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    posted a message on Baneling Bobble

    Hey everyone! I've gone through and polished this a bit, mostly with the multiplayer views since they were having the most apparent bugs. This is still a work in progress, but don't worry, what's already implemented is stable. My main focus right now is polishing up all existing features and then from there I will add some more features. The features I eventually want to have in the map are:

    - Working AI for computer players. At least a basic one. - More game types:

    • Team play.
    • First to X points.
    • Maps with 'blocking' units (units that cannot be matched, the must be dropped). First player to drop them all wins. - Etc.

    If anyone comes across any issues or has any other ideas, I'd love to hear them!

    And yes! This has now been uploaded to EU!

    Posted in: Project Workplace
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    posted a message on Baneling Bobble

    This has now been upgraded to a Beta version with the new version uploaded to Battle.net today! Check it out!

    Posted in: Project Workplace
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    posted a message on Baneling Bobble

    New version .07 released today!

    Version .07

    - Players who won the overall match should now always come out with a positive rating change, no matter how close the match was.

    - Fixed an issue where some of the mini-boards would appear slightly off screen.

    - Fixed an issue where sometimes more trash was being sent than intended.

    - Increased rate at which energy is acquired.

    - Fixed an issue where the Practice Round announcement was getting cut off.

    - Changed Mothership color to be further from Archon.

    - Fixed an issue where players would sometimes lose when a row is inserted at the top of the screen.

    - Special units can now be selected by clicking on their icons.

    - Ultralisk can no longer bounce off of walls to prevent it from being able to clear the whole board.

    Special Layout Units!

    • New special layout unit created: Bomb - Destroys all units around the bomb when struck.
    • New special layout unit created: Lightning - When struck, this unit destroys all units on the board of the same type as the striking unit.
    • New special layout unit created: Add Life - When this unit falls, the player will be granted an extra life for that round.

    Special Banelings!

    • Red Baneling: Gain energy for special units faster. Send less trash to other players.
    • Blue Baneling: Receive less trash from other players. Gain energy for special units slower.
    • Purple Baneling: Send more trash to other players. Receive more trash from other players.
    • Yellow Baneling: Amount of time increased before a new row is inserted at the top of the board. Gain energy for special units slightly slower and receive slightly more trash from other players.
    • Green Baneling: All stats are normal. No bonuses.
    Posted in: Project Workplace
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    posted a message on Baneling Bobble

    This project is currently in the Beta stage and is currently on Battle.net

    This is a map that I've been working on inspired by the Puzzle Bobble games, but with SC2 style! I've tried to recreate the feel of the classic multiplayer arcade game with the layout and the ability to still see all the player's screens. As mentioned above, the game is still in Beta but is open for play on Battle.net. Try it out and please let me know what you think so far of the progress!

    Gameplay screen shots:

    How to play:

    Control a baneling sitting at the bottom of the screen that launches units. Aim the baneling to the top of the screen toward the other units. Matching three or more of the same type will destroy the units from the field. Outlast your opponents to win!

    Moving the mouse aims your baneling and the left mouse button will launch your next unit.

    Connect three or more units of the same type to destroy them. Any units no longer connected to the top will be sent to your enemy's screen.

    If your units go below the board, you lose.

    Features:

    • Up to 4 player arcade action!
    • Unique in game music (courtesy of Indigo Rain).
    • Rating system.
    • Single player gameplay.

    Upcoming Features:

    • Working AI.
    • More game modes.
    Posted in: Project Workplace
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    posted a message on Zone Control Ultra

    I'll be in games a lot of today and probably tomorrow. I'll be in the "Zone Control Ultra" chat channel. This could be a good opportunity to try out the map and give your feedback! But if you want to practice or just want to try the game solo, give the AI a try, they can give you a run for your money. :)

    Hope to see you there!

    Posted in: Project Workplace
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    posted a message on Map of the Week [Waiting new system before complaining]

    This sounds like a great idea!

    I'd like to submit my map, Zone Control Ultra. I just made sure the most recent version is out there.

    http:www.sc2mapster.com/maps/zone-control-ultra/

    Let me know if there's anything else I can do to help. :)

    Posted in: General Chat
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    posted a message on how to store win/lose rates ?

