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Staredit Network -> UMS Production -> Mario Party Defense
Report, edit, etc...Posted by 007Torrasque on 2005-02-25 at 18:06:56

Trigger
Description:
Hyper
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Wait 0
¤ Wait 0
¤ Wait 0
¤ Wait 0
¤ Wait 0
¤ Wait 0
¤ Preserve trigger


then copy it 5 times... i find it screws up stuff less and it keeps the hyper part of it..
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-26 at 11:29:56
After some testing, I managed to get rid of a few bugs (That constant respawning thing is gone! cool1.gif ), and finished the second minigame.

Here's how much is done so far:

Terrain [progress]60[/progress] (60%)
Unit Buying System [progress]100[/progress] (100%)
Enemy Waves [progress]10[/progress] (2 out of 20)
Minigames [progress]12.5[/progress] (2 out of 16)
Misc. [progress]20[/progress] (20%)

UPDATE: OK then... Added the hyper triggers... well not exactly 'hyper'... but they're faster... pinch.gif

Yoshi Bombers works now!
Thanks to 007Torrasque, most of the bugs are dead. smile.gif
I'm removing the crashing in Beam Team... the UFO players have a hard enough time as it is.

Yes thats my excuse for the respawning not working. Live with it. tongue.gif
Report, edit, etc...Posted by 007Torrasque on 2005-02-28 at 10:42:27
Lol, I didn't do that much Voyager, I just like testing games tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-01 at 17:07:19
interesting map . . . when the projected finish date?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-01 at 21:32:38
Projected finish date... pinch.gif I can never make release dates, because I'll never make them in time.

The current version is 0.35... and the next version (0.40) will most likely be done at the end of the week. Which means that 2 levels and 2 more minigames will be done. smile.gif

The problem with adding minigames is that because of the switches, it has to be done in powers of two (unless I add a re-randomizer... Hmmm.... sly.gif)
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-03-04 at 00:25:09
Of course you can have a projected finish date; It will be done EVENTUALLY! smile.gif

Yes, re-randomizers are good little triggers that make life easier.
Report, edit, etc...Posted by arglebosters on 2005-03-06 at 07:48:46
Lol kirby, that not excacly too helpful. Anyway, you could try to do some race thing where the more laps you do, the weeker unit you become. There could be "lanes" and each one has units in it that try to kill you. You can have it so they can kill you if you just try to run past them, so you need to kill some, but everytime you complete a lap you go to a different lane with a unit with more attack and less hit points. The idea is that you want to kill the least amount of units (so the next person that comes will die), but not die yourself. Mabey you could put in a trigger for if you die then you go to the beggining of that lap after 10 or 15 seconds.

Keep up the good work biggrin.gif
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-03-06 at 18:32:19
QUOTE(arglebosters @ Mar 6 2005, 04:48 AM)
Lol kirby, that not excacly too helpful.

QUOTE(Mr.Kirbycode774 @ Mar 3 2005, 09:25 PM)
Of course you can have a projected finish date; It will be done EVENTUALLY! smile.gif

What do you mean??? It's very helpful!!! tongue.gif

Hey voyager, are you going to add a phase chooser? In other words, are you going to add an area at the beginning of the game where you choose how many rounds you go through before the game ends?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-06 at 18:56:18
Hmmm... that is a possibility. I think once I get 20 levels and all the minigames done, I'll look at how many units are left for future levels.

The other possibility is reusing units for waves. Ex: Wave 1 Reavers (50% health), Wave 2 Templars (50% health), Wave 3 Reavers (100% health), etc.
Report, edit, etc...Posted by MidnightGladius on 2005-03-06 at 19:38:18
Or, you could just use the same unit with hp percentages at multiples of 5. biggrin.gif
Report, edit, etc...Posted by arglebosters on 2005-03-06 at 20:03:33
That makes the game really boring, and it would get so annoying facing the same unit 374018743018173 times angry.gif.
Report, edit, etc...Posted by MidnightGladius on 2005-03-06 at 20:30:50
I was being somewhat sarcastic (note the big fake smile).

However, he was talking about conserving units so that would be the best way to conserve units, unless he plans on using the units from his minigames as the enemies in his defense.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-06 at 20:51:32
Some of the units in the minigames are going to be enemies you will face in the defense (EX: The UFOs from Beam Team). While this is undesirable, there ARE a limited amount of units in StarCraft...
Report, edit, etc...Posted by MidnightGladius on 2005-03-06 at 21:46:20
Yeah, I hate that stupid unit limit; why can't SC have a unit creator engine like W3?

