This is very odd.I can't recreate it.Does it happen again if you reload the map?
It's not hard to recreate it... Press Esc or Menu when the dialog pops and it will not go away, it's a common mistake ppl make when working with dialogs
Mmmm, I kinda got close, but the I kept getting bugged (the one I posted above about Covering) so Watkins died at times he shouldn't have. However, I was also abusing the other bug of Vass being able use his special abilities indefinitely.
Amazing Game. I played it last night, but it crashed on Zephyr. Noticed a few bugs though.
1. Sometimes after a battle and the next character had a "limit" attack, the battle dialog would persist until the next battle.
2. Scanalyze would take one of Vaas's(protoss) double move ability turns. I used vaas's ability on gale, gale would use scanalyze then snipe and then it would be watson's turn. (This is when i have gotten the ability that makes scanalyze take no turn.)
3. Cover sometimes made the characters die as if taking normal damage.
I am only guessing here since I have not looked at your code.
From the sound of it, you are using the function "Last created Dialog" as the parameter in the Hide Dialog action. And that is screwing things up when other dialogs are created before you close the difficulty dialog.
What you can do, is declare a global variable, set the difficulty dialog to it and use the global variable as the parameter in the Hide Dialog action instead.
A couple of nitpicks:
The plane at the end, instead of what i presume was an attempt to make it fly from the right side of the screen to the platform in the middle, flew from inside the platform, clipping into the ground, to the facility entrance. However it still loaded the guys from the platform, but two soldiers were left standing.
Additonally, all special attacks such as Hellfire, Psi Barrage and especially meteor (which was awesome otherwise btw :) ) had these little shield and HP icons popping up everywhere. This one in particular shouldnt be a hard fix, but is extremely annoying in places such as the first part of the meteor spell, where they almost block vision of the entire animation.
Additionally theres was a bug where in one of the parts of Zephyrs conversation (I think its the second part), the turn of my protoss dude got skipped over, without him doing an attack (i didnt really notice how it happened except that suddenly it was gales turn and i didnt have a chance to use mah void burn as planned).
As a final addition, it would be really usefull to have some sort of graphical indication of when a characters limit is ready. Multiple times i've thought I had a limit on one of my character and planned accordingly, only to find that it is only 99% charged, extremely annoying imo.
Other than these little annoyances, this was a GREAT game. I can't wait to see what you have in store once you have the details ironed out on this one and can continue the design of the next one as a wiser man :D
Also, the story wasn't that bad for being what it is. The protoss and gale were fairly interesting characters, and the protoss had fairly convincing dialogue.
Plus, the omnislash at the end made it even more awesome, i loled at that FF7 reference :)
I don't know if it has been mentioned, but when a unit has time warp on it and uses an ability which isn't supposed to cost a turn, it will destroy the time warp effect.
some more bugs:
restore costed 36sp and I had exactly 36sp, but I was not able to use it.
It happens that when (Vaas) having 0Sp the bar still is not empty.
Using timewarp and then timewarp again the next round, allows to do three actions (including one timewarp). It seems that you can't take any advantage of that, but it doesn't seem to be the way it is supposed to be.
-checkpoint system implemented. You now have the option of loading from right after the last sub-boss you defeated
-fixed an issue not letting users with 4:3 ratio see ability text. Fixed. (I think)
-removed healthbars from many (if not all dummy units)
Upcoming Changes:
Unlockable bonus bosses for those have cleared the game on Specialist difficulty!
PS. if you have any super awesome boss mechanics/ideas feel free to share! Not like I'm running out of ideas or anything... >.>
@greythepirate: Go
A quick idea for Replay value is to add achievements!
Like if you spend 5 points down a certain path you unlock a new outfit for a character or a new color or if you beat the game in under 60 minutes ect ect.
Or Unlock New limit breaks ect.
Right now its a great game but if you can add small things to keep people playing until you release a part 2 or a More in depth RPG (I hope you plan on releasing more!)
Hey man, I just played this and had to register an account to give some feedback.
I thought this map was amazing. Simply had a blast with it. I'd been salivating for an SC2 map done in this style since I'd seen video on YouTube during beta where someone had managed to design this kind of combat system. This was a pretty awesome "demo" map if it can be called that. I really really~ hope you expand on it by adding more levels and possibly movement/exploration instead of just a series of fights.
