• 0

    posted a message on [Arcade] Banshee Strike

    Well, 1.11 is out with minor bug fixes.

    Aaaaand ...... Here it comes! Banshee strike 2 - River raid

    a new level with new story.

    First map was a remake of first level "Hawai" of Urban strike, and second map is remake of seventh level of Jungle strike named also "River raid"!

    dont be shy to test it and try new alternate vehicle! Complete all 7 missions, find secrets, learn story!

     battlenet:://starcraft/map/2/197536 or search Banshee strike 2

    Posted in: Project Workplace
  • 0

    posted a message on Modify Unit effect (add ability count) doesnt work?

    DrSuperEvil could you please move topic to Editor bugs section? Did not see it.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Modify Unit effect (add ability count) doesnt work?

    Solved it partically. If effect adds more than 1 ability - then you must be sure that none of them are maxed in number of charges. Because if at least one of then is full (max number of charges is atm) then effect will not work.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Modify Unit effect (add ability count) doesnt work?

    Figured out today, that my old maps dont work as they did earlier. Seems patch changed something in Modify Unit effect? Input form for parameters has changed. Anyone has same problem? My effect should give abilities count recharge, but it doesnt even load anymore. But next almost same effect which adds hp works. I think so because there is sound actor which plays sound on start of each of theese effects. HP effect works and plays sound, and Ability effect doesnt work and doesnt play sound.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Making units go over water (Solved)

    There is another solution of walking on water. Open an actor for unit, which should be doing hovering. Enter in Hosting: Host Site Operations -> SOPHigherOfTerrainAndWater

    Posted in: Data
  • 0

    posted a message on [Arcade] Banshee Strike

    New version 1.10 is out!

    New start menu, several effects in gameplay, and background sounds added.

    1.11 is out Fixed ammo recharge bug added new screenshots

    Posted in: Project Workplace
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1

    Version 1.4 released!
    -Added Watchcom and aircraft basic control tutorial.
    -Added keyboard map to Stats page of Watchcom
    -Fixed WASD, added backwards turning
    -Added HP, fuel, load indicactors. Num0(M) toggles them constant or when attacked only
    -Added machine gun visuable bullets
    -Some grammar fixes

    Version 1.5 released
    -Tweaked WASD again
    -Changed machine gun bullet model
    -Small bugs fixed

    Version 1.6 released
    -Fixed tutoring screen border
    -Fixed U and O buttons work
    -Added second mission animations at completion
    -Terrain is reworked a bit

    Version 1.7 released
    -Fixed minor control bug
    -Added Space as Watchcom alternate button
    -Watchcom is redesigned
    -Fixed targeting cursor on turning

    Version 1.8 released
    -Fixed start menu english locale error

    Posted in: Map Review
  • 0

    posted a message on [Arcade] Banshee Strike

    Version 1.4 released!
    -Added Watchcom and aircraft basic control tutorial.
    -Added keyboard map to Stats page of Watchcom
    -Fixed WASD, added backwards turning
    -Added HP, fuel, load indicactors. Num0(M) toggles them constant or when attacked only
    -Added machine gun visuable bullets
    -Some grammar fixes

    Version 1.5 released
    -Tweaked WASD again
    -Changed machine gun bullet model
    -Small bugs fixed

    Version 1.6 released
    -Fixed tutoring screen border
    -Fixed U and O buttons work
    -Added second mission animations at completion
    -Terrain is reworked a bit

    Version 1.7 released
    -Fixed minor control bug
    -Added Space as Watchcom alternate button
    -Watchcom is redesigned
    -Fixed targeting cursor on turning

    Version 1.8 released
    -Fixed start menu english locale error

    Posted in: Project Workplace
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1

    @zuPloed: Go

    Game controls are part of game rules, are ment be learned too. Maybe even by first part.
    I did not play Dark souls, but heard from a friend that this game plays its player instead of vice versa =)

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1
    Quote from deltronLive: Go

    Here's my playthrough of this map. Let me know if you have any questions.

    Banshee Strike Playthough

    Great video! Thanks alot for it! I watched it with feeling like: Come on, its here, just a bit to left! Yeahhh!!!!
    But mess with bridges is my fault. Though I put two markers on map (map markers should be more bright), I should write "BRIDGES" instead of "bridge" in Watchcom. There are two bridges to destroy...

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1
    Quote from zuPloed: Go

    Maybe this is an example of game literacy, I dont know...

    edit: [In regards to game literacy: To me the controls felt intuitive (except in A/D in watchcom). WASD are move controls in sooo many games. JKLIOP is not so common, but also a reasonable option for putting your other hand. They are nicely grouped, which makes it easy for me to remember what is what: JKL row: attacks from strongest to weakest. IOP row (I would have preferred UIO) is the 'others' grouping. Strafe might have had a nicer place on 'space' you can use either thumb while pressing multiple buttons and because it is a movement control.]

