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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone,

    The new maps have been uploaded! You can find them under the names:

    For 8 player Co-op: Batlle for Sky Fortress Co

    For 5v5 VS: Battle for Sky Fortress VS

    If you are new I highly recommend co-op mode to get a hang of things, it's pretty fun!

    I will be making some changes later today, just minor ones, any feedback you have would be great though.

    Posted in: Project Workplace
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    posted a message on [Library] STARCODE v1.4

    Use blizzards signature either way, and use star code if you need compression imo.

    It depends on what your bank is for though, if it's nothing that actually effects the game, i.e personal stats, then I'm not worrying too much about encryption.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Game Variants reset every now and then

    Or maybe not..

    I noticed if you have a map open, all variants are fine. As soon as you open another map it resets some variant values.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Game Variants reset every now and then

    Playing around today Oatin, it seems to occur more if you have your map open and open other maps at the same time. If you just open your map by itself it doesn't seem to do it.

    Maybe it's just been a coincidence.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Game Variants reset every now and then

    Did you find a solution to this, it does it for me too :(

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)
    Quote from YnScription: Go

    Damn. I'll be unable to play T.T...

    It looks awesome...

    I might buy a second copy of SC2, an EU version. Do you know where it's cheapest to buy over there?

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Haha, there is a special "extra" titan in co-op mode that I haven't shown off yet, but it isn't Zerg. I'm debating whether to add a Zerg titan or not because I have another map planned using these heroes that is focused entirely on the Zerg ;)

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    It will be on the SEA and US servers initially, I'm stilling finding a way to get it on the EU server, but I definitely want too.

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Battle for Sky Fortress Open Beta This Week!

    Hey everyone, it's finally here! V3 of Battle for Sky Fortress will be released at the end of the week for all to try. We are looking for feedback regarding fun-ness, balance and bugs, most of the bugs were fixed in pre-testing though.

    Check out the new hi res screenshots here, (or on our Facebook Page for images with descriptions)

    Images:

    Co-op Difficulty Selection | Hero Selection | Shop Interface | Weapon Upgrades | Player Settings | Help Screen | End Game Scores & Rewards | Your Lifetime Statistics and Medals

    I will be personally hosting both Co-op and VS games this weekend, and be hanging out in the Sky Fortress channel in Starcraft 2. You are welcome to give me your character code or join the channel to be included in the games (post it in this thread).

    Please use this thread for beta feedback, bugs etc.

    I'm particularly after feedback regarding:

    • Any bugs you notice, calldown issues, shop issues etc
    • Spelling Mistakes/Grammar issues
    • Feedback on the pace of levelling, and the pace at which you receive income/credits.
    • Feedback on the cost of shop items, including weapons and upgrades. How easy/hard was it to buy items based on the income you made during the game.
    • Feedback on the difficulty of Titan Calldowns in VS mode, are Titans too strong/weak
    • Feedback on the difficulty modes in Co-op. Does any difficulty level (easy, medium, hard, insane) need to be made easier or harder? Were there too many enemy wave units, too little, and were they too easy/hard to take down.
    • Feedback on the silver medal rewards and the requirements, are they impossible or too easy to achieve?
    • Any other general feedback you have about things like what is fun, what is not, and how the pace of the game.

    Please note while I will try to avoid it, your stats *might* be reset at the end of the beta only if absolutely necessary.

    Again, please leave your character name/code here if you want me to add you to my list.

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Facebook Page: http://www.facebook.com/pages/Battle-for-Sky-Fortress/152860634773825

    Youtube Channel: http://www.youtube.com/user/StarkMods

    VIDEO - Promo 1

    VIDEO - The TITANS Are Coming!

    Posted in: Project Workplace
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    posted a message on Bank Signatures - Secure or Not?

    Yeah it's not so much wether the signatures are secure, people aren't generating their own signatures, it's more how easy they are to bypass. It doesn't matter how secure a code/hash key is if it's easily bypassed.

    ^Mille25 said he is going to retest that stuff when he gets a chance, hopefully that gives us some insight.

    Posted in: Triggers
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    posted a message on Leaderboard - Like the one in StarBattle

    I'm hoping to do a custom leaderboard tutorial video once the new version of my map (Battle for Sky Fortress) is released. I haven't seen the starbattle one though, does it use the built in leaderboard or custom dialogs?

    Posted in: Triggers
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    posted a message on Bank size limit?

    Well there seems to be a limit on the number of banks you can load, looks like it's around 22 banks, regardless of how small the banks are.

    I was going to store two banks per player for a backup bank, but it looks like this wont be possible now ;(.

    Posted in: Triggers
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    posted a message on [Library] STARCODE v1.4

    That was the other question I had, can you change the length of the output? I might just use kyrptolib or something if i do encryption instead, I wanted to avoid people being able to swap encrypted values, which isn't really possible with your library because of the short encrypted string.

    But I might just use signature anyway since they are *apparently* secure now

    Posted in: Trigger Libraries & Scripts
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    posted a message on Bank size limit?

    Can anyone confirm that I can safely save 30 integers per bank, using two banks per player, and 12 players online (total of 720 integers).

    Posted in: Triggers
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    posted a message on [Library] STARCODE v1.4

    So the length of the password or string being encrypted doesn't matter?

    Here are some tests I did, when the password is similar even if it is different, the result is the same for many of them. Am I using it correctly?

            Debug - Display (Text((<Starcode> Encrypt String("60", "Test1")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "Test2")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "TestA")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "TestB")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "TestingA")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "TestingB")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "Sc2mapster")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Yc
            Debug - Display (Text((<Starcode> Encrypt String("abc", "Test1")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: /pE
            Debug - Display (Text((<Starcode> Encrypt String("abc", "Test2")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: /pE
            Debug - Display (Text((<Starcode> Encrypt String("60", "T1")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Z1
            Debug - Display (Text((<Starcode> Encrypt String("60", "T2")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Z2
            Debug - Display (Text((<Starcode> Encrypt String("60", "Te1")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "Te2")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "Tes1")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
            Debug - Display (Text((<Starcode> Encrypt String("60", "Tes2")))) as debug output using Type 1, and Do display it in the game window
            ------- Result: Ze
    
    Posted in: Trigger Libraries & Scripts
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