Dart Monkey Update v0.2.0

It's been a while, but big update! Introducing the Dart Monkey! (The Dart Monkey was already in the game, but now it's finished!)
New Tower: Dart Monkey
Top Path: Ultra-Juggernaut
Bottom Path: Crossbow Master
Here's the general patch notes from github that i'm too lazy to reformat
ADDITIONS
- added several sprites to anti-arctica on the level select screen
- to help differentiate it from normal antarctica
- very starwarsy, with stuff like the mothership, a fighter squadron flyby, a ufo, and fires
- added the ability for towers to unlock (and lock) their muzzles through upgrades
- finally added proper sprites to the towers! they no longer look like triangles with words on them, they're actual animal towers!
- added proper animations for towers, finally
- animations will update the look of the tower as it's upgraded, more about this in the tower animations component
- added new attack type: physics projectile
- will bounce off of obstacles
- this was so extremely hard to implement you don't even know i drove myself crazy
- added new states for physics projectiles
- added new bouncy obstacles that projectiles will bounce off of
- added new physics layer specifically for bouncy obstacles
- added new component: physics velocity component, specifically for physics projectiles
- BIG ONE: Finished the dart monkey
- is now almost 100% accurate to the dart monkey from btd6! give or take 50%
- added new attack: spike ball
- these are the spike-o-pult/juggernaut balls that the dart monkey throws in btd6
- have their own set of upgrade sprites
- monkey has full set of upgrade sprites, which makes him into a crossbow master, or an ultra-juggernaut catapult
- added a reset hit list feature for projectiles (particularly physics projectiles)
- added a tower animations component, which will track which sprite to use for a tower after any given upgrade
- it even accounts for weapons and stuff if they are connected
- added crits component, allowing towers to score critical hits, which can deal much more damage
- added trails to be able to see crits
- added a popup "CRIT!" text when crits are scored
- added an aesthetic explosion component to play explosion vfx with no other effects
- added hotkey shortcuts to the game over and victory screens so you can quickly restart the level or return to the map
- added an esc to quit game shortcut to the main menu
- gave all vehicle classes their own unique death sounds
- added a check specific sound function to the sound manager
- added another fun fact to the fun fact list
- added the rest of the standard ninja kiwi waves (up to round 140)
- added a debug mode to the levels screen to make debug testing easier
CHANGES
- updated the tower description module to use a more readable font
- ZOMG-type vehicles and supercarriers are now immune to having their shields revoked
- made icicle sprites larger
- updated reusable obstacles to have bounce hitboxes
- updated the outline component to adjust the number of images in a sprite sheet on the fly (for tower animations)
- removed redundant code for saving the attacker reference
- added idle animations to hitscan vfx
- marked the victory screen explosions as "too long sounds" so they will be muted on scene change
- simplified the play/stop specific sound functions in the sound manager
- modified the spawning algorithm so vehicles will spawn on different paths regardless of whether or not they're in the same spawn group
- this will reset at the end of every wave
- it is unique to vehicle type
- made the starting debug money a million bucks
- cleared old TODOS
FIXES
- fixed an issue i never noticed where projectile lifespan wouldn't change even if upgraded
- fixed a bug where the player would still get the end of round coins even if they just lost the game
- fixed a bug where the hit immune vfx would always play for some bomb upgrades regardless of immunity
- fixed an issue where the tower buttons were clipping out of the build menu slightly
- fixed a bug where the snowper's range circle wasn't appearing (even though it's purely aesthetic)
- fixed a MAJOR issue i somehow never noticed where attacks could immediately hit the children spawned from enemies killed
- i.e. an explosion could hit more than one layer of enemy by default
- disabled using the enter key to press buttons
- while this does unfortunately remove accessibility, the ability to press buttons at any time introduced game breaking bugs and this feature had to be removed
- fixed an issue where the snowbomb explosions sounds would play too rapidly sounding like a minigun
- fixed an issue where muzzles weren't being disabled after upgrades
- fixed an issue where the tower panel tower name was changing when towers in the build panel were selected
- fixed an issue where the format_number_int function wasn't actually formatting numbers into ints
TODO
- more towers
- make current maps more detailed
- proper music and weather
Files
Get Penguins: TD
Penguins: TD
One of the tower defense games ever made!!
Status | In development |
Author | BAZAPS |
Genre | Strategy |
Tags | 2D, bloons, Godot, No AI, penguins, Singleplayer, td, Tower Defense, towerdefense |
Languages | English |
More posts
- project submission (actual) v0.1.0Mar 26, 2025
- Project submission (old) v0.0.1Mar 26, 2025
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