Throbax TD cover
Throbax TD screenshot
Genre: Role-playing (RPG), Strategy, Indie

Throbax TD

Throbax TD update in calendar week 49

Improvements



  • Smaller bugfixes.
  • More portal levels.


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Throbax TD update in calendar week 48

Improvements



  • Update wall-of-fame. Done.
  • Update to MonoGame build v3.6.0.1186.


Bug fixes



  • The hardwaremode switch is on per default and depends strongly on hardware-supported resolutions. Disabled again. Done.
  • The ground-pass spritedecorators lag behind the sprite itself when panning zooming the camera. Done.
  • Next-Wave is empty now. Was due to spritebatch-changes in sprite-base-class. Done.
  • When I'm selecting a tower and upgrade it and then I select the hero, the tower becomes selected again as soon as the updated tower gets built. Done.
  • Because of the new asynchronous AStar calculation it's possible for the hero to get stuck in rough terrain. Done.
  • When shooting at an enemy or casting a spell directly at an enemy, the hero is triggering AStar calculations continuously. Done.


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Throbax TD update calendar week 46

Bug fixes



  • The heroes shot obviously doesn't trigger the shield-effect -> e.g. it does no damage to shielded enemies. Done.
  • The messageboxes only get resized when re-opened. Done.




PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Throbax TD update calendar week 45

Improvements



  • Better set all the showMessage actions in the tutorials to a very long value and emphasise on pressing space to continue. Done.
  • Remove bought marker-tower research-items from all hero-saves and remove the bought building (it's unlocked much later now). Done.
  • Re-order research-buildings for towers (marker tower comes last). Done.
  • Re-order button-arrangement in-game for tower-building (marker-tower comes last). Done.
  • When we wait for other players to connect in MP, we should not emit energy during that time. Everything should be paused. Done.



Bug fixes



  • After the last update to the newest MonoGame release the cutscenes stopped working. Corrected all image-sizes. Done.
  • In the tutorials the build-button locking and unlocking using scripting doesn't work any longer. Done.



PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Throbax TD update in calendar week 43

Improvements



  • Upgraded to MonoGame develop branch.


Bug fixes



  • When the hero is hitting enemies, the damage done was added to the statistic of the poison tower.
  • The time-dilation sound-effect resides on the hero-sounds-limit-queue. So if the hero plays enough sounds, the loop is stopped and reused. Give this sound its own limit-queue.
  • Fixed a mem-leak.
  • In the third tutorial, Sanja says that he is going to create towers for me, but he didn't.
  • The line-skipping in the tutorials was flawed.
  • Message-skipping was behaving weird since some of the actions cannot be skipped which results in an empty screen sometimes.


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Throbax TD update in calendar week 42

Improvements



  • Upgraded to MonoGame develop branch.


Bug fixes



  • When the hero is hitting enemies, the damage done was added to the statistic of the poison tower.
  • The time-dilation sound-effect resides on the hero-sounds-limit-queue. So if the hero plays enough sounds, the loop is stopped and reused. Give this sound its own limit-queue.
  • Fixed a mem-leak.
  • In the third tutorial, Sanja says that he is going to create towers for me, but he didn't.
  • The line-skipping in the tutorials was flawed.
  • Message-skipping was behaving weird since some of the actions cannot be skipped which results in an empty screen sometimes.


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

ThrobaxTD Update in Calendar Week 41

Dear ThrobaxTD community - after our vacation we are back and can inform you about some cool news:

Improvements



  • Rewrite the savegame-patching code.
  • Rebalance towers and research-descriptor items.
  • Re-tweak the lightning tower since now the chainlightning works again.
  • Refactor keyboard-input code.
  • When disabling particle-effects completely, some of them still have to stay since they are the only indicator for an action, like a poison-plume, the cannon tower shot or the meteorite spell.
  • Create all hero upgrades.
  • Rework hero bullet and use mainly the particle engine for that. It's too slow to hit anything usefully as it is now.
  • Let the hero-shot be adaptive like when we add an additional effect, the impact circle should show that.
  • Add another 'exit' menu-entry to the top of the entries in all research-messageboxes.
  • Rework the time-dilation spells effect.
  • Create all spell upgrades.


Bug fixes



  • The tile-collision when the mouse is clicked didn't trigger any longer. Error in mouse-coordinate to level-coordinate conversion.
  • After casting a lightning bolt the hero was deselected.
  • Chainlightning didn't work any more.
  • The tower-stats were not cumulative over the various levels.
  • Hero descriptor wasn't patched like all other tower-descriptors upon game-start.
  • The saved and distributed hero-descriptor in MP games was the default one, not the one of your actual hero.
  • There is a crash if I cast a lighting-bolt on a monster which then is killed in the same update-iteration before the hero is firing.
  • Sometimes the monsters are declared as flyers and cannot be hit by the towers any longer. Done
  • Memory leak fixed.
  • The towers don't have the proper research items for special-abilities.


