Alright, I now have a super-sweet loading screen tutorial (spliced together from screen shots in Paint). And the glitching out of the map should be fixed (how many times have i said that?). Complex maneuvers still have a slight issue, but they appear to work for the most part.
Edit: lol, tried to fix a minor bug and made a super major one (you can shoot while dead). Also, unit grabbing seems to suck due to latency (ie, people are paired up several inches from eachother).
Edit2: fixed the whole dead unit shooting stuff... Not sure how latency is working, but i do know that there was a massive bug in that you couldn't control yourself if you got paired with someone and then depaired. Fixed that at least. Did find a bug in the round system not working properly... Score still increments, but round doesn't reset.
Yeah, complex maneuvers were on the list for a while, they are just such a pain in the ass to deal with. I think I got em down tho (can't test by myself). New update has 2 person maneuvers (with allied or dead units) along with a few bugfixes.
edit: whoops. oh dear god its buggy. Give me a minute....
edit2: fixed. Acceleration and max speed may have been off by a factor of 10...
edit3: finally got some people to test it. Its really, really buggy.
edit4: got rid of a couple bugs, but its still not acting nicely at all. I think part of it may have to do with latency/lag now. The game is just getting too confused. Got a couple of ideas on how to fix that, but its going to have to wait until tomorrow.
edit5: ahhh, there we go. Knocked out a couple more major bugs and I think it will work now (havent had a chance to test it). Also reduced the chance glitching out of the map by making you move at least 15 degrees away from the wall (instead of parallel to it). The only glitch location now is when you bounce right before a corner. I'll start working on that tonight.
edit6: well, this time I've actually gone over everything and think it will work. It will still be really buggy (i foresee people linked together from a ways apart), but I think the basic mechanic might not be horribly, horribly broken (as it has been the past few days).
thanks :D Ill get on that. Attack moves must not be considered orders to move. I've also made it so you bounce off of other players. First step towards complex maneuvers. Interestingly enough, I seem to have gotten a compiler error (or whatever the hell it would be in galaxy edit). Whenever you bounced off a unit, you would stop bouncing and just go right through walls (with no possible reason this could be looking at my triggers). Now that i've restarted however (and maybe recompiled?), everything works fine.
Alright. Its been a while but I am officially back. My laptop is (mostly) fixed (don't ask), and I have loaded up the most recent version (I think) of my map from the external hard drive (well, internal hard drive in an external enclosure). Now to remember what I was doing...
Star glitching is now fixed and no, triggers cannot select unselectable units. Hopefully the updated trigger works without that feature. Going to see if I can get a game going now. Its been a while.
Is it possible to make units unselectable by other players? Or can you make a unit unselectable and then select it via a trigger? Either of those features would be a big improvement over the current system.
In other news, I'm djing on Stanford's radio and am going to start playing some starcraft songs in a minute (it gets a little less serious after 12).
Yeah, was using that trigger (forgot to use the deselect though). After fixing it, it seemed to work in single player, but I'm wondering, would it be subject to latency in multiplayer? I feel like a Data solution would be cleaner.
And yes, I am going to continue brainstorming despite my horrific lack of a computer/master file (plz be recoverable, plz be recoverable).
Well, I had fixed the glitching locations when my computer died. Damn 720's and their faulty motherboards. Looks like I won't be making any updates for a long time. Haven't even ordered a new computer yet.
Grrr, found another "glitch into star" location. Its basically anywhere 2 stars are next to eachother. In other news, does anyone know how to make it so you cant select other units? The trigger I have doing it right now is subject to latency.
Was posting to say that I added a round system and realized I forgot to update the game description (about Q to shoot). Grrrr, by the time I'm done this map is going to be version 1.395
As to adding heroes and abilities, I'm thinking things that really don't change gameplay much but add replay value (the main reason Mineralz was so popular for so long was that people had to get the mothership/archon skin). Things like Ender having +10 shields or Petra having +5 damage wouldn't really change the game that much, but would make people play over and over again to unlock them :)
I will definitely add complex maneuvers, but that is going to be a major update. You have no idea how much of a pain angles are (especially since blizzard's version of modulo allows negative numbers :( )
Edit: I found the glitch out of the map location. It occurs when you are holding on to both the room's edge and a star, then leave the star, propelling you at the room's edge. Since you are already in the room's edge, you don't stop.
Edit2: Upped bounce guiding angle to 45. I couldn't guide myself much at 30, but then again, I suck at this game.