    Now to the actual critizicm of the map:

    - As people have pointed out before, there are controls which are unusable for some (numpad) and some which are hard to find (A/D in watchcom)

    - I would prefer the strafe to be a toggle instead of a hold button. If it isn't have to grab something like: two move keys + hold 4 + 1/2/3 to shoot what I try to target

    - a targetting reticle would be nice (could it change color if over an enemy? I am asking because of the battlecruisers for which it is not directly clear where to shoot), maybe also have it as a toggle. An alternative solution could be a lock on as in dark souls and then you switch through the targets with some keys (although I suspect this is not the preferred solution since it is in an arcade tradition)

    - The controls are not that bad (then again, I am someone who played through dark souls on keyboard only, so who am I to judge usability of controls). Maybe reduce the effect on the controls a little. Also, something people might have missed: there is an automated turn towards items to pick up. Maybe increase the range on this a little.

    - The Watchcom (tab) is a good design in that it is economic to make and still looks quite nice! But as others pointed out, I also would have preferred minimap/ammo/fuel to be on the mainscreen in some way (maybe arrange them as togglable on the edges of the screens as if they were displays in an actual attack helicopter).

    - What would have been great is a log, which let you display all previous communications. In addition to above suggestion, you could put the other half of your UI (unit stats, item decriptions, etc.) together with the log into a briefings screen.

    - I didn't end the map in victory, because I couldn't figure out where to bring the orange container, before running out of fuel+lives, which I presume is the last thing you need to do before winning. (log for communcation pls. Or another method of making (some) objectives easier to look up)

    - since tutorials were brought up, after the initial check sequence you could have like a mini-mission, which makes the player check his systems before starting. This means like a prompt: check that fuel and ammo are loaded [hint to press tab for watchcom or the respective key to turn on ammo and fuel hud in my above suggestion]; check briefing link is working: prompt player to use A/D to toggle through targets and 1/2/3 to display info on it.

    - The controls are easy to remember, but you are probably gonna have to give people a screen where the controls are listed Banshee Field Manual! let them feel they are being unprofessional pilots by being unprepared (meaning: do NOT make them feel unprofessional, it is gonna come and bite you, as satisfactory as it may feel at first).

    In conclusion: Coyc, if you are reading this, I feel your pain in having to spoon feed players and make sure they never get unconfortable, sadly this is part of the audience and you kind of have to design for it (ok, now I am really done ranting). What would actually keep me interested at this point, would be more difficulty. I feel like I don't have to worry about being shot down (even without banshee cloak). I think what is there actually is nicely crafted for the most part!

    Hello, thanks for feedback mate
    I will try to understand this material in video, in my level of english =)

    Controls will be announced to player ingame.

    Strafe is ment to be used in fight, so if player suddenly presses it it locks turning. It can be cause of damage of Banshee. Maybe it should be moved to WASD or even binded to Shift? Did you like to use it? How often did you use it? Would you use it more if it was in toggle mode?

    Target cursor is made, but there is no auto turn to pickup items and not planned to do. Maybe you fast pressed A or D while ending to move? It causes to turn almost without controlling aircraft.

    Log of communications would be great, thanks for idea! Maybe I will put it in Stats button (Renaming it to Comm/Stats), its almost empty of content.

    Mission with orange container can be done by taking it a bit South-West of western Goliath base. There are 2 flags on map if mish is on. One flag is container itself, second is the point. Point has red smoke signal in forest. Dont forget to cleanse area of enemy for ghosts feel safer =)

    Great idea to make tutorial as pilot-banshee testing! This will put player deeper in role of pilot. Thanks!

    And there is harder mode now as you wish! =) Added armor to enemy, also some turrets. Trucks are moving faster, Battlecruisers turn faster, surgeon mish has fun surprise, ghosts mish a bit reworked (closer to original game), but not much harder (since you have not seen it yet, you will not see difference). Fuel drums and ARB are halfed in map. Also there is only one life! ^^

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1

    @Trieva: Go

    Though Trieva wrote much more, and his posts are in common about gamedisign, i can only tell that agreed with all. Ingame tutorial and help will be done.

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1
    Quote from Baelethal: Go

    I watched DeltronLive's playthrough and I'd say the two biggest problems with this map are
    1) It needs to allow access to the controls throughout the map and not just from the loading screen. If the player doesn't catch the controls or forgets some of the controls they need to have access to a controls page.
    2) The game needs a hud of some sort. The player shouldn't be required to non-stop check the menu to see how close to death the banshee is, how much fuel they have left, or how much ammo they have. These values should be available to the player while they are playing.

    This game is really unique. I hope it gets further development and gets polished up. It could become a really awesome game.

    Another suggestion would be to have the game auto correct for aiming. What I mean is if the player's aim is a little off, it should still fire directly on top of an enemy unit which is sufficiently close. I think that change would properly compensate for the odd controls present in the map. This idea is used a bunch in FPSes on consoles for a similar reason.

    Also having a reticle showing where the banshee is going to attack would help making attacking enemies much less frustrating. I believe DeltronLive suggested this in his video as well.

    Hello, thanks for feedback.
    1) Control,controls,controls =) To be done by adding ingame tutorial and help.
    2) Hud ruins remake concept, but can be done in future maps, where I will not make level based on original game. Maybe its a negative side of original game series?

