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    posted a message on Ender's Battleroom

    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:

    • 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.
    Embed Removed: https://www.youtube.com/v/lxGEUM5ha9o?fs=1 Embed Removed: https://www.youtube.com/v/P9iNkGDKheE?fs=1

    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

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    @TacoManStan: Go

    While marauder is better than a lot of heroes, I don't think you can really call it op with those other 4 on the board. He should fix the truly horrible 4 before taking a look at marauder.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Simply put, there are a few heroes that need to be nerfed considerably.

    • Hydra: It's speed combined with damage and splash are simply too much. And it gets the one spell that deals % of health and prevents teleporting? Nerf damage and spell.
    • Zealot: It's speed and damage are too much, but it doesn't have quite the same game breakingness as hydra due to its lack of splash. Nerf damage.
    • Drone: With a spell that takes out literally anything, you'd think that would be enough. Add in ridiculous range, damage, health, and means of escape and u have a problem. Nerf health, a little bit of damage, and a little bit of spell damage.
    • Reaver: Storage allows for too much damage. While a very skilled player (with another op hero) can take down the reaver by waiting for it to empty its cargo and taking advantage of its slow speed, the burst fire of the reaver does anywhere between 50% and 150% of a hero's health. Nerf damage.

    While I have seen the Marauder, Reaper, and Lurker do well as well, I do not think they are horribly op compared to the above heroes.

    Also, while its good that you reduced exp based on leavers, it didn't go nearly far enough. A team of 4 still roflstomps a team of 6.

    Posted in: Project Workplace
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    posted a message on Recruiting Partner for Ender's Battleroom

    Alright, tried to fix the bouncing system a little bit and added a red lightning bolt (unfortunately on the marine instead of above) that indicates that you have pressed W. Updated document in opening post.

    @Ranakastrasz: Go

    Well, for now I'm using the locked camera method, only issue is that it messes itself up if you use the mouse wheel while u are dead (fixes itself in a reset though).

    Posted in: Team Recruitment
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    posted a message on Constantly select a unit

    Whats the best way to make a player always select a certain unit? Just select it for him on a loop?

    Edit: nvm, found the deselected action.

    Posted in: Triggers
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    posted a message on Recruiting Partner for Ender's Battleroom

    Found "Camera Margin Aspect Adjustment". Looks like gibberish to me. Cant find any explanations either.

    Decided to just lock the camera while your unit is alive and unlock it when it dies. Made a few updates and republished publicly. Will try and get a few more games going now.

    Posted in: Team Recruitment
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    posted a message on Recruiting Partner for Ender's Battleroom

    @Ranakastrasz: Go

    Thanks, and sorry for how short the testing session was (apparently everyone needed my attention right then).

    • I've noticed glitching out of the map when my triggers are messed up, but never when they are working properly. Can you elaborate?
    • That I was waiting on fixing until I actually get the round system (and victory ritual) up and running
    • Heres actually where I need some help. Since I can't show the applied behavior (with the game ui removed), how do I show that? I didn't want to make it toggle, because someone might press it multiple times and then forget whether it is applied or not (and not want to look in the bottom right).
    • Will get on that. Need to learn how to first.
    • Gimme a bit, I can't work for another few hours at least.
    Posted in: Team Recruitment
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    posted a message on [solved] Really simple ability/behavior question

    Well, I guess I will do that. I just don't get why a behavior ability (ability of type behavior) makes the button disappear after being used...

    Edit: Done as you say and it works. I guess behavior abilities are meant for toggling.

    Posted in: Data
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    posted a message on [solved] Really simple ability/behavior question

    Well, as I said, I will end up with a lot of extra fluff that way. I'm trying to use the "ability - behaviors" field to apply the behavior, and I think it is working. The skill is targeting the caster and everything (thank god for defaults). Now the issue is that the button for the ability disappears after I use it once. How do I keep it there?

    Posted in: Data
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    posted a message on [solved] Really simple ability/behavior question

    I'm trying to create an ability that when clicked (or the hotkey is pressed) it instantly applies a permanent (I remove it with triggers) behavior on the caster.

    Basically, how do I create an ability that targets the caster automatically and applies a behavior?

    I would look at something like stim, etc, but this is such a simple skill that I'm bound to have tons of extra fluff if I try without asking you guys.

    Posted in: Data
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    posted a message on Recruiting Partner for Ender's Battleroom

    I'm back. Fixed a few bugs and started to implement the bouncing system for live units. Will upload map once I've done the Catch ability (you catch the wall instead of continuing to bounce if you hit the hotkey at some point in your flight). Unfortunately this means a trip over to the data forums for me (I really am terrible at data...).

    Edit: And here it is! Units now bounce around all the time! Catch the wall by pressing W. It all works.

    For those of you checking the map out, "-hurt" will lower your health, "-zap" will lower your shield, "-kill" will kill your unit, and "-look" will create an observer for you (try using look, then using kill while at top speed to see your dead unit bounce around forever (actually forever now, I fixed that bug). Turn victory conditions off first though.

    Note that I think the flying speeds between testing single player and testing online are hugely different (havent looked in a while though).

    Edit2: Fixed a couple more bugs and added "-reset", "-victory off", and "-victory on"

    Posted in: Team Recruitment
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    posted a message on Blizzard DOTA "completely rebooted"

    What they should do is have dota an option in the melee games tab. So u get ranked and everything. Newb problem solved.

    Posted in: General Chat
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    posted a message on Blizzard Presentation @ Gamescom

    Actually, I would say that apple's app store is the closest thing to copy. I actually don't see any issue with copying it 100% (other than legal issues of course). Overpriced/crappy games are filtered out with a simple review system (just like overpriced/crappy apps). The map marketplace really isn't revolutionary at all...

    Posted in: General Chat
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    posted a message on Recruiting Partner for Ender's Battleroom

    @Ranakastrasz: Go

    Oh yeah, plz don't judge me on that stuff. Thats all just extremely janky "I wonder if this will work" easy to update/fix triggering. Before I went alpha I put everything in arrays and stuff like that (also got rid of the complicated camera movement, as I realized there was no way to fix it to be latency free). My main issue right now is the skill I am using for shooting. I just have tons of graphics issues and general bugs that are really annoying. I'm at a wedding right now, but I'll upload the map and describe my problems in more detail as soon as I get back to my desktop.

    Posted in: Team Recruitment
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    posted a message on Recruiting Partner for Ender's Battleroom

    Officially went alpha! Got a couple people testing out my map, and it looks like gameplay needs a little shift. You will now fly slowly after you first jump, and when u hit a wall bounce off it and increase in speed (up to a maximum after 1 or 2 bounces). Hitting a hotkey will make you stick to a wall next time you hit one. This is to both increase the chaos and slow the game down (more bouncing around, but usually at a slower speed).

    Other changes so far include:

    Specialized camera movement lagged too much. Went with a very zoomed out unit following camera instead.

    Most game ui is now gone. 3 status bars (shields, life, and "thermal" (inverse of energy)) now appear in bottom left corner.

    Shields are being lowered from 25 (1 full hit) to 15. So being hit once now does 10% damage instead of 0%. 5 second delay for shield regen still applies.

    Future updates:

    Considering bringing back minimap and moving status bars to top right.

    Need to implement short range shotgun type ability.

    Need to implement bouncing.

    Round system will be added.

    Game mode system will be added.

    Posted in: Team Recruitment
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