Them: give us some art for feature.
Me: I don't think I have anything feature worth.
Them: just give us your loading screen, we'll do something about it
Me: okay.
...
Them: use this instead >.>
And the name.. well.. let's not talk about that :D
Hey long time no play :D wanted to give you a headsup that the latest version seems to be suffering from a lot of fatal error crashes lately. We can barely finish a game with half the people. I don't know if you're still active because I don't see you online much, but thought I'd drop by and five feedback.
Thanks for the notice. I'm mostly playing Heaven Besieged on NA nowadays, or mapping, or doing other things..
As for the issue... map crashes make me a sad duck ;/
The only hint I've had was "it's probably custom models". Thus it's probably imported stuff. So what I'm gonna do is: first - replace custom models (wow dodads for ice and jungle stages) with hots stuff. Then, if it still crashes - revert ground textures to original, which will look lousy but still better than constantly crashing.
Here's the theory:
I'll try to push 1st fix by the end of the week. Sadly I don't think there is a reliable way to test if it works or not, so if after update game continues to crash let me know and I'll initiate second fix phase.
Edit: I really really want to believe that it's imported ground textures that are at fault. So first I'll upload version which doesn't have them + is upped to HOTS. We'll go from there instead.
Edit2: Ok, uploaded updated version. If you decide to play it and it crashes, please let me know. I'll be removing imported stuff one by one until fatal error stops.
@DuckyTheDuck: Go
It seems the changes have fixed the problem, although there are sill occasional freezes for players. They can recover from the lag without sc2 crashing though and they can continue playing. Thanks for the customer support :D
@DuckyTheDuck: Go
I've played quite a few matches recently (had a 24 hour stream marathon with loads of Blasterbot), so I do have a few ideas :3
1. A rebalance of wallpass. I like the powerup, and although I could reduce drop probability, it can still be given right off the bat in ascension mode, where it seems to be OP. Maybe decrease movement speed while in soft blocks? Right now if you get it in ascension, you can almost guarantee for yourself free farm and the crippling of at least 1 player on the map with it. It's actually a reason we don't often use ascension, even though it's a fun option.
2. Ascesion mode reward icons do no match in-game icons of powerups.
3. Maybe a type of block (the rarity of which could be set similar to complexity) which you can pass through but can't place a bomb on.
4. More tilesets please @_@
5. A portal that works exactly like in Portal :p but it could be on the ground. It could transfer bots (and explosions?), kicks but not throws, etc. Maybe 1 pair per map to avoid making it too chaotic, or just give it a slider for the host to decide how many portals there'd be. I can imagine having 10 pairs to be fun actually :D it could be another type of block which you can walk on. Alternatively, you could place it on the side of a map unit for it to make sense to transfer explosions (so it wouldn't be on the ground but it'd be a gate sort of thing).
NEVER underestimate my power to come up with crazy ideas. ;) hoping to see you tempted to meddle a bit with the map ^^
1. A rebalance of wallpass. I like the powerup, and although I could reduce drop probability, it can still be given right off the bat in ascension mode, where it seems to be OP. Maybe decrease movement speed while in soft blocks? Right now if you get it in ascension, you can almost guarantee for yourself free farm and the crippling of at least 1 player on the map with it. It's actually a reason we don't often use ascension, even though it's a fun option.
This is a nice balance suggestion and I really like it, but for now I'll probably just create additional option to include/exclude powerups from ascension list regardless of item setup. I imagine that possibility of turning ascension into a specific reward that is otherwise unabtainable is a cool extra option.
2. Ascesion mode reward icons do no match in-game icons of powerups.
Hm, wall pass and bomb throw share same icons due to my lameness, only throw is blue, but in ascension they both show up as white, is that what you mean? I'll try to do something about it.
3. Maybe a type of block (the rarity of which could be set similar to complexity) which you can pass through but can't place a bomb on.
Hm, an exlosion blocking/absorbing tile. I'm not too keen on adding such permament flame-block, I know I'd feel frustrated if I needed to blast someone away but he'd keep on hiding in a nicely generated shelter, but this does give me some other ideas, hmm..
5. A portal that works exactly like in Portal :p but it could be on the ground. It could transfer bots (and explosions?), kicks but not throws, etc. Maybe 1 pair per map to avoid making it too chaotic, or just give it a slider for the host to decide how many portals there'd be. I can imagine having 10 pairs to be fun actually :D it could be another type of block which you can walk on. Alternatively, you could place it on the side of a map unit for it to make sense to transfer explosions (so it wouldn't be on the ground but it'd be a gate sort of thing).