    Auto correct of fire is compensated by splash damage of rockets/missiles and even small splash range of machine gun. In the original game machine gun really had some auto targeting and even tuning (by selecting copilot between missions). Copilot saving is secret mission in map. But in this map it opens hidden fuel and ammo on map. Maybe I will add machine gun auto aiming a bit. Not sure may it distract players from better aiming? Aiming cursor is done atm.

    About design of Wachcom - I really missed it. When I looked in fonts listing, I wanted to close it as faster as I can. While you have idea in mind you can loose it while selecting font from 1000 list =)))

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1

    @GlornII: Go

    Quote from GlornII: Go

    I think this discussion is pretty shameful. The only pitfall to the game is that if you press a key after it loads, you dont know the commands. This can easily be put onto a menu. If you do take the time to read the 5 lines (or the how to play section), telling you how to control your ship, then the game is completely playable. A lot of stuff can be displayed more readily; but you guys are talking as though the game is just a bunch of generic units smashed onto a screen.

    Ive noticed in all of these threads that what people love/hate the most is loading screens. Are you kidding me? play the game as someone who enjoys playing games, not as an acclaimed video game director trying to smear a game that they believe was given far too much credit for what it offered.

    My review:

    What you need: something on screen, rather than pure button clicks for menus. Just an "objectives" button on the top left or righ to bring up a "tab" menu. Even just text on the screen saying, "(TAB) : Menu" or something simple. Also, a cursor in front of your ship to show your targetting area. After some playing, you pick up on it easily, but for the first few minutes, you have no idea if you are shooting at a unit, or the area behind him. A life bar, or the screen to flash red when you are hit. not knowing my life and fuel keeps me kinda scared.

    What you got: A pretty good game; it reminds me of classic sega games. Im pretty sure i used to play this at my friends house when I was 10. This game clearly has time put into it. I would love to be able to play it co-op somehow. I think having an ally would increase play-ability a lot; especially if you plan to add in more difficult missions/maps in the future. Everyone loves a co-op! Often times, I have to stop and check my map to figure out where I am, and where I am going. It totally breaks concentration. This goes above with "what you need" having a moving minimap would be amazing. I think using a bunch of small UI elements would make your game far easier to pick up, and much more immersive.

    Anyone who wants a review of gameplay, watch the video above; it shows a lot more than I can put into text.

    4/5 stars, would play more.

    Hello, thanks for feedback. Ingame help will make alot, I will definetly make it. Seems a newbie player feels very uncomfortable. There will be some sort of hint and tutorial how to get objectives, shoot, move and pick up items.

    A hud, other than Watchcom ruins remake concept, but may be used in further maps (its about minimap, HP/Fuel indicator). Stopping and checking situation is tactical side of game. You plan your move, where to fly, whom to kill, what to do, especially HOW to do. Wachcom enables pause of game.

    Im going to make indication of hitting by flying up little text on Banshee and enemy (loosing HP). Cursor is done in ver1.3 and its turnable on/off by Num0 or M.

    Co-Op will not be done in this map. But surely may be done in further maps. EG map will have different genre. Not "single player" as it is atm. With co-op you need onscreeen indicators like you are mentioned, and in that situation you are wright.

    If this game reminded even just a little bit of original game to you - its mission is done. That was the point of doing all this! )

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #9: Banshee Strike by Coyc1

    Hello, thanks for feedback, I'll try to answer

    Quote from Knallertton: Go

    Loading screen went fast did not get to read much at all, there was some keys highlighted in a low quality image that i could see, no meaning to those given.

    The WASD movement is really clunky and delayed. ( you can strafe backwards but not forward?)

    It's really hard to hit stuff with no indicator of where the attacks will hit, only by guessing.

    I like that i can destroy the sandbags and bridges, should be able to destroy trees and other environment objects too.

    You can still select stuff even though you cant see your mouse cursor.

    The grammar could use improvement.

    What's the point of the medivac in the top right? (it can shoot missiles too, why?)

    Really annoying fuel mechanic that just limits the gameplay, little that there is.

    Loading screen has info about keys used, but I dont like it, it will be changed as far as ingame help will be done

    WASD is compromiss of some parameters and may be changed to be more controllable, but in loosing aesthetics of flight. Backward strafe is compromiss
    too, because none of units can go backwards without turning. I really hate this thing.

    Target crosshair is on in version 1.3 also zoom is tweaked an has target for easier picking up too.

    Besides of sandbags and bridges, there are destroyable lightposts and buildings. No plans for trees, but urban items may be added to be destroyable.

    Mouse should be completely turned off, please tell me what have you selected, when and how?

    Grammar... English is not my native, and I will never know what i wrote wrong, please tell me.

    Medivac is part of orginal Urban strike map, there is a transport chopper there. Though Banshee has only 4 places for human load, Medivac has 8 places.

    Fuel mechanic is a part of game. It will make you think how to survive constantly.

    Posted in: Map Review
  • To post a comment, please or register a new account.