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

YesterdayTD_mac.zip 433 MB
Jun 07, 2025
YesterdayTD_win.zip 410 MB
Jun 07, 2025
YesterdayTD_lin.zip 404 MB
Jun 07, 2025

Get Penguins: TD

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.