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    posted a message on Cheating Student

    Seems like you've gotten all help you needed. I just want to say that this story gave me a good laugh.

    Seems like a clever guy copying 3d-models from one of the most played computer games of our times and not even one of the small insignificant models. No - Let's take the freaking dragon! A raid-boss! And not just any raid-boss. Let's take a raid-boss based on one of the most popular games of the past. Nobody will notice...

    Sneaky as a bulldozer ;-)

    Posted in: General Chat
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    posted a message on Bnet lag: too much of a problem?

    @Ahli634

    It's a very good suggestion. I might add that.

    Regarding the trigger: YES this is a problem indeed, but the editor is very restricted. Sadly I haven't found a better solution without having major drawbacks like, as you mentioned; not being able to edit the word, having to press enter repeatedly, force the user to change his inputs etc. None of these are hardly acceptable solution imo, this is a simple game; it should be simple to pick up and play. I stuck with my solution since it doesn't give me lag when I playtest at home and on eu region but it's still a dangerous trigger if it does lag because it "eats letters" as soon as there's a delay. If it can be improved, without drawbacks, it would sort of "save the game" :)

    @joecab

    I remember that review. It's good that I get a change to respond to it here: Reason it's like that is because of that trigger Ahli mentions. If you type too fast and bnet has a delay then letters might get lost. Reason is that the trigger needs to clear the text box after you press space to get rid of your old word to have room for a new one - it might not "keep up" doing that before you hit new letters on your keyboard and when the trigger eventually does execute it "eats" these in-between letters for breakfast. It's a flaw that's difficult to do anything about.

    I didn't use the standard chat box because of another flaw: you have to press twice. One time for opening it and a second time for sending you message. This slows you down quite abit. However, I've added the extra option to use it if you prefer in a later version. No harm in having two options to choose from imo.

    Posted in: General Chat
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    posted a message on Bnet lag: too much of a problem?

    I dunno where to post this really so sorry if this is the wrong section. It's sort of a map review but really more of a discussion about bnet and the sc2 editor itself.

    Some time ago I made this typing trainer game called KeyBlasto. Pretty simple game: you shoot zerg by typing in words above them. For a fast typer, this type of game needs to be fluent. If there's any lag the game turns unplayable. I was aware of this when I made the game and did everything I could to reduce any calculation process to the minimum.

    I would like to update this game and add alot more meat to it. Like abilities, boss battles, mored modes and general diversity but I dunno if it's worth the effort because of one thing: Battlenet.

    After it got published I've gotten alot of reviews calling my game bad because it lags. It's truly disheartening because, as you may guess, when I playtest the map I have no lag whatsoever. I don't notice it on bnet either when I play on the european region where I live. However most of the bad reviews are coming from the american region (because blizzard featured my game there) and of course the lag is bad for me aswell if I try play there since I don't live there.

    Is there a difference between bnet in the European region and the American region? And is it worth continuing on the sc2 editor? Should I just switch to another editor like Unity that don't have these restrictions?

    Posted in: General Chat
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    posted a message on KeyBlasto (Beta Feedback)

    @TheUltragon: Go

    Hey, thank you for the feedback Ultragon.

    I've had the idea of bosses for quite a while. I wish to eventually implement an "arcade mode" that let's you fight bosses + more diversity in the levels. I'm pondering over what would be a good boss battle; A swarm host spawning the alphabet? Queen singing the lyrics of a song? Omegalisk shouting movie quotes? Achievment and cosmetic rewards is a good idea. Like get Marauder rank = unlock marauder skin. Reach level 50 = unlock fruit mode (turns all the zerg into deadly fruits).

    Power-ups is coming soonish. I've made so that sometimes infested marines appear, you can rescue them from infestation and they'll reward you with a power-up as thanks. Currently I'm tweaking the visual effects of the abilities. I've also optimized the word spawning algorithm since lag was a serious concern - also it's no longer possible for the same word to appear on multiple units at the same time.