Hey Voyager, why don't you make it so that the units you face in the defense will signify the next mini-game. It can still be randomized: just give them all 1000(or whatever) and set to different hp percentages after randomization. Of course, you would need to have a system to keep on making more re-randomizers so you don't get the same level/mini-game twice.
Report, edit, etc...Posted by sckor on 2005-03-07 at 06:51:40
how about scourges come out randomly, and you have to avoid them?
Report, edit, etc...Posted by D_Scypher on 2005-03-08 at 19:40:43
I suggest you throw in a few text colors for the Minigame Objectives text, highlighting the most important phrases (I think the MP games do this too). It's a small change, but it ensures players understand right away, especially since they might have had their minds on the Defense part when this Minigame suddenly pops up.

Overall though, looking good! You're probably one of the few mapmakers who can make consistent progress. tongue.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-08 at 21:03:43
One of the things I'm hoping to do (if I have strings/time/motivation) is a Tutorial Mode for each minigame. For example, if the host (red) sieges a tank, it will automatically go into a more in-depth explanation of the minigame, including a practice round.

EDIT: On an unrelated note... I've made progress on the 3rd minigame (almost done), tweaked Yoshi Bombers, I just need to do some testing...

(Arglebosters, get off your lazy butt and test! tongue.gif )
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-03-08 at 21:12:00
I'd love to test it! smile.gif
Ever since MP)3 made that one Mario Kart game (w/ super speed), my friend Starmanjr. made Mario Kart Battle, VanillaCoke is working on Mario Kart Double Dash, and you're working on a Mario Party map! It makes me think of the chain reaction of games where the screen automatically 'shifts' for you (RACERS, Infinite Shift, Race [ex], Dunegon Depths)

Although I like the ghost idea, just like any system, it can be abused or bsed because of newbie hosts sad.gif. Speaking of which, how are you going to have the players split up. Are the teams random, or are they based upon certain things? (such as in Mario Party: what color spot you landed on depended on the mini-game)

Keep up the good work! cool1.gif
Report, edit, etc...Posted by D_Scypher on 2005-03-08 at 22:23:38
The idea of having a practice mode sounds nice, but I think it's unnecessary. If you think about it, the average host has played the game many times before, so he's not going to want to waste time watching a tutorial. And even if he did for say, one of his friends who's new to the game, other players who have played the game before too would be kind of peeved. It's generally a nice idea but I think it's better to save that time and energy (and strings and trigs) to perfect the rest of the map. happy.gif
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-03-09 at 00:51:14
Hehe.. practice rounds make me think of Mario Party and Mario Party 2. Player one got to choose if the game they did was a practice round or not. Techincally, you could play the same game over and over again with an infinite amount of practice rounds in the games. wink.gif

I agree with you scypher, I guess practice rounds would get too boring for the host, which is why I said it would be abused or bsed. The host could not do it on purpose to get adv. over newbs, the host may have gotten annoyed with practice rounds from the last game, the host does not want to annoy his friends, the host just likes to harass newbs by not giving them a practice round... It's a nice concept, like socialism, but, like socialism, it won't work because of human beings.
Report, edit, etc...Posted by arglebosters on 2005-03-09 at 05:51:03
What you could do that would make practice mode work would be to only do it once for each time you play a game i.e. if you siege you go through the practice and then right away you go to the mini game so you can't do it 47023170348703021 times biggrin.gif. Also, there was practice mode I think in 4 and definitly in 5.

(Voyager, you never ASKED me to test dots.gif)

Wow I actualy used that one. biggrin.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-09 at 08:04:15
Yes I did arglebosters... *cough* *cough* biggrin.gif

The player teams are randomly selected.
Report, edit, etc...Posted by 007Torrasque on 2005-03-09 at 10:01:06
W00T Testing on friday?
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-03-09 at 20:42:31
QUOTE(Mr.Kirbycode774 @ Mar 8 2005, 06:12 PM)
I'd love to test it! smile.gif
[right][snapback]160909[/snapback][/right]

confused.gif happy.gif (sorry for the spammage)
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-10 at 07:52:12
Sadly, there will be no progress from now until next Thursday, because I am going on a school trip to Quebec. I get back very late Wednsday night, and won't be able to do anything until Thursday. sad.gif
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