Hey Ducky,
I just played your map for over one hour with 2 friends of mine and we really enjoyed it!
Let me give you some general feedback and obvious things that could be improved:
The UI is very good, clean and we had no problems at all to use its features. Good job!
I encountered a bug in the ingame options menu, where you can toggle the displaying of names for items/player names. It worked well for the first match, but then the names of the items and players were no more displayed even though the option was set to true. A more concrete example: when turning item names off and on again, only the items on the field had their name displayed, the other items that were created afterwards had no name.
A friend of mine who killed himself quite often (noob xD) asked if it was possible to somehow make sure the bomberman is really inside the square and doesn't get killed accidentally because it only seems like it is safe. I don't know how you managed this, but I could imagine a possible solution for this, that a click into a square issues the bomberman to walk to the clicked square's center instead of the position the player clicked. But I am not sure if this could lead to other unexcpected behavior in moving.
For the ghost-mode where you can walk through walls: I like the idea behind this, as I can remember it being funny from the old bomberman. But it is really hard to put down bombs at the start since you must not touch any walls. This again could be simplified if there was some system that put the bomberman in the center of the clicked square.
So far.
Thanks and keep up the good work.
Edit:
One more thought: There is a map where you can not put a bomb around a corner but only in a distance of 2 squares. This is no problem in normal games, but we had the case in the mode where the winner gets an item at the start that he got additional bomb power at this map... so there was no way out except killing himself or waiting for someone else to free him. Change the map, exclude this item in general or only on this map to solve this^^
I don't see any general syntax errors like ; or forgotten brackets. But since you didn't show us the whole code we can't see if all variables used are declared correctly. Also make sure you give the functions the correct amount and type of parameters.
I'm pretty sure that this will be noticed by people with no high-end computers. But if you really want to be sure you will need to test it. Make sure you test it online and not with test-map ;)
If you need the sight blocking for some sort of 3rd person map you should maybe think about making bigger sized blockers so you can try to keep the number of objects lower.
Another possiblity would be to turn off autoattack and trigger the line of sight stuff yourself. This can become pretty challenging and will require you to set up the doodads newly, but on the other hand could be much more flexible.
So why do you need so many blockers? Are you creating a maze? :D
Nice. I only tested the filter and thought it was impossible to show a unit to only one player and hide it to all other allies or foes. :D
But now that I think of it. Wouldn't it be easier to make a fake upgrade. Create a validator which checks for this upgrade and use this validator in the actor term? Upgrades can more easily be modified in the triggers than this flyer helper state.
The new top maps in europe neither use signatures, nor encrypt or compress their data.
If people at least used the tools they gave us 90% of the people willing to hack a bankfile will give up. Who really wants to search for the mapfile, look at the raw galaxy script and try to understand the encryption/compression functions just to have some more xp or fame?
I think he means the targeting UI, where your mouse changes and you have a field or cross to choose the target. This can't be triggered to by knowledge. Ordering abilities to a point works, yes.
-Can you open your map in the editor ? Any visible bugs or stuff that shouldn't happen?
-Can you hit testmap, does it load a little bit?
-What were the last changes you made in the editor? Me for example tried to modify a button tooltip with catalog functions and I included a "</n>" in the string. This made the game crash on load, I couldn't test the map anymore. Running the repair tool fixed this magically though.
You can, but since you need to identify the bank name with letters and not with string variables you can't try and error every possible bank name.
You usually name the bank similiar to your map, so as long as you don't create a bank named "bank" or "save" then chances that someone else chooses this name are rather small.^^
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Yep, still got the replay. Ignore the chat ... :D
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Hey Ducky, I just played your map for over one hour with 2 friends of mine and we really enjoyed it!
Let me give you some general feedback and obvious things that could be improved: The UI is very good, clean and we had no problems at all to use its features. Good job! I encountered a bug in the ingame options menu, where you can toggle the displaying of names for items/player names. It worked well for the first match, but then the names of the items and players were no more displayed even though the option was set to true. A more concrete example: when turning item names off and on again, only the items on the field had their name displayed, the other items that were created afterwards had no name.
