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    posted a message on Photon Cycles, a luminous lightbikes map

    Levi, yeah, I change people's vehicles manually in the game.

    basker, I often don't respond to your posts directly only because I have trouble understanding you, not out of any deliberate attempt at ignoring you.

    The game offers 15 color options by default, of which I disable dark grey for being kinda overpowered against the dark floor tiles; the map should still support 12 players.

    I've been tinkering with speeds and spawn rates recently in private single-player tests. If I come up with a satisfying change, I'll then conduct some private multiplayer tests and get some feedback. Whatever I do with the gaps, it's important to me that they are both aesthetically pleasing in their consistency and maintain a high enough skill floor that navigating them isn't trivial.

    Posted in: Project Workplace
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    posted a message on Getting kicked right at the start

    I see it happen often, and the problem is exacerbated by custom dependencies.

    Posted in: General Chat
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    posted a message on Photon Cycles, a luminous lightbikes map

    I have a comical approach to dealing with No Gaps; people who vote for it in a game I'm in get turned unto silly things like lemons or sheep. I've seen a dramatic reduction in the number of No Gaps matches because of this, haha.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map

    Naw, during development I tinkered with various values to get the right spawning quality with No Gaps, but it may have made the shorter gaps even more difficult to navigate.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map

    I noticed that I accidentally had left the barrier radius higher than intended and have updated the map to correct this.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map

    I still navigate the gaps and clutter with impunity, haha. Short gaps may make it more challenging, but it is far from impossible.

    EDIT: I don't maintain old versions of the map, so even if I thought it a good idea to divide the playerbase for my map, I couldn't.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map

    Maps that make use of custom mods, in this case a mod with music files, are less stable on battlenet (because it's a terribly, terribly damaged system) and cause random drops during loading. I may be forced to remove music if this continues to be a problem.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map

    The old floor did not render correctly on lower graphic settings. demonstrated . I made a minor update a few minutes ago to reduce the brightness of the floor tile seams, however, since some people's eyes apparently hemorrhage from the overwhelming beauty of it.

    The new version doesn't require thought; you can simply hit Finished as soon as the game begins.

    I can understand that some people are aversive to change, but note that the old way of playing is still accessible with Survival and Round enabled. Personally, I only play Survival and Slayer without any options, because those are the most compelling and competitive modes of play. But I would be a poor host if I didn't acknowledge that a significant vocal portion of the community requested new features and modes of play, so in the spirit of fostering a productive report, I implement the features I think are good and do not undermine the core gameplay.

    Posted in: Project Workplace
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    posted a message on omfg I haven't lived!!!!

    Enjoyable. I give it 4 Evil Exes out of 7.

    Posted in: Off-Topic
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    posted a message on Function: Stringsub(String s, int i, int j)

    He means to compare galaxy's substring, StringSub (string s, int start, int end), to cpp substring, string::substr (start,length).

    EDIT: Or as he said, yes. =D

    Posted in: Galaxy Scripting
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    posted a message on NA Map Night!

    I may attend.

    EDIT: Remind me on IRC, otherwise I will forget entirely. =D

    Posted in: General Chat
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    posted a message on Function: Stringsub(String s, int i, int j)

    "" A null string.

    Posted in: Galaxy Scripting
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    posted a message on Photon Cycles, a luminous lightbikes map

    The pause key is detectable. I have yet to find a way to detect pausing from the option menu, and the particular layout file that defines the pause button is locked.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map
    • The stuck mouse pointer appears to be a random bug with enabling relative camera motion, about which nothing can be done.
    • Empty death text window? I've never seen this bug. Please provide a replay, if possible.
    • The board walls have been darkened. Further changes to the board are contingent on significant player feedback.
    • Slayer is intended to be ultra-aggressive.
    • Pause griefing is not acceptable. Trolling is inevitable. =D
    • Gender neutrality in the death messages is preferable to awkwardly worded "him/her" expressions or exclusive use of male or female pronouns.
    • The loading screen will be subject to major modifications. I shall attempt at making the controls more obvious for people who apparently can't read.
    • Unlocks will never be supported. Skillful, enjoyable gameplay is its own reward. Incentivizing enjoyable activity is then pointless, while incentivizing unenjoyable activity makes it a job.
    • I don't much care for goofy fanfare like a podium and placing, but it's not a terrible idea altogether. I'll toss it in the Consideration bin.
    Posted in: Project Workplace
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    posted a message on Did someone say, Stairs?

    When the m3 exporter finally implements the walkability plane, we'll see an explosion of stairs, bridges, elevators, cliffs, surfaces and floating landmasses from the modelers. Until then, nice stairs. =D

    Posted in: Terrain
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