I thought you did a pretty good job of blending jRPG style dialogue/story with the Starcraft mythos and I would certainly be intrigued to see more in the style you've adopted for this map.
It was a little buggy (unsurprising, given its scope) for me though the main oddity was the battle menu still displaying during the final cutscene at the end of the map. By and large the map worked perfectly for me and I had no issue completing it.
One thing that I think could really jazz this map up would be some battle dialogue. Is it possible to sample voice clips from the game as battle quotes? That could be pretty slick if done right (if done poorly it might get tiresome fast...heh).
Great show dude. I look forward to seeing what other kinds of maps you create for this game. Thanks a lot for making this one, I had a great time.
There are just some bugs and maybe you will fix them:
- Screenbug, often some enemies are not on the screen , i cant see my damage on them (i play on a 19' screen and i toke the normal screen mode)
- The one guy in my team, the Protos. I can use his abilities 1000 times, even if his mana is done
- Sometimes enemies are attacking dead units :/ ...good for me because they are not killing me
I hope you will bring a new version of this map, would be nice.
First of all, THANK YOU FOR THAT AWESOME MAP!
Dude, you did some great job and i am grateful to enjoy it.
But there a few things that are needed to fix :
- The one guy in my team, the Protos. I can use his abilities 1000 times, even if my Mana is done
That's right ! Vaas can use Time Warp although there are no SP left. Same goes for Drain.
And some other Screen Bugs. Costs are not displayed right. etc ...
This is by far the best map I have played. I am a huge FF fan and mixed with SC2 it was a blast. thank you very much for this addition!
It's not hard to recreate it... Press Esc or Menu when the dialog pops and it will not go away, it's a common mistake ppl make when working with dialogs
@greythepirate: Go
Mmmm, I kinda got close, but the I kept getting bugged (the one I posted above about Covering) so Watkins died at times he shouldn't have. However, I was also abusing the other bug of Vass being able use his special abilities indefinitely.
@zifoon:
Any suggestions on how to fix this mistake?
@PirateArcade | I make games | Ask me things on Discord
Amazing Game. I played it last night, but it crashed on Zephyr. Noticed a few bugs though.
1. Sometimes after a battle and the next character had a "limit" attack, the battle dialog would persist until the next battle.
2. Scanalyze would take one of Vaas's(protoss) double move ability turns. I used vaas's ability on gale, gale would use scanalyze then snipe and then it would be watson's turn. (This is when i have gotten the ability that makes scanalyze take no turn.)
3. Cover sometimes made the characters die as if taking normal damage.
I am only guessing here since I have not looked at your code.
From the sound of it, you are using the function "Last created Dialog" as the parameter in the Hide Dialog action. And that is screwing things up when other dialogs are created before you close the difficulty dialog.
What you can do, is declare a global variable, set the difficulty dialog to it and use the global variable as the parameter in the Hide Dialog action instead.
Version 1.9 is live. More bug fixes.
Now available in EU!
If anyone with an SEA account is interested in hosting Facility 17, please send me a PM or email.
@PirateArcade | I make games | Ask me things on Discord
A couple of nitpicks: The plane at the end, instead of what i presume was an attempt to make it fly from the right side of the screen to the platform in the middle, flew from inside the platform, clipping into the ground, to the facility entrance. However it still loaded the guys from the platform, but two soldiers were left standing.
Additonally, all special attacks such as Hellfire, Psi Barrage and especially meteor (which was awesome otherwise btw :) ) had these little shield and HP icons popping up everywhere. This one in particular shouldnt be a hard fix, but is extremely annoying in places such as the first part of the meteor spell, where they almost block vision of the entire animation. Additionally theres was a bug where in one of the parts of Zephyrs conversation (I think its the second part), the turn of my protoss dude got skipped over, without him doing an attack (i didnt really notice how it happened except that suddenly it was gales turn and i didnt have a chance to use mah void burn as planned).
As a final addition, it would be really usefull to have some sort of graphical indication of when a characters limit is ready. Multiple times i've thought I had a limit on one of my character and planned accordingly, only to find that it is only 99% charged, extremely annoying imo.
Other than these little annoyances, this was a GREAT game. I can't wait to see what you have in store once you have the details ironed out on this one and can continue the design of the next one as a wiser man :D Also, the story wasn't that bad for being what it is. The protoss and gale were fairly interesting characters, and the protoss had fairly convincing dialogue. Plus, the omnislash at the end made it even more awesome, i loled at that FF7 reference :)
I think I did a timer or wait destroy. Still a work around though.
