PSP Tower Defense v0.1
Coded and drawn by TacticalPenguin

Thanks to Desktop Tower Defense for getting me hooked on tower defense games and thus for inspiring this game
Thanks to youresam for the danzeff keyboard recreation and danzel for the danzeff keyboard originally
Thanks to FxN for the circle drawing function
Thanks to Xandu, Kleptoone, a_nub, and others for trying the game out
Thanks to the NeoFlash Competition for making me work on this at a faster pace than 3 lines a day so I could finish in time for August 20th

Controls:
Ingame:
	D-pad: Move selection box
	X: Build tower (if you have enough money and the selection box is green)
	O: Sell tower, get half of what you've spent on it back
	[]: Send next wave immediately
	/_\: Upgrade tower (cost is the tower's current value, adds damage to the tower)
	L/R: Change tower type to build
	Start: If the game has not started, start the game; otherwise, return to the menu
LevelMaker:
	D-pad: Move path placing box/navigate menus
	X: Choose option/place path
	O: Go back to level maker menu/remove path piece
	Select: Toggle between path placing and level maker menu

What various stuff means/stuff you should know:
General:
	Money: How much money you have for spending; killing creeps gives you money
	Lives: How many lives you have left; if a creep gets through, you lose one
	Shots/sec: How many bullets a tower can fire in a second
	Dmg/shot: How much damage a tower's bullet inflicts on a creep
	Range: How many pixels away a creep can be before a tower cannot shoot it; a turret is 32x32 pixels
	Level: How upgraded a turret is; an unupgraded turret is level one, a fully upgraded turret is level 5
	Value: How much you will get if you sell the turret and how much it costs to upgrade the turret
	Cost: How much money will be used to build a turret
	Creep HP: How much damage must be inflicted on a creep to kill it

Gameplay:
	Selection box color: Green means a turret can be built on that spot, red means it cannot; this doesn't necessarily mean you have enough money
	Fully upgraded towers are often more cost-effective than many unupgraded towers, usually by 2-3x.
	If the game lags, it's probably because:
	-you have LOTS of turrets, bullets, and/or creeps onscreen
	-you have selected a turret with a very large range; the image of the circle showing its range may slow down the game if there already are some other turrets and creeps onscreen
	The circle around towers is how far they can shoot; place them thoughtfully
	Creeps have a red bar above them showing their health level
	Pay attention to the wave info at the bottom; if the creeps suddenly have more HP, you better build more defenses!
Level Maker:
	The first square must be on one of the edges of the map
	Dont make lots of different creeptypes just to have waves with different HP and value; when you add a wave you can set HP and value multipliers
	You must make a creeptype before you can add waves
	Be careful around the nuke option; it literally nukes the level
	Don't make a superpowerful turret type; it takes the fun out of the game
	Don't give yourself a bunch of lives; it also takes the fun out
	Same thing with money
	Remember, this runs at 30fps, not 60, so the 600 frames between waves is 20 seconds, not 10.


Purpose of the game:
Defeat the creeps by building towers to shoot them before they reach the end of their path.

PLEASE if you enjoyed the game, take a minute (much less time than it took me to make the game) and vote for PSP Tower Defense in the Neoflash Summer Coding Competition.

If you find any bugs or have suggestions, comment on my blog (tacticalpenguin.com), talk to me on AIM (tacticalpenguin3) or email me (tacticalpenguin@tacticalpenguin.com).