Yeah, as to the 14 players spawning major bugs, right now I'm just trying to not acknowledge the fact that all my arrays are size 14 and use numbers 1-14. I don't want any advice, I just want to be blissfully ignorant.
This is actually my first map thats even neared completion (I have 1 simultaneous in SC2 and 2 failed attempts in WC3) and I have never really done anything other than triggering. If someone would like to volunteer, they are more than welcome. I just don't have the skills.
What I am really excited for is getting the basic mechanics down so I can start making custom heroes, abilities, and teams (rat, dragon, etc.). Eventually its going to look a lot like mineralz, except you unlock everything based on number of achievements completed (a lot like COD achievements).
Right now I think all I have left to do is a bit of bugfixing, the round system (mostly in place already), the shotgun spell, and the game modes.
Ever wanted to join the battle school and fight it out in null G? Now you can. Jump around the battleroom (a large open square with octagonal blocks placed randomly inside it), accelerating the longer you bounce without stopping, and freeze your enemies before they freeze you. With shields capable of withstanding one hit, your enemies must fire a quick burst from their lasers to damage you, stopping only when their gun overheats. When you die, your body is frozen, your suit's lights turn off (making you grey), and you are doomed to bounce around the battleroom until the end of the round (unless you weren't moving, then you just sit there looking like an idiot). Supporting up to 14 players, the map selects a battleroom size based on the number of players.
Updates:
Lots and lots of bug fixes
You can now guide your bounces by up to 30 degrees (now 45).
Left click now shoots without requiring the Q hotkey. May god have mercy on my soul.
Round system is finally here. First team to 3 victories wins. Score is kept track of in top left corner.
Fixed glitching out of the map (except in the actual corners, Those still have issues).
Increased guide allowance to 45 degrees.
Just completely ruined the game by trying to add in complex maneuvers (grabbing hold of someone in midair). Bugs will rain from the sky for a couple more days.
The rain of bugs has slowed to a light drizzle.
New super-mega-awesome-cool loading screen i made in paint because i was sick of explaining controls.
Fixed the list of updates so it now is actually in chronological order (I think).
Considering adding a couple of "gate guards", computer controlled soldiers that just camp right outside the gate. That way when I add the victory ritual, it will be slightly more difficult to gate rush.
Sorry for the bad quality, its hard to find someone with a good enough computer to record (this video is courtesy of Ranakastrasz)
Edit: added another video. Has a bit more gameplay in it.
Edit2: oops, apparently that video got cut very short.
Alright, I now have a super-sweet loading screen tutorial (spliced together from screen shots in Paint). And the glitching out of the map should be fixed (how many times have i said that?). Complex maneuvers still have a slight issue, but they appear to work for the most part.
Edit: lol, tried to fix a minor bug and made a super major one (you can shoot while dead). Also, unit grabbing seems to suck due to latency (ie, people are paired up several inches from eachother).
Edit2: fixed the whole dead unit shooting stuff... Not sure how latency is working, but i do know that there was a massive bug in that you couldn't control yourself if you got paired with someone and then depaired. Fixed that at least. Did find a bug in the round system not working properly... Score still increments, but round doesn't reset.
Yeah, complex maneuvers were on the list for a while, they are just such a pain in the ass to deal with. I think I got em down tho (can't test by myself). New update has 2 person maneuvers (with allied or dead units) along with a few bugfixes.
edit: whoops. oh dear god its buggy. Give me a minute....
edit2: fixed. Acceleration and max speed may have been off by a factor of 10...
edit3: finally got some people to test it. Its really, really buggy.
edit4: got rid of a couple bugs, but its still not acting nicely at all. I think part of it may have to do with latency/lag now. The game is just getting too confused. Got a couple of ideas on how to fix that, but its going to have to wait until tomorrow.
edit5: ahhh, there we go. Knocked out a couple more major bugs and I think it will work now (havent had a chance to test it). Also reduced the chance glitching out of the map by making you move at least 15 degrees away from the wall (instead of parallel to it). The only glitch location now is when you bounce right before a corner. I'll start working on that tonight.
edit6: well, this time I've actually gone over everything and think it will work. It will still be really buggy (i foresee people linked together from a ways apart), but I think the basic mechanic might not be horribly, horribly broken (as it has been the past few days).
thanks :D Ill get on that. Attack moves must not be considered orders to move. I've also made it so you bounce off of other players. First step towards complex maneuvers. Interestingly enough, I seem to have gotten a compiler error (or whatever the hell it would be in galaxy edit). Whenever you bounced off a unit, you would stop bouncing and just go right through walls (with no possible reason this could be looking at my triggers). Now that i've restarted however (and maybe recompiled?), everything works fine.
