Considering my effort was a solo one, I didn't get the core game loop working of Defense-Offense alternation until Sunday early afternoon, and it took the rest of the afternoon evening to polish up the UI and looks of the game. At the end of the day, I set the end goal to be to beat 20 rounds of toucan against yourself. I'm looking forward to seeing what everyone else did for their games! I just gotta publish the game to WebGL now, but the build is failing unfortunately.

Yeah, it was an infinite loop, but Unity does not have a check for stack overflow. I had to find the while loop and give it that cap itself.

Okay, it happened again. Could this be because there's an infinite loop in my startup code somewhere?

I swear I just rolled a 1 on the D20 of how Unity is going to compile my game.  Anyone else gotten a worse time?

I just spent an hour getting my defenses to fire projectiles properly... it was a combination of improper setting of the rotation (attaching the direction vector to the defense instead of saving it, which made it get lost because my defenses don't turn),  using transform.forward for movement (this left completely still projectiles) and flipping the trig functions on the axes (For a Z rotation, X corresponds to sine and Y corresponds to cossine). Despite how frustrating debugging can be though, that makes the satisfaction of it working that much greater. 

You also could probably put an audio listener AND audio source on the same game object, but I'd have to see if this works

You should be able to accomplish this by adding an audio listener to another game object in the scene (there may be one on the main camera by default) and then adding an audio source to your image splash screen. Then you can attach your SFX to that audio source for your camera to pick up and register that as sound.

I am planning to develop a tower defense game, but not just any tower defense game, but a tower defense game with yourself. Each round, you alternate between the defense and offense. As defense, you must defeat all units sent at your defense, and as offense, you must destroy the central headquarters of the defense. The major twist is you're building off of your previous moves, you must play both sides carefully to ensure you win as whatever side you are. Every round, you must add something new to the defense/offense. On top of this, your goal is to grow and maintain a sequence of events - a chain if you will - to a set size (I'm thinking 10 so far). Think of this as you're beating yourself, but you're also winning by building a Rube Goldberg machine of events in the process. These events come in the form of defeating units on the defense side and destroying defenses on the offensive side. You must maintain the integrity of your chains, although new additions can be inserted anywhere in the chain. Violating this chain, or losing to yourself, leads to a game over. 


Here's my whiteboard sketch of the base game to be created and a little more detail into the mechanics I discussed above. I look forward to getting on the coding side of things!

I like the concept of a 1v1 outlast type of game. From what it sounds like right now, the two players cannot directly interact with one another and it's currently a competition of survival. Perhaps to make things a bit more competitive, these powerups could not only benefit you, but mess with the other player?

Fireboy and Watergirl, Robert Edition?