    I'm not sure what you mean with stats of the end of the game. Stats like words per minute, kills, time and rank has always been there? However it's only your score that's recorded between games which is something I'd like to change.

    Posted in: Map Feedback
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    posted a message on KeyBlasto (Beta Feedback)

    By non-abusive I take it as the pause would only affect 1 player? Anything else would kinda be as abusive as the regular pause button I feel.

    I'm thinking of giving the ghosts some power-ups that can be activated by typing a certain command in. For instance, if you have the [Slow Power-Up], typing "slow" would slow down your enemies for X amount of time - giving you a breather. I believe that might feel the most fluid gameplay-wise.

    Some other power-ups I'm thinking of is calldown mercenaries, freeze, dual-shot, nukes and healing.

    Posted in: Map Feedback
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    posted a message on KeyBlasto (Beta Feedback)

    Hey thanks unclesatan. Glad you like it!

    I've updated the game with some visual tweaks and a descriptive How to Play image so should be no problem playing the game now!

    Is there anyone who played the game and got some good feedback/suggestion to give yet?

    Posted in: Map Feedback
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    posted a message on KeyBlasto (Beta Feedback)

    KeyBlasto:

    A keyboard trainer with an arcade-cabinet style! Practise your typing speed and beat your personal best or compete against others and be the last one standing.

    KeyBlasto - Title Screen

    Featuring:

    • 1-4 players.
    • Over 100 levels with changing enviroment as you progress through them.
    • Different Modes/Languages such as English and Math (I'll be adding more if the map feedback ain't terrible ).
    • Level Jump (based on people's performance).
    • Personal High Score list.
    • WPM and other statistics.
    • Ranks (twenty in total)
    • New Game Option (no need to restart the whole map).
    • Last but not least: A clever word length percentage calculation based on Shakespeare's plays!!! Erhm, yes maybe outdated. Please tell ;)

    Feedback

    I'm very excited to soon have finished my very first map. It started as an experiment which gradually evolved into a game. I would love to hear what you guys think about the map and I really need it for further improvements. Please try it out, some feedback/reviews is greatly appreciated.

    • Did you find the experience enjoyable?
    • What could be improved?
    • Any bugs?
    • Suggestions for more features?
    • etc.

    The Map:

    EU: starcraft://map/2/164029 US: starcraft://map/1/235632 (or search for "KeyBlasto" in the arcade).

    Posted in: Map Feedback
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    posted a message on Ultralisk Attack Force Actor problem

    It happens when I test my map through the editor. I haven't published the map yet.

    Posted in: Data
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    posted a message on Ultralisk Attack Force Actor problem

    I have this map that spawns Ultralisks. Actually to be more precise, it's zerglings that instantly morphs into ultralisks. The method is working most of the time but sometimes, and only sometimes (it's not consistent), I get spammed by this error message:

    Quote from Aguric: Go

    USER: [ d8 10] CActorForceCylinder[UltraliskAttackForce] Bearings update cycle detected when pushing bearings to this actor at beginning of percolation or sub-percolation. Bailing to prevent infinite loop.

    I have a hard time locating the problem since I'm not sure what exactly is causing it and where to look. The errors appear seemingly at random and they don't show anything visible to the eye on the map.

    It sounds like the cylinder force around the ultralisk blades are having collision problems somehow but I don't understand how.

    I have only done two things with the ultralisk actor: 1.) Added an event macro that makes it do an unburrow animation once it spawns. 2.) Added a Abil.morph finish from zergling->ultralisk in the events.

    Anyone out there that knows better how forces works and have some good theory what might have caused this?

    Posted in: Data
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    posted a message on Is it possible to auto-select the Edit box?

    Hi

    In the map I'm making I want players to be able to type in the edit box automatically once it appears.

    By default you have to manually select it with the mouse before you can start typing. I know some of you might think this is just a minor detail, but for me it's crucial for the user experience.

    At this point I really feel out of luck solving this. I've tested all sorts of dialog triggers and on the web I can't find anyone who has figured this out. Is there any map maker out there who knows how to do this or have any good theories?

    Posted in: Triggers
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