I don't know if it has been mentioned, but when a unit has time warp on it and uses an ability which isn't supposed to cost a turn, it will destroy the time warp effect.
some more bugs:
==Version 1.12 is live on US & EU==
-checkpoint system implemented. You now have the option of loading from right after the last sub-boss you defeated
-fixed an issue not letting users with 4:3 ratio see ability text. Fixed. (I think)
-removed healthbars from many (if not all dummy units)
Upcoming Changes:
Unlockable bonus bosses for those have cleared the game on Specialist difficulty!
PS. if you have any super awesome boss mechanics/ideas feel free to share! Not like I'm running out of ideas or anything... >.>
@PirateArcade | I make games | Ask me things on Discord
What about one of these Protoss-Zerg thingies...
It has these abilities:
1. Illusion: Creates two illusion of itself and changes the its position. Illusions vanish after one round.
2. Force Field: Trapps one of the heros in a force field. Stuns him for 2 rounds.
3. Mind Beam: Attack beam which hits all three heros.
- When it has lost 30% of its hp the thingy charges one round for a devasting attack which sets the hp of all heros to 1%.
- When it has lost 60% of its hp it creates a link to one of the heros. The linked hero takes 25% of the damage the thingy takes.
- When it has lost 75% it creates a second link.
- When it has lost 90% it creates a third link.
- When it has lost 99% it breakes all links and steals 50% of the hp of each hero.
Btw. I really like this map...
@greythepirate: Go
How'd you do the dialog boxes? Dialog+Label doesn't give left-justified text, and Edit Boxes simply don't work yet.
@azalathemad:
Simple Dialog + Label Item, but the Label's are moved after creation.
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go A quick idea for Replay value is to add achievements!
Like if you spend 5 points down a certain path you unlock a new outfit for a character or a new color or if you beat the game in under 60 minutes ect ect.
Or Unlock New limit breaks ect.
Right now its a great game but if you can add small things to keep people playing until you release a part 2 or a More in depth RPG (I hope you plan on releasing more!)
Hey man, I just played this and had to register an account to give some feedback.
I thought this map was amazing. Simply had a blast with it. I'd been salivating for an SC2 map done in this style since I'd seen video on YouTube during beta where someone had managed to design this kind of combat system. This was a pretty awesome "demo" map if it can be called that. I really really~ hope you expand on it by adding more levels and possibly movement/exploration instead of just a series of fights.
I thought you did a pretty good job of blending jRPG style dialogue/story with the Starcraft mythos and I would certainly be intrigued to see more in the style you've adopted for this map.
It was a little buggy (unsurprising, given its scope) for me though the main oddity was the battle menu still displaying during the final cutscene at the end of the map. By and large the map worked perfectly for me and I had no issue completing it.
One thing that I think could really jazz this map up would be some battle dialogue. Is it possible to sample voice clips from the game as battle quotes? That could be pretty slick if done right (if done poorly it might get tiresome fast...heh).
Great show dude. I look forward to seeing what other kinds of maps you create for this game. Thanks a lot for making this one, I had a great time.
Hi.
Thank you for the map, this is really awesome.
There are just some bugs and maybe you will fix them:
- Screenbug, often some enemies are not on the screen , i cant see my damage on them (i play on a 19' screen and i toke the normal screen mode)
- The one guy in my team, the Protos. I can use his abilities 1000 times, even if his mana is done
- Sometimes enemies are attacking dead units :/ ...good for me because they are not killing me
I hope you will bring a new version of this map, would be nice.
just finished it. on last boss i've used orbital slash and every hit dealed 999 dmg and boss was down, looks like a bug...
First of all, THANK YOU FOR THAT AWESOME MAP! Dude, you did some great job and i am grateful to enjoy it. But there a few things that are needed to fix :
That's right ! Vaas can use Time Warp although there are no SP left. Same goes for Drain. And some other Screen Bugs. Costs are not displayed right. etc ...
Hope 2. sequel comes out :D
sc2 - EU soki
@rasi88: Go
I assume you've never beaten FF7? :P
Vaas' abilities not quite using SP has been fixed in the latest US release... won't be able to patch EU version till tonight
@PirateArcade | I make games | Ask me things on Discord