4-Plant PvZ Clone Test
ALL ASSETS BELONG TO POPCAP GAMES / ELECTRONIC ARTS. I HAVE ONLY MADE UP THE CODING AND WILL TAKE DOWN THIS GAME IF THEY WANT IT TO. MAYBE I'LL UPDATE IT LATER WITH MY OWN ASSETS BUT I'M LAZY AF SO PROBABLY IT WILL JUST GO DOWN.
Also check out RedstoneInventeYT: https://redstoneinvente.itch.io/
Though this project was made by MissingWilliam, I want to thank Mailchan for being a voluntary bug tester. Seriously though he helped the experience improve a lot and I wouldn't have noticed problems with the game without his help.
I love the original Plants vs. Zombies from Popcap. So why not try to do it on Construct 2? Oh... yeah, because I'm broke and can only get up to 100 events, true.
Anyway, here's the furthest I could get with this mini project. I would've made my own assets and graphics (I indeed, tried changing some things from the images from google I found, just to make the images correlate more, but still basically not a single graphic here is mine.)
So yeah, basically kill 100 zombies to win. However, coneheads are worth twice the kill and bucketheads are worth five times the kill.
If anyone is interested on another test project, this time trying to get other plants to work for Construct, let me now and maybe I can get them. However, I don't promise I'm able to get more than 4 plants on the same game. Also, remember that would be 3 since Sunflower is basically impossible not to have.
I usually make up my own assets but I realized that if I did that, this project would never come up (or maybe it would, maybe it's just me making up excuses to be lazy, idk.) Also, no sound since this is just a test. Maybe I'll add sounds later or smth. However I may have to sacrifice something if you guys want background music since I ran out of events :(
If any employee from Electronic Arts is reading this for some reason and want this project down, I'll take it down. Just tell me and I'll do it. If I re-upload it, it will be with different assets, this time my own.
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | MissingWilliam |
Genre | Strategy |
Made with | Construct |
Tags | Cult Classic, nature, Tower Defense, Zombies |
Comments
Log in with itch.io to leave a comment.
This is very fun
Keep it up! Wait let me promote it on my Twitter 😉
I love the new plant combination gimmick a lot.
Jokes aside, this is actually pretty fun and enjoyable for what its worth.
OMG MY FIRST FOLLOWER MOM GET THE CAMERA.
Ok, I'm more relaxed now so I'll answer as a normal dev would.
(Btw thanks for letting me know about the bug, I couldn't find it but found a similar one. The extra addons should've fixed it now. More details on the comment below.)
Hi there! Mailchan! You're both my first follower and the first person to comment on one of my games main page, thanks for taking the effort to post something. I really appreciate it and it was unexpected for me when I saw the notification.
Glad to see you enjoyed the game! I would've liked to include some other things like the wallnut decreasing its state, but I ran out of events so the game just stayed the way it is now. This actually encourages me to create a version with assets of mine in case EA takes this down.
If you got any suggestion or want me to re-create the game with other plants (It will probably still remain as 4 plants though since I'm broke and can't get past 100 events.) or zombies, just let me now!
Hey, now that I read again, you shouldn't be able to plant anything above other plants. My bad! I'll try to check it again and see what's wrong, luckily it will be fixed by the end of the day.
Edit: So, I played my own game again, and you can place a plant of the same type above another one. However, I couldn't get the plant combination bug. Did you know exactly what happened? If you don't, don't worry, I'll try to figure out myself but it would actually be useful. Maybe I can fix it, maybe I can't (I can't actually means I could if I got the premium version). Still, it doesn't hurt to try :D
Edit 2: The bug I encountered has been fixed. It should've fixed the bug you've found as well. If it hadn't, I'd be thankful if you let me know. Again, no problem if you don't, but still. Btw I hope you like having your name saved for eternity on the description for helping me spotting a bug :D (seriously though if you want it removed, just let me know.)
Still, you've helped me much! Really thank you!
I'm no expert, but I believe it might be some sort of memory issue. I like to tab out (or in this case, switch tabs) to fix Youtube or whatever, and I think I found out what happened.
So, after placing your plants, I imagine that the plant takes up a tile, which disallows other plants from being placed there. However, if you were to switch tabs, the game seems to forget that those tiles are full, but the plants remain, allowing for Plant Stacks(tm).
Thanks for the explanation. After checking again, it hasn't been fixed. I trully don't know why the game forgets the tiles are full, but your explanation seems to make sense. Hopefully I'll get to fix it. Seriously though I don't know why this sometimes work and sometimes doesn't. I even found the bug you just got. I'll check again and try to get it fixed. Again, thanks for letting me know.
No problem, always glad to help. And do with that what you will, but in all seriousness, I kind of like the concept of combining "towers" in order to use space efficiently.
Actually maybe I can use that idea for a latter game, however PvZ is all about using your space so it doesn't work here, but now that you mention it, it really could be a good mechanic for a tower defense game. Maybe I'll make a game about it in the future, maybe not. Still, great idea.
Actually, I think I know what the problem was. I put over 3 checks just to confirm that a tile is ocupied because sometimes the game just won't recognize it for some reason. What happens (or what I think was happening, was that one of those checks was if one plant was over another object, which was the tiles. However, what I didn't realize as I made the tiles invisible (so the background tiles would seem as the actual tiles) was that actually, the plants were created on a lower layer than the tiles, thus a plant would never be above said tile, which could cause an error. If this doesn't solve it then I don't know what it could be. Hopefully the new version won't have any bugs.
Edit: I uploaded it and it seems it has been fixed. At least the bug I found before seems fixed, and luckily, the bug you found is so.