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    posted a message on Having trouble with Lobby on single player map

    @kozm0naut: Go

    damn thats lame. Since the patch loaded I've been able to play it fine when i create it, but can't find it even listed to join. What a shame, :-(

    Posted in: Miscellaneous Development
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    posted a message on Having trouble with Lobby on single player map

    @Mogranlocky: Go

    republished it several times last night as i was attempting tweaks and chances. Just deleted all the variants and redid them, will publish when bnet is back online and see if that helped...

    Posted in: Miscellaneous Development
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    posted a message on Having trouble with Lobby on single player map

    @Redunzgofasta: Go

    Update on the issue:

    Game Variant was already set to default, but here's something else i noticed. When i create the game myself, the variants are automatically in place and the lobby is set up as it should be.

    It's only when I join game on the popularity list that the variants don't kick in. Any idea why that might be?

    Posted in: Miscellaneous Development
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    posted a message on Having trouble with Lobby on single player map

    @Beasttamer: Go

    It's been on the popularity list (somehow despite not working right, haha) so I've been joining it there to test it. says its custom on the side, but none of the variants i set up seem to be applying themselves... Set it to default, locked them up, but none of them seem to be in play. not the timer, the teams, nada.

    any idea what button i may have missed to make the variants apply?

    Posted in: Miscellaneous Development
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    posted a message on Having trouble with Lobby on single player map

    Been surfing this forum and the rest of the internet for hours and can't find an answer to this question.

    I have a single player map I made back in Beta and recently re-launched on the live game, but the game lobby isn't working right.

    I want player 1 to be human controlled and i want players two and three to be computer controlled.

    No matter what I seem to do (messing with variances, player properties, etc) the two computer slots are always open to be filled by people in the lobby. Can anyone help?

    Map is "The Hungry Hungry Baneling" in case you want to find it on bnet to get a hands on look at what I'm talking about.

    Thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on Map Stealing

    Same thing happened to me, I'm trying to publish my map online but I'm getting an error that someones already published my map. I even have an update for it!

    perhaps noob question, but where do i go to view all the published maps? I cant find them. I'm hoping I can track it down and ask whoever published my map to take it down so I can release the updates on it.

    Posted in: General Chat
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    posted a message on Super Starcraft Go-Kart

    @Aenigma: Go

    I've noticed some lag and crashing issues in multiplayer games which rely on keystroke input. Project is on hold until I find a way to make a game like this playable without lag in a multi player setting.

    For anyone who is interested in using the triggers within this map, go for it. There is a pretty decent acceleration system for vehicles in here where you slowly speed up and lose speed over time, slam the brakes, etc.

    Also the triggered skills and item pickups might be handy for some games out there.

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    @johnfloyd: Go

    Released an update to the Beta which makes several tweaks to the movement system to better capture the "feel" of a true gokart game.

    • Adjusted the acceleration system so you now slowly slow down when your finger isn't on the gas.
    • Adjusted the turning radius so it widens and shrinks based on your current speed. (the faster you go the wider your turns, the slower you go the sharper your turns.)
    • Opened up a hole along the race track wall so you can exit and test out how the controls feel in a wide open area. (note: you will be able to drive through the outter sides of the race track cliffs once you exit the course, this isn't a bug)

    edit: Also I wanted to let folks know that once the engine is working properly I plan on releasing a simple "gokart game Engine" map which contains all the triggers you need to make your own race track. The triggers are designed to be easily portable from one map to another and I will provide detailed directions on any adjustments you will have to make for your race course to function properly.

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    @johnfloyd: Go

    Beta released tonight!

    The goal of this beta is to test the map to make sure the features are working correctly and smooth out any bugs. once everything is working as it should be then I will share a file with all of the triggers for anyone else who wants to make a course and I will begin releasing several polished courses myself.

    Currently the map supports only 1v1 play. I will expand this to at least 4 players after Beta, and possibly 6 and 8 beyond that (depending how well the game handles the lag of that many players)

    Keep in mind, this is a beta race track and it isn't spiffy yet, this is mostly for testing and feedback on the system in place. PLEASE test this, especially with a buddy if you have a way to play custom maps with a friend in place, and provide feedback. Thanks!