    @strhsxx: Go

    http:www.sc2mapster.com/forums/development/triggers/11859-banks-again/

    That link gives an overview on how to do what you're looking for (except ignore the parts where they want a "Top 10" unless you're looking for something like that also). It also links to a bank tutorial if you are not familiar with banks.

    Posted in: Triggers
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    posted a message on Zone Control Ultra

    @Jentzsch: Go

    This has had quite a few changes so far, the most recent is below. For complete changelogs, visit http:www.sc2mapster.com/maps/zone-control-ultra/ Thanks!

    Version 1.20

    No game play changes.

    Added a new Score Screen to the end of the game that displays some Zone Control specific stats on all players.

    Added a new rating system (Hover mouse over name on leader board to see W/L record and current rating or wait until the end of the game to see the score screen)

    Posted in: Map Feedback
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    posted a message on A.I. Testing Wanted! - Zone Control Ultra

    @Jentzsch: Go

    I've optimized the code a bit, but haven't gotten any feedback on what really should be changed or enhanced. Anything would be much appreciated, thanks again!

    Posted in: Map Feedback
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    posted a message on Trigger fires more than once

    @DrakenStark: Go

    So I took a look at your map, and your trigger is only firing once. It seems that the issue you are encountering that makes it look like the trigger is running more than once is that the "Points" variable that you increment in the Team Scoring, also gets incremented when you kill a unit. The problem is that when you kill a unit, the scoreboard isn't updating, so it will still say 0, but when you cap a flag, you get another point added and then it updates the scoreboard. So these are the types of scenarios you probably ran into:

    Run to the enemy flag, kill two units, grab flag and then cap at home base. Score is now 2 (kills) + 1 (flag cap) = 3; Making it looking like the trigger ran THRICE (Conan would be so proud). But if you just run to the enemy flag and not kill anyone and then cap, the score will be 1.

    Hope this helps.

    Posted in: Triggers
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    posted a message on (Solved) Changing properties periodically

    @BasharTeg: Go

    Yea and that's a good point. I didn't get into any of that because with how his unit is setup, the max health is way higher than current (it starts out injured) and the current triggers don't look like they're going past max health. But yea, if you are going to exceed the max health, be sure to do what Bashar said :)

    Posted in: Triggers
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    posted a message on (Solved) Changing properties periodically

    @Boxmaster: Go

    So first off, PLEASE name your variables/triggers, especially when asking others for help. Having everything called Untitled Trigger and Untitled Variable is just going to be a headache for you and anyone else who tries to help you out with it.

    The unit is getting smaller because the scale is going by percentages, you currently have it set to scale to approx 2.5 % its original size on the first cycle, I think you're looking for something more like 250%.

    The health is always changing to 3750 because you're basing your calculation of the unit type property, which is basically a constant unless you change it for the unit type. So it looks like you want to change that trigger to something like this:

                    Unit - Set Black Mouth (Canal) [92.50, 89.50] Life to ((Black Mouth (Canal) [92.50, 89.50] Life (Current)) * 1.5)
    

    I hope this helps.

    Posted in: Triggers
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    posted a message on Checking if there is a unit of a certain type

    @HamsterBoo: Go

    Search for the tag "Unit Type of Unit" in your condition and you will find something like this:

            (Unit type of (Triggering unit)) == Marine
    

    Edit:

    After re-reading your post, you might be looking for something like this instead? I still left my original post above if its still helpful.

                    (Number of Living units in (Marine units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
    

    Without knowing more about what exactly you're trying to do, I don't know for sure which piece of code will be most helpful. There are others that you can reference unit types in as well.

    Posted in: Triggers
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    posted a message on Zone Control Ultra

    Version 1.19.1

    Mostly just cosmetic changes, finally created my own custom Preview Image and Loading Screen.

    Also added a 'fight scene' to play in the background while voting is still going on. I thought that it might be slightly more entertaining than staring at gray fog while waiting for the vote to be over.

    Posted in: Project Workplace
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    posted a message on Modify Damage, Attackspeed and Armor through Triggers

    @Spitfire12345: Go

    That's correct, I did an example of changing speed on units for someone else here. That should help you get started I think.

    Posted in: Triggers
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