A friend of mine who killed himself quite often (noob xD) asked if it was possible to somehow make sure the bomberman is really inside the square and doesn't get killed accidentally because it only seems like it is safe. I don't know how you managed this, but I could imagine a possible solution for this, that a click into a square issues the bomberman to walk to the clicked square's center instead of the position the player clicked. But I am not sure if this could lead to other unexcpected behavior in moving.
For the ghost-mode where you can walk through walls: I like the idea behind this, as I can remember it being funny from the old bomberman. But it is really hard to put down bombs at the start since you must not touch any walls. This again could be simplified if there was some system that put the bomberman in the center of the clicked square.
So far. Thanks and keep up the good work.
Edit: One more thought: There is a map where you can not put a bomb around a corner but only in a distance of 2 squares. This is no problem in normal games, but we had the case in the mode where the winner gets an item at the start that he got additional bomb power at this map... so there was no way out except killing himself or waiting for someone else to free him. Change the map, exclude this item in general or only on this map to solve this^^
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Why don't you just try it? Make a trigger that uses the damage effect on your test unit and see how much damage it took.
My guess would be that it sums up all bonuses. so it's 10 +1 -2 +3 = 12
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I don't see any general syntax errors like ; or forgotten brackets. But since you didn't show us the whole code we can't see if all variables used are declared correctly. Also make sure you give the functions the correct amount and type of parameters.
0
I'm pretty sure that this will be noticed by people with no high-end computers. But if you really want to be sure you will need to test it. Make sure you test it online and not with test-map ;)
If you need the sight blocking for some sort of 3rd person map you should maybe think about making bigger sized blockers so you can try to keep the number of objects lower.
Another possiblity would be to turn off autoattack and trigger the line of sight stuff yourself. This can become pretty challenging and will require you to set up the doodads newly, but on the other hand could be much more flexible.
So why do you need so many blockers? Are you creating a maze? :D
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Nice. I only tested the filter and thought it was impossible to show a unit to only one player and hide it to all other allies or foes. :D
But now that I think of it. Wouldn't it be easier to make a fake upgrade. Create a validator which checks for this upgrade and use this validator in the actor term? Upgrades can more easily be modified in the triggers than this flyer helper state.
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You will need to convert the image file to a .dds file. Search the internetz for a dds converter. ;)
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My first reaction was "hell, already april 1th?" , then I realized I was wrong :-D
They really listened to a lot of us and improved. This system may not be perfect, but it's way better than the previous. Thanks.
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The new top maps in europe neither use signatures, nor encrypt or compress their data.
If people at least used the tools they gave us 90% of the people willing to hack a bankfile will give up. Who really wants to search for the mapfile, look at the raw galaxy script and try to understand the encryption/compression functions just to have some more xp or fame?
0
I think he means the targeting UI, where your mouse changes and you have a field or cross to choose the target. This can't be triggered to by knowledge. Ordering abilities to a point works, yes.
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You can hide them though. Search for "Show/Hide UI frame" and then search the list of the presets for the resources.
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And making a confirm button next to the edit box is no alternative? This would make them lose focus on the edit box and visibly confirm the number.
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-Can you open your map in the editor ? Any visible bugs or stuff that shouldn't happen?
-Can you hit testmap, does it load a little bit?
-What were the last changes you made in the editor? Me for example tried to modify a button tooltip with catalog functions and I included a "</n>" in the string. This made the game crash on load, I couldn't test the map anymore. Running the repair tool fixed this magically though.
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Even if it is possible somehow I wouldn't expect too much of this since the total game engine is built to support this map size.
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You can, but since you need to identify the bank name with letters and not with string variables you can't try and error every possible bank name.
You usually name the bank similiar to your map, so as long as you don't create a bank named "bank" or "save" then chances that someone else chooses this name are rather small.^^