Awesome thanks. Yeah I originally had that Move trigger in the rolls because I was going to have something else that could add deaths to "Move" and didn't want them to move then. Plus I figured it may interfere with their ability to roll again upon rolling doubles. BUt I suppose not. Thanks mucho, now you and Rexy both get a nice big Special Thanks section. And with this I don't need to redo my roll triggers, turns out they were fine.
And now to start the rest of the map!
EDIT: NEVERMIND!
Okay so Legacy fixed them...sort of. When I tested it alone, they were perfect. When I tested with Scypher, nothing worked well at all...
- When I rolled, his piece would randomly move based on only one of the dice while mine would move basded on the other (and not both).
- Some rolls didn't even move either of us at all.
- Some rolls worked when he rolled them, but not when I did.
So basically I hate this map even more now. I have no idea why it does all this. Theoretically Legacy's changes should have fixed it all but they didn't. Ugh...
Oh, you wanted me to fix everything?
I thought you knew what I was talking about with the defining of current player in the conditions...
All I got from your PM was basically, "It was an easy issue to fix and I can't believe you didn't see it. I took out some actions and added a condition."
So I suppose I don't know what you're talking about. From what I can see, you just moved the "Set Move" switch to the actions of the rolls. And if you mean from earlier conversations, I was being lazy and wanted to keep trying without having to make the triggers per player.
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Oh, you wanted me to fix everything?
Doesn't "Map = Fixed" mean everything is fixed? I thought you fixed it all in the first place. Meh okay, I'll make the roll triggers per player rather than having them in All Players.
Wow, a long topic on monopoly. Cool. /sarcasm
It looks decent enough. I purposefully did not read the entire thread because I... okay I was lazy. Sue me. I remember reading something about how you're making all the features of that board game we all love. Please don't do a square board with exciting square terrain. You could do crazy stuff with extended terrain. Like make boardwalk look sexy. And Baltic Ave. look like the dump it is.
Lol, that is a good idea, but it is going to be planets. If you can make you be able to mabey have "mansions" that are bigger and cooler for better spots. Like you could make boardwalk a huge thing with a waterfall or something, and Baltic Ave. or whatever it is going to be like a single staircase or something. It would mean a lot more work with terrain, and doesn't increase the gameplay at all (i.e. something you sould do), but it would be very cool
.
Keep up the good work.
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Please don't do a square board with exciting square terrain. You could do crazy stuff with extended terrain. Like make boardwalk look sexy. And Baltic Ave. look like the dump it is.
Not a bad idea, but we're sticking to actual Monopoly so we're going with the square terrain.
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If you can make you be able to mabey have "mansions" that are bigger and cooler for better spots. Like you could make boardwalk a huge thing with a waterfall or something, and Baltic Ave. or whatever it is going to be like a single staircase or something. It would mean a lot more work with terrain, and doesn't increase the gameplay at all (i.e. something you sould do), but it would be very cool
Not a bad idea, but we're sticking to actual Monopoly so we're going with the square terrain.
QUOTE(aE-Felagund @ Mar 17 2005, 04:53 PM)
Wow, a long topic on monopoly. Cool. /sarcasm
It looks decent enough. I purposefully did not read the entire thread because I... okay I was lazy. Sue me. I remember reading something about how you're making all the features of that board game we all love. Please don't do a square board with exciting square terrain. You could do crazy stuff with extended terrain. Like make boardwalk look sexy. And Baltic Ave. look like the dump it is.
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Sure, but there's no point in trying to enhance a board game that's already complicated as it is. Not only would it complicate things, since for example the entire map would have to be much bigger to accommodate the unnecessary eye-candy, but it would be rather under-appreciated. If you want to see extended terrain, wait until DevliN and I finish this project and work on one of two RPG maps we've been planning.