Alright. Its been a while but I am officially back. My laptop is (mostly) fixed (don't ask), and I have loaded up the most recent version (I think) of my map from the external hard drive (well, internal hard drive in an external enclosure). Now to remember what I was doing...
Star glitching is now fixed and no, triggers cannot select unselectable units. Hopefully the updated trigger works without that feature. Going to see if I can get a game going now. Its been a while.
Alright. Computer arrived. Hard dive in external enclosure. Long plane ride comming up. Starcraft 2 not installed. Crysis 2 installing.
Hmmmm, I get the feeling it should be the other way round. But... Can't... Cancel...
Is it possible to make units unselectable by other players? Or can you make a unit unselectable and then select it via a trigger? Either of those features would be a big improvement over the current system.
In other news, I'm djing on Stanford's radio and am going to start playing some starcraft songs in a minute (it gets a little less serious after 12).
@HamsterBoo: Go
Yup
@BasharTeg: Go
Yeah, was using that trigger (forgot to use the deselect though). After fixing it, it seemed to work in single player, but I'm wondering, would it be subject to latency in multiplayer? I feel like a Data solution would be cleaner.
And yes, I am going to continue brainstorming despite my horrific lack of a computer/master file (plz be recoverable, plz be recoverable).
Edit: 2 days till laptop arrives :)
Well, I had fixed the glitching locations when my computer died. Damn 720's and their faulty motherboards. Looks like I won't be making any updates for a long time. Haven't even ordered a new computer yet.
Grrr, found another "glitch into star" location. Its basically anywhere 2 stars are next to eachother. In other news, does anyone know how to make it so you cant select other units? The trigger I have doing it right now is subject to latency.
@Ranakastrasz: Go
Was posting to say that I added a round system and realized I forgot to update the game description (about Q to shoot). Grrrr, by the time I'm done this map is going to be version 1.395
As to adding heroes and abilities, I'm thinking things that really don't change gameplay much but add replay value (the main reason Mineralz was so popular for so long was that people had to get the mothership/archon skin). Things like Ender having +10 shields or Petra having +5 damage wouldn't really change the game that much, but would make people play over and over again to unlock them :)
I will definitely add complex maneuvers, but that is going to be a major update. You have no idea how much of a pain angles are (especially since blizzard's version of modulo allows negative numbers :( )
Edit: I found the glitch out of the map location. It occurs when you are holding on to both the room's edge and a star, then leave the star, propelling you at the room's edge. Since you are already in the room's edge, you don't stop.
Edit2: Upped bounce guiding angle to 45. I couldn't guide myself much at 30, but then again, I suck at this game.
@Ranakastrasz: Go
Yeah, as to the 14 players spawning major bugs, right now I'm just trying to not acknowledge the fact that all my arrays are size 14 and use numbers 1-14. I don't want any advice, I just want to be blissfully ignorant.
@Zarakk: Go
This is actually my first map thats even neared completion (I have 1 simultaneous in SC2 and 2 failed attempts in WC3) and I have never really done anything other than triggering. If someone would like to volunteer, they are more than welcome. I just don't have the skills.
What I am really excited for is getting the basic mechanics down so I can start making custom heroes, abilities, and teams (rat, dragon, etc.). Eventually its going to look a lot like mineralz, except you unlock everything based on number of achievements completed (a lot like COD achievements).
Right now I think all I have left to do is a bit of bugfixing, the round system (mostly in place already), the shotgun spell, and the game modes.
Ender's Battleroom
Ever wanted to join the battle school and fight it out in null G? Now you can. Jump around the battleroom (a large open square with octagonal blocks placed randomly inside it), accelerating the longer you bounce without stopping, and freeze your enemies before they freeze you. With shields capable of withstanding one hit, your enemies must fire a quick burst from their lasers to damage you, stopping only when their gun overheats. When you die, your body is frozen, your suit's lights turn off (making you grey), and you are doomed to bounce around the battleroom until the end of the round (unless you weren't moving, then you just sit there looking like an idiot). Supporting up to 14 players, the map selects a battleroom size based on the number of players.
Updates:
Sorry for the bad quality, its hard to find someone with a good enough computer to record (this video is courtesy of Ranakastrasz)
Edit: added another video. Has a bit more gameplay in it.
Edit2: oops, apparently that video got cut very short.
Edit3: fixed it