It's one of the hazzards that bomberman series have and one that I kept on thinking about adding. But I always stumbled on the question in what pattern should I spawn them. Should they all be just 2 way or should they all be conneced and when you ener one you get teleported to random other portal? Should there be any significance on from which side you enter them? Portals are just very vague to determine if it's worth making them.
NEVER underestimate my power to come up with crazy ideas. ;) hoping to see you tempted to meddle a bit with the map ^^
Ideas are nice, keep the brain working, so feel free to share more when you think of someting.
Some things such as recoloring icons are easy. Others like adding an additional option for ascension are tougher. Maybe I'll have some time to do stuff during next workweek and maybe it'll even be bomber related. No promises though.
@DuckyTheDuck: Go
For 3., I didn't mean the block would soak up explosions, I just meant bombs couldn't be placed on them. This might make endgame zoning out easy though, so it might not be a good idea altogether, or you'd need to make the placement algorithm ignore the centre of the map.
For 5., I meant pairs of portals that travel bots between each other, so two-way, and perfectly equal in nature. There could be 2 red, 2 blue, and 2 of every colour you can pick for your bot. The only randomness with them would be their locations, but you already have that with complexity and powerup drops. I do think it's worth a try with at least 1 or 2 pairs at first.
As for adding options for ascension being hard, it's why I suggested rebalancing wall pass instead of adding the option to set ascension bonuses. Basically every powerup has its drawback in the early game (I've seen 2 bombs being placed by mistake or forgetting about power range, throw denies you farm, etc.), but wall pass has none.
For 3., I didn't mean the block would soak up explosions, I just meant bombs couldn't be placed on them. This might make endgame zoning out easy though, so it might not be a good idea altogether, or you'd need to make the placement algorithm ignore the centre of the map.
Ah I see. Still, bomb blockers equal safer enviroment, you'd go there if you want to increase your chances of survival against better player. Kinda stale-mate encouraging thing, doesn't feel quite right to me.
For 5., I meant pairs of portals that travel bots between each other, so two-way, and perfectly equal in nature. There could be 2 red, 2 blue, and 2 of every colour you can pick for your bot. The only randomness with them would be their locations, but you already have that with complexity and powerup drops. I do think it's worth a try with at least 1 or 2 pairs at first.
With portals there is also another concern - they demand your attention. Usually you have complete control and info about what's happening around you, and in late game just zoom out a little and again, if you pay attention to what's going on around you'll live. When portals come in play they add another element you need to control - what is happening on the side of the map where second linked portal is placed. I dread a scenario where player is powerless to save himself cause there is too much vital information he needs to split attention between.
But I do understand the need for hazzards. It's something I can experimet with to see if anything decent can come out of it.
As for adding options for ascension being hard, it's why I suggested rebalancing wall pass instead of adding the option to set ascension bonuses. Basically every powerup has its drawback in the early game (I've seen 2 bombs being placed by mistake or forgetting about power range, throw denies you farm, etc.), but wall pass has none.
Yeah, even though your suggestion is good I'm reluctant to decrease power of anything. And I have been killed by wall pass player in the beginning of game multiple times. I know it would have been so better if he was forced to move out of blocks to match speeds, would have been more tactical, and so much more balanced. And yet making things fair just feels like going against everything that bomberman is.
The times where I was able to predict his intent and hold out forcing him to leave unless he was willing to bet everything on that one kill felt so damn good.
It's all about that - surviving against incredible odds, against unfairiness, against those who think they can take you down. I can't bring myself to diminish that joy.
Just add a bonus to gain a "duck attack" abil, that would summon a huge duck, that would eat opponents with its enormous beak, shit on the maze and fly away loudly quacking. It will seriously balance the game and make it funnier and replayablier.
I will, if you make a quality model for that. I'm not even kidding. Just except shitting it would randomly spawn a bunch of duck looking blocks, matryoshka style. You'd have to make those too.
Fughting godzilla-sized ducks does come off as a battle against impossible odds doesn't it? ;D
My skill in creating bio shapes is not better than Hitler's skill in peacefully solving international issues. Once I tried to increase Nova's boobs, and failed, because proportions was wrong, and each of my attempts to make it look natural only made it worse.
So, it will be an uglym caricaturic (maybe even not too recognizeble as a duck) duck. And yes, as you wish. Sad you didn't like my other ideas, but ok, you're the author, if you want it to do nothing but shit on the maze, let it be.
You're selling yourself short, I remember that one time when you drastically increased Kerrigans breasts, a certain person was overjoyed by the results of your work, eagerly showing people in irc images that I'm still not sure why I remember, I guess like true art it touched me in a way I didn't quite realized at first.