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Throbax TD update in calendar week 39 - back from vacation!

Dear ThrobaxTD community - after our vacation we are back and can inform you about some cool news:

Improvements



  • Remix home-level background-music. It was not loud enough.
  • Split up limit-queues for sounds in order to free some memory.
  • Move textures from always- to on-demand-loading in order to free some memory.
  • Debug fader-model of soundEngine for mem-leaks.
  • Change soundEngine so that it disposes of unused resources more frequently.
  • The rune-circle is not clearly visible when casting spells. Rework the circle with some glow and change the colors for better visibility.
  • When casting spells you need to aim at an enemy first, change the click-handler from direct hit only to on-same-tile fallback in order to improve the hit-selection possibility. Many gamers miss the enemy with the click.
  • Make the PowerTower II and III cheaper.
  • Add next-wave control.
  • Make the next-wave control extensible to show the number of coming enemies as well.
  • Make the next-wave control extensible to show the resistances of coming enemies as well.
  • Add research entries for the next-wave control and extensions.
  • Add the new research-buttons for hero-abilities.
  • You should be able to see into the Enzyklopedia when you're in the main-menu.
  • Add shield parameters to spawningjob variables.


Bug fixes



  • When the player is in the home-level and a multi-player game invitation is activated the lobby should pop up immediately.
  • The hero 'sign' on the respective research-building is too small.
  • Using the mouse-drag selection it is possible to select towers and monsters because the active selection isn't cleared before selecting the new ones.
  • Reposition the selectionInfo. It's off most of the time.
  • Delete the 'unlock the source power tower' achievement from game and from steam.
  • The icons of the resistances are gone in this version. Transparency bug.
  • It is possible for spawned enemies to have points and a reward.
  • When enemies have a shield, the min-max calculation of towers for hitlists is off.
  • Power-indicator on enemies doesn't show even if the enemy has a shield.
  • When i try to enter the research buildings, the game crashes. Every time. After playing the first map this error does not occur anymore. Was an error with the initialization of the ScreenManager. Hard to spot actually. Thx.
  • After the last refactoring the first two 'achievements', the unlocking of the wooden- and power-tower, isn't triggered any longer in the main-menu.
  • Game crashes when entering the third tutorial level. Typo in level-descriptor.
  • When buying an upgrade, the upgrade tree gets scrambled.
  • Some trees flicker when scrolling because of depth level. Was an error in the depth-calculation. Like expected.
  • When you finished a level with time speedup enabled, the new level would start at that speedup level.
  • Tower discharge static sound becomes annoying on speedup. Toned it down a little.
  • When switching rapidly between the pause-screen and the main-game-screen using the mouse to press the gear-icon and immediately exiting it again using ESC, sometimes the game gets stuck in a loop between those two screens (pause- and main-game-screen).
  • There still is an error with the depth-algorithm. The hero gets drawn underneath decals when he's clearly below them.
  • There still is an error with the depth-algorithm. The hero gets drawn underneath the tower-signs on the research-buildings when he's clearly below them.
  • When moving the hero really short distances, the collision-detection for the waypoints gets out of hand and the hero rotates trying to turn around, ever missing the waypoint.
  • There is a small error in next-wave display (depth of sprite).


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/

Happy summer vacation everybody!

The Throbax TD team wishes a nice a sunny summer vacation to all of you! We will be on vacation so the next news-update will be comming in September - stay tuned for more!

Best regards
ːUghlarː Psilo, Wyzau and Mercury! ːUghlarː

Throbax TD update in calendar week 28 - the new HOMELEVEL is here and a first playable alpha of the PORTAL maps!

Dear ThrobaxTD community - this week we have some exciting news:

Improvements



  • Added home level instead of main menu - now you can buy buildings and directly navigate in the first level!
  • Added ALPHA version of the portal maps - you can now select level 26 to give it a try - feedback warmely welcome!
  • Remove our own sprite-sorting and replace it by consistently using the depth-buffer.
  • Remove unnecessarily big textures from game. Recalibrate every vector for those sprites.



Bug fixes



  • When the player is in the home-level and a multi-player game invitation is activated the lobby should pop up immediately.


PS: If you encounter problems and want to report them please refert to this thread: http://steamcommunity.com/app/341570/discussions/0/496880503067139198/
PPS: Up to date list on know issues can be found at http://steamcommunity.com/app/341570/discussions/0/496880503067363362/