    FEATURES:

    • Simple trial track which monitors progress and keeps track of laps. first to complete 3 wins!
    • WASD movement.
    • W accelerates.
    • S slows down / reverses.
    • Right click for hard brakes.
    • Left click to use items.
    • Run over Archons to pick up items.
    • 5 pick ups currently implemented:

    1. Cloak: turns unit invisible and makes it immune to attack for 4 seconds 2. Speed boost: increases speed to 75% greater than the typical maximum for 4 seconds 3. Missile: shoots a missile in a straight line which reduces a units movement speed to zero when hit. 4. EMP: aoe attack which locks the input for anyone hit. (ex, if you are taking a right turn when hit you will be trapped in that right turn for 4 secs til the effect wares off and you regain control) 5. Stasis Mine: lasts for 10 seconds. any unit which drives over the stasis mine will be frozen in place until the mine goes away. However, once the effect wears off, you will immediately resume your bearing and course with no loss to the speed at which you were traveling. Also, while frozen in stasis you are immune to other effects (cant be shot by rockets or EMP'd)

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    Initially I tried making it so the effected unit spun in a 360, but for some reason it always spun more than 360 degrees and I didnt want them to have to deal with suddenly facing the wrong way.

    Hit animations are definitely in the works ;-)

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    @johnfloyd: Go

    About to upload the latest alpha version. There are now four functioning pick up abilities in the game.

    Missile: shoots a missile in a straight line which, when it hits a unit, reduces the units movement to zero

    EMP: creates an AOE EMP around the caster which freezes all input for effected units (so lets say you were in the middle of a turn when you get hit, you are now stuck making that turn for the next 4 seconds til the effect wares off)

    Cloak: renders unit invisible and makes it immune to attack.

    Speed Boost: increases speed to 75% greater than the normal max speed.

    Currently all of these weapons only work for player one. If anyone knows of a way to test custom maps with 2 players please let me know if the weapons are having the desired effects on the hydra kart when used.

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    @johnfloyd: Go

    I've started implementing some pick ups into the game but am having issues I would love help with if anyone has suggestions.

    The implemented items thus far are Cloak (thanks to the above poster for the suggestion) and a generic missile attack. The missile, however, is having some issues with its collision detection.

    I tried to set up the missile so that when you fire, it creates a unit which travells (for now) in a straight line from where you shot it. I tried to make it so that when the missile it is within a radius of 1 of another unit it explodes, and then I was going to trigger in the effects from there. Problem is, it's not exploding when it gets close to a target.

    Any ideas or suggestions out there? I'm about to upload the latest version of the alpha in case anyone wants to tinker with it and see what ideas they come up with.

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    @dra6o0n: Go

    Thanks for the suggestions! I certainly like several of those and will try to implement them if I can make them work.

    I will be uploading an updated version of the alpha shortly. The game will be using archons as its version of "question mark boxes." You can now drive through them to be given a random item. The items dont have any effects yet, but you can see the randomization system in action and just left click to "use" the item and pick up another.

    Also I changed around the gokart models a bit so the character unit is just sticking out of the tank turret.

    edit: I hear there is a way for folks to play multiplayer custom maps on bnet. If anyone has that ability please test this map online with a friend to see if the movement system for the two karts is working correctly and give me feedback. Thanks!

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart

    My current project I am working on is a recreation of the classic Mario GoKart within a StarCraft setting.

    Link to project page: http://www.sc2mapster.com/maps/super-starcraft-go-kart/

    I'd love to get some feedback and suggestions from the community on this one. So far I have the movement system just about where I like it for this stage of development. Up next will probably be implementing an item system, and then after that make my first beta race track. Let me know what y'all think!

    Posted in: Project Workplace
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    posted a message on Custom portraits for transmision talk? Can it be done?

    @DieHardz: Go

    Bump,

    I am also curious if it's possible for us to import portraits to be used in game (talking or still)

    Posted in: Miscellaneous Development
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