But I understand that creating ducks is a complicated matter, one should not approach such task with careless state of mind. Someday, when we're both better at what we do this grand idea will come into fruition, just not right now.
(off topic, why is duck a regular shmoe? how's that system work?)
You're promoted to author once you upload something or create a project (even if it's a placeholder). But I like the sound of regular shmoe title more, so I remain that.
@zenx1: Go
Yeah, it went pretty much like this:
Them: give us some art for feature.
Me: I don't think I have anything feature worth.
Them: just give us your loading screen, we'll do something about it
Me: okay.
...
Them: use this instead >.>
And the name.. well.. let's not talk about that :D
@DuckyTheDuck: Go
Thanks for the shout out in the interview, that made my day :)
Formally Kinkycactus
Hell this map is so nice.
Hey long time no play :D wanted to give you a headsup that the latest version seems to be suffering from a lot of fatal error crashes lately. We can barely finish a game with half the people. I don't know if you're still active because I don't see you online much, but thought I'd drop by and five feedback.
@kuvasz88: Go
Thanks for the notice. I'm mostly playing Heaven Besieged on NA nowadays, or mapping, or doing other things..
As for the issue... map crashes make me a sad duck ;/
The only hint I've had was "it's probably custom models". Thus it's probably imported stuff. So what I'm gonna do is: first - replace custom models (wow dodads for ice and jungle stages) with hots stuff. Then, if it still crashes - revert ground textures to original, which will look lousy but still better than constantly crashing.
Here's the theory:
I'll try to push 1st fix by the end of the week. Sadly I don't think there is a reliable way to test if it works or not, so if after update game continues to crash let me know and I'll initiate second fix phase.
Edit: I really really want to believe that it's imported ground textures that are at fault. So first I'll upload version which doesn't have them + is upped to HOTS. We'll go from there instead.
Edit2: Ok, uploaded updated version. If you decide to play it and it crashes, please let me know. I'll be removing imported stuff one by one until fatal error stops.
@DuckyTheDuck: Go It seems the changes have fixed the problem, although there are sill occasional freezes for players. They can recover from the lag without sc2 crashing though and they can continue playing. Thanks for the customer support :D
ps no plans for new features? :3
@kuvasz88: Go
Yaay, thanks for letting me know, it's a huge relief.
Eh, I haven't played for so long (except for last mapnight) that I wouldn't even know what the map needs. Have any particular ideas for stuff?
More Ducks and Campaign or survival mode or both:)
@Hookah604: Go
A campaign where you survive against ducks you say?
Damn I'm too focused on my rpg to make something so major T_T.
@DuckyTheDuck: Go I've played quite a few matches recently (had a 24 hour stream marathon with loads of Blasterbot), so I do have a few ideas :3
1. A rebalance of wallpass. I like the powerup, and although I could reduce drop probability, it can still be given right off the bat in ascension mode, where it seems to be OP. Maybe decrease movement speed while in soft blocks? Right now if you get it in ascension, you can almost guarantee for yourself free farm and the crippling of at least 1 player on the map with it. It's actually a reason we don't often use ascension, even though it's a fun option.
2. Ascesion mode reward icons do no match in-game icons of powerups.
3. Maybe a type of block (the rarity of which could be set similar to complexity) which you can pass through but can't place a bomb on.
4. More tilesets please @_@
5. A portal that works exactly like in Portal :p but it could be on the ground. It could transfer bots (and explosions?), kicks but not throws, etc. Maybe 1 pair per map to avoid making it too chaotic, or just give it a slider for the host to decide how many portals there'd be. I can imagine having 10 pairs to be fun actually :D it could be another type of block which you can walk on. Alternatively, you could place it on the side of a map unit for it to make sense to transfer explosions (so it wouldn't be on the ground but it'd be a gate sort of thing).
NEVER underestimate my power to come up with crazy ideas. ;) hoping to see you tempted to meddle a bit with the map ^^
@kuvasz88: Go Heeh, we should probably play again sometime. Though I imagine my break left me pretty vulnerable.
This is a nice balance suggestion and I really like it, but for now I'll probably just create additional option to include/exclude powerups from ascension list regardless of item setup. I imagine that possibility of turning ascension into a specific reward that is otherwise unabtainable is a cool extra option.
Hm, wall pass and bomb throw share same icons due to my lameness, only throw is blue, but in ascension they both show up as white, is that what you mean? I'll try to do something about it.
Hm, an exlosion blocking/absorbing tile. I'm not too keen on adding such permament flame-block, I know I'd feel frustrated if I needed to blast someone away but he'd keep on hiding in a nicely generated shelter, but this does give me some other ideas, hmm..
HotS came but I didn't notice anything I could incorporate. I'll double check the assets though.
It's one of the hazzards that bomberman series have and one that I kept on thinking about adding. But I always stumbled on the question in what pattern should I spawn them. Should they all be just 2 way or should they all be conneced and when you ener one you get teleported to random other portal? Should there be any significance on from which side you enter them? Portals are just very vague to determine if it's worth making them.
Ideas are nice, keep the brain working, so feel free to share more when you think of someting.
Some things such as recoloring icons are easy. Others like adding an additional option for ascension are tougher. Maybe I'll have some time to do stuff during next workweek and maybe it'll even be bomber related. No promises though.
@DuckyTheDuck: Go For 3., I didn't mean the block would soak up explosions, I just meant bombs couldn't be placed on them. This might make endgame zoning out easy though, so it might not be a good idea altogether, or you'd need to make the placement algorithm ignore the centre of the map.
For 5., I meant pairs of portals that travel bots between each other, so two-way, and perfectly equal in nature. There could be 2 red, 2 blue, and 2 of every colour you can pick for your bot. The only randomness with them would be their locations, but you already have that with complexity and powerup drops. I do think it's worth a try with at least 1 or 2 pairs at first.
As for adding options for ascension being hard, it's why I suggested rebalancing wall pass instead of adding the option to set ascension bonuses. Basically every powerup has its drawback in the early game (I've seen 2 bombs being placed by mistake or forgetting about power range, throw denies you farm, etc.), but wall pass has none.
Ah I see. Still, bomb blockers equal safer enviroment, you'd go there if you want to increase your chances of survival against better player. Kinda stale-mate encouraging thing, doesn't feel quite right to me.
With portals there is also another concern - they demand your attention. Usually you have complete control and info about what's happening around you, and in late game just zoom out a little and again, if you pay attention to what's going on around you'll live. When portals come in play they add another element you need to control - what is happening on the side of the map where second linked portal is placed. I dread a scenario where player is powerless to save himself cause there is too much vital information he needs to split attention between.
But I do understand the need for hazzards. It's something I can experimet with to see if anything decent can come out of it.
Yeah, even though your suggestion is good I'm reluctant to decrease power of anything. And I have been killed by wall pass player in the beginning of game multiple times. I know it would have been so better if he was forced to move out of blocks to match speeds, would have been more tactical, and so much more balanced. And yet making things fair just feels like going against everything that bomberman is. The times where I was able to predict his intent and hold out forcing him to leave unless he was willing to bet everything on that one kill felt so damn good. It's all about that - surviving against incredible odds, against unfairiness, against those who think they can take you down. I can't bring myself to diminish that joy.
Just add a bonus to gain a "duck attack" abil, that would summon a huge duck, that would eat opponents with its enormous beak, shit on the maze and fly away loudly quacking. It will seriously balance the game and make it funnier and replayablier.
@Zolden: Go
I will, if you make a quality model for that. I'm not even kidding. Just except shitting it would randomly spawn a bunch of duck looking blocks, matryoshka style. You'd have to make those too.
Fughting godzilla-sized ducks does come off as a battle against impossible odds doesn't it? ;D
P.S. I think I'm crazy
Epic. Would cause me to try blaster bots.
(off topic, why is duck a regular shmoe? how's that system work?)
@DuckyTheDuck: Go
My skill in creating bio shapes is not better than Hitler's skill in peacefully solving international issues. Once I tried to increase Nova's boobs, and failed, because proportions was wrong, and each of my attempts to make it look natural only made it worse.
So, it will be an uglym caricaturic (maybe even not too recognizeble as a duck) duck. And yes, as you wish. Sad you didn't like my other ideas, but ok, you're the author, if you want it to do nothing but shit on the maze, let it be.
@Zolden: Go
You're selling yourself short, I remember that one time when you drastically increased Kerrigans breasts, a certain person was overjoyed by the results of your work, eagerly showing people in irc images that I'm still not sure why I remember, I guess like true art it touched me in a way I didn't quite realized at first.
But I understand that creating ducks is a complicated matter, one should not approach such task with careless state of mind. Someday, when we're both better at what we do this grand idea will come into fruition, just not right now.
You're promoted to author once you upload something or create a project (even if it's a placeholder). But I like the sound of regular shmoe title more, so I remain that.
Because ducks say quack!
@DuckyTheDuck: Go
so, it happens automatically when one uploads a file to the mapster database?