QUOTE(D_Scypher @ Mar 17 2005, 08:56 PM)
Sure, but there's no point in trying to enhance a board game that's already complicated as it is. Not only would it complicate things, since for example the entire map would have to be much bigger to accommodate the unnecessary eye-candy, but it would be rather under-appreciated. If you want to see extended terrain, wait until DevliN and I finish this project and work on one of two RPG maps we've been planning.
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What if ye make a simple map with square terrain at first, when you fixed all the bugs and glitches and all the systems, go for some extended terrain...
where can i dl ur dice roll system??
The point is to make it yourself so you learn while making it.
It's not that complicated? He even told you the specific switch set/clears.
Someone tell me how a roll system is hard.
A moderate map maker could do that.
(I'm not insulting you, I just don't see why it's such a big thing. If it's causing so many problems, PM me and I could make a quick test map with a roll system that'll work
)
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What if ye make a simple map with square terrain at first, when you fixed all the bugs and glitches and all the systems, go for some extended terrain...
And still, what's the point? Its unnecessary eye candy.
RuFF: You can't. Search for other people's if you want it that badly. Some people have posted different ways to do it in other replies. We used random switches.
Legacy: Wait... you changed your name back so soon? Meh. Anyways, yeah we've got it working now so we'll move on to the time consuming crap now.
Rexy: Was that directed toward Scypher and I? We weren't having issues - I just thought we were because the displays never worked. And I assumed it was the fault of the roll triggers not the display triggers. We've got them all fixed now, though.
This idea could work, but most likely will not. Monopoly for SC would be very hard to make if you were to make it right. Also, it's not exactly action-packed, so I don't know if much people would play it. If you do pull it off though, good work
Yeah we were thinking about that as well. A lot of people would get bored quickly, but we figure this will be one of those maps that will sit in a player's maps folder and see the light of day on occasions of extreme boredom.
To speed it up I would put a time limit on turns after the first few. For example, on the first turn give the player 3 minutes or so. Then 2 minutes for the next turn, then 1 minute, then 30 seconds per turn (real time, not SC time). That way it would at least go quickly. Perhaps when the first trade is initiated by a player pause the countdown timer for a minute or so so that a player can figure out how to work that aspect of the game.
We have it originally at 1 minutr per turn. I've timed the movements as being 30 seconds for a roll of 12, so they'd have at least 30 seconds to spare. If they roll doubles, they can get another minute.
Even at that speed though a player may never actually understand what to do on his/her first turn. Do you have a lot of cener sceen triggers, as well as text to tell the player on turn, such as:
"You landed on Connecticut Avenue, Do you wish to purchase it?"
1, Marine - Yes
2, Firebat - No
(Or whatever option system you are using.)
Yeah, we have text on screen to inform the player of what is going on.
Yay, its noob friendly so people can play it on battlenet. And they will be able to (hopefully) be good.
I'm not sure if the turn thing is a good idea, cause if you just stay there then you will never lose money
. You should make them have to move, and mabey if they don't move in 5 turns they get booted or something. I just think you should have a penalty for not rolling because it is cheep.
I'm gonna implement some triggers so that if they don't roll by the end of the timer, it automatically rolls for them and adds another minute on the clock. I may add a counter though as you suggest, so that if they don't roll X amount of turns, they get booted.
Yay, and that wouldn't be too hard (just add switches.)
I would make it so that about 10 seconds into the players' turns it automatically rolls for them. Then they would have the predetermined amount of time (which I'm thinking a choice at the start of the map may be the best way) to buy the property or not. To allow a player to purchase houses before his/her turn starts, which is how it is done officially in Monopoly, you should center screen on a choice and say:
1: Purchase Houses
2: Roll
This way they could roll right away or wait if houses need to be bought.
We're doing it the way my Monopoly's rules state which is that they can purchase houses or hotels at any time.
DevliN, do you have some sort of a release date for this map? I'm waiting for some monopoly where I don't have to deal with cleaning up damn it!
DevliN, any idea on the percent done?
This map is so awsome i cant wait for it to come out
:Thumbsup: