Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • CreatiCode
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Brand Logo

CreatiCode Scratch Forum

  1. CreatiCode Forum
  2. Project Showcase
  3. WOC Update Log

WOC Update Log

Scheduled Pinned Locked Moved Project Showcase
161 Posts 7 Posters 82.2k Views 4 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • SirBotsS SirBots

    Upcoming 1.122 Update:

    The following is the upcoming changes to the game when Pt.2 of the UI update releases. Fixing Deathmatch is taking longer than expected.

    Below are the changes:

    Visual and Audio Changes

    • Further UI changes made: Changes to Game Results and Game Selections
    • Edited the victory music
    • Reduced the size of Airships by approx 75%

    Weapon Changes:

    Assault:

    • Changed the Magazine size from 25 to 30
    • Increased rate of fire by approx 47% (1 round per 0.19 seconds to 0.1 seconds)
    • Increased damage by approx. 12% (35 to 38)

    Scout:

    • Increased rate of fire by approx. 38% (3.39 to 2 seconds approx.)
    • Reduced spread of bullets by roughly 5%

    Medic

    • Reduced rate of fire by approx. 10% (0.9 seconds to 1 second)
    • Increased damage from 54 to 56

    Sub-weapon changes:

    Grenades:

    • Reduced min. and max. damage from 45 and 70, to 15 and 45 respectively
    • No longer kills enemies from across the map when the grenade explodes on the edge of the screen.

    Poison Gas:

    • Reduced min. and max. damage from 45 and 70, to 15 and 45 respectively
    • No longer kills enemies from across the map when the Poison Gas explodes on the edge of the screen.

    MedBubble:

    • Reduced the rate of healing from 1 HP per 0.5 seconds to 1 HP per 1 second
    • The MedBubble now deflects enemy bullets.
    • The MedBubble now has HP. Should it take too much damage, it will disappear, and rendered unusable until you respawn as the Medic class.

    Bug Fixes:

    • Fixed a bug where the message when the player scores a kill would be obstructed under the roofing of buildings
    • Fixed Deathmatch rounds not ending when either team had achieved the required elimination count.
    • Fixed a bug where the objectives would appear on top of buildings. Parts of the objectives will now be hidden if they are partly inside buildings.
    • Fixed a bug where the border around the screen would disappear when the victory/defeat message would appear on screen
    • Fixed a bug where respawning while the defeat/victory message would cause the UI to reappear, and overlap with the results screen.

    This update is targeted for balancing classes, fixing game breaking bugs, making quality-of-life, visual, and UI changes.

    Assault has received a lot of buffs due to the weapon being mildly undertuned to what it could be. Assault is a very versatile class, and so its statistics should be adjusted to further allow it to be versatile.

    Medic and Scout have received balancing to make both of the weapons more usable.

    Grenades and Poison Gas both had bugs where they could kill enemies from across the map when it exploded on the edge of the screen. Furthermore, they would kill enemies almost instantly. This would make every game in the player’s favor, primarily in Deathmatch. This bug has been fixed, and both sub-weapons have received adjustments to reduce it’s mass-elimination potential.

    MedBubble’s role is to heal the player and their teammates. But it does not provide much use beside that. Now, it is able to reflect bullets, but its healing potential is reduced as a result.

    The bug fixes are to fix visual and some groundbreaking bugs with intent to polish the game.

    This update will be released sometime this week to next week. The next update will be focused on adding weather mechanics, a new map, and bug fixes.

    SirBotsS Offline
    SirBotsS Offline
    SirBots
    wrote on last edited by
    #5

    The Update is out, however, Deathmach is unfixable, and thus removed. Will be replaced by a new gamemode in the future.

    Your local coder who is working around the clock to make sure great games are made

    SirBotsS 1 Reply Last reply
    2
    • SirBotsS SirBots

      The Update is out, however, Deathmach is unfixable, and thus removed. Will be replaced by a new gamemode in the future.

      SirBotsS Offline
      SirBotsS Offline
      SirBots
      wrote on last edited by
      #6

      @sirbots WE GOT A WORKING (ISH) AI TARGETING SYSTEM!

      Updates will continue as normal.

      Your local coder who is working around the clock to make sure great games are made

      SirBotsS 1 Reply Last reply
      1
      • SirBotsS SirBots

        @sirbots WE GOT A WORKING (ISH) AI TARGETING SYSTEM!

        Updates will continue as normal.

        SirBotsS Offline
        SirBotsS Offline
        SirBots
        wrote on last edited by
        #7

        A little teaser of one of the first few new classes (What will be said in official update notes)

        Anchor:
        This class is purely designed for staying in the back of the fight, providing excellent support for their team. Equipped with the PKM, this weapon carries a whopping 100 rounds a magazine! While damage is not the best in the world, it boasts a remarkable rate of fire. That’s not all, it also comes with the Grenade to fend off targets in close-quarter combat, and has one of the first few “Special weapons”: ||The Bubbler - A big spherical shield which prevents any enemy rounds from entering the space encased in the shield, but does not prevent enemies themselves from entering||. With a great weapon, great load out, your team can rely on you for cover when they need to retreat.

        Your local coder who is working around the clock to make sure great games are made

        JaecadeJnightJ 1 Reply Last reply
        1
        • SirBotsS SirBots

          A little teaser of one of the first few new classes (What will be said in official update notes)

          Anchor:
          This class is purely designed for staying in the back of the fight, providing excellent support for their team. Equipped with the PKM, this weapon carries a whopping 100 rounds a magazine! While damage is not the best in the world, it boasts a remarkable rate of fire. That’s not all, it also comes with the Grenade to fend off targets in close-quarter combat, and has one of the first few “Special weapons”: ||The Bubbler - A big spherical shield which prevents any enemy rounds from entering the space encased in the shield, but does not prevent enemies themselves from entering||. With a great weapon, great load out, your team can rely on you for cover when they need to retreat.

          JaecadeJnightJ Offline
          JaecadeJnightJ Offline
          JaecadeJnight
          Mod Helper
          wrote on last edited by
          #8

          @sirbots This is awesome and all, but please make sure to post in the right categories in order to keep this forum organized, as it is kinda stressing Catty out.

          #LLJW
          <span style="color:white;background-image:linear-gradient(to right, lightblue, navy)">My name is Jeff</span>

          silvloveS 1 Reply Last reply
          1
          • JaecadeJnightJ JaecadeJnight

            @sirbots This is awesome and all, but please make sure to post in the right categories in order to keep this forum organized, as it is kinda stressing Catty out.

            silvloveS Offline
            silvloveS Offline
            silvlove
            Mod Helper
            wrote on last edited by
            #9

            @jeffreyrb03-gmail
            He’s right. It is stressing me out. Please just post these updates on the project itself and not the forums. That would make things easier.

            Forums Moderator.
            Trans girl :3 ~ 14yo
            Friendly and sometimes goofy~!

            SirBotsS TheNicknameGovT 2 Replies Last reply
            2
            • silvloveS silvlove

              @jeffreyrb03-gmail
              He’s right. It is stressing me out. Please just post these updates on the project itself and not the forums. That would make things easier.

              SirBotsS Offline
              SirBotsS Offline
              SirBots
              wrote on last edited by
              #10

              @catty Alright. Thx for letting me know. Sorry if its causing any stress.

              Your local coder who is working around the clock to make sure great games are made

              silvloveS 1 Reply Last reply
              2
              • SirBotsS SirBots deleted this topic on
              • SirBotsS SirBots

                @catty Alright. Thx for letting me know. Sorry if its causing any stress.

                silvloveS Offline
                silvloveS Offline
                silvlove
                Mod Helper
                wrote on last edited by
                #11

                @sirbots You’re good. Thank’s for clearing the situation.

                Forums Moderator.
                Trans girl :3 ~ 14yo
                Friendly and sometimes goofy~!

                SirBotsS 1 Reply Last reply
                2
                • SirBotsS SirBots restored this topic on
                • silvloveS silvlove

                  @sirbots You’re good. Thank’s for clearing the situation.

                  SirBotsS Offline
                  SirBotsS Offline
                  SirBots
                  wrote on last edited by
                  #12

                  @catty Could I just only edit the actual post for updates, or does this solely have to be on the note section of the game? (Just clarifying. I’m about to release an update soon.)

                  Your local coder who is working around the clock to make sure great games are made

                  silvloveS 1 Reply Last reply
                  1
                  • SirBotsS SirBots

                    @catty Could I just only edit the actual post for updates, or does this solely have to be on the note section of the game? (Just clarifying. I’m about to release an update soon.)

                    silvloveS Offline
                    silvloveS Offline
                    silvlove
                    Mod Helper
                    wrote on last edited by
                    #13

                    @sirbots
                    You can make edits to the original post where you advertised the game. That could work, right?

                    Forums Moderator.
                    Trans girl :3 ~ 14yo
                    Friendly and sometimes goofy~!

                    SirBotsS 1 Reply Last reply
                    0
                    • silvloveS silvlove

                      @sirbots
                      You can make edits to the original post where you advertised the game. That could work, right?

                      SirBotsS Offline
                      SirBotsS Offline
                      SirBots
                      wrote on last edited by
                      #14

                      @catty Yes. That’s what I’m asking about. However, if I even reply to a post (For example, this message), I have to wait a whole hour before editing the main post.

                      Your local coder who is working around the clock to make sure great games are made

                      silvloveS 1 Reply Last reply
                      2
                      • SirBotsS SirBots

                        @catty Yes. That’s what I’m asking about. However, if I even reply to a post (For example, this message), I have to wait a whole hour before editing the main post.

                        silvloveS Offline
                        silvloveS Offline
                        silvlove
                        Mod Helper
                        wrote on last edited by
                        #15

                        @sirbots
                        That’s weird. I don’t think it should be like that.

                        I recommend reporting this in Help.

                        Forums Moderator.
                        Trans girl :3 ~ 14yo
                        Friendly and sometimes goofy~!

                        1 Reply Last reply
                        2
                        • SirBotsS Offline
                          SirBotsS Offline
                          SirBots
                          wrote on last edited by
                          #16

                          Introducing…REALISTIC BATTLES

                          The New Deathmatch gamemode, Realistc Battles has inherited some Deathmatch concepts (Winning when enough players are killed, etc) with a twist: Everyone has one life. No respawns, no Class Changes. Choose your class wisely.

                          This gamemode has 2 gamemodes inside of it: Conquest and Frontlines.

                          So, compared to other gamemodes, what changes in this?

                          • All players on both teams has one life.
                            • This means that players will be unable to change their class at all during a match.
                          • Gamemodes are restricted to Conquest and Frontlines for compatibility reasons.
                          • In addition to gamemode-specific victory conditions, the match will end if one team has no active players at ANY point in a match.
                          • When you die, you will spectate the match instead of respawning.

                          Think you have the skill to survive with just one life? Give Realistic Battles a go!

                          Forgot to mention, the next update will focus on Balancing based on long-term analytical data from battles, bug fixes, and community feedback

                          Your local coder who is working around the clock to make sure great games are made

                          SirBotsS 1 Reply Last reply
                          0
                          • SirBotsS SirBots

                            Introducing…REALISTIC BATTLES

                            The New Deathmatch gamemode, Realistc Battles has inherited some Deathmatch concepts (Winning when enough players are killed, etc) with a twist: Everyone has one life. No respawns, no Class Changes. Choose your class wisely.

                            This gamemode has 2 gamemodes inside of it: Conquest and Frontlines.

                            So, compared to other gamemodes, what changes in this?

                            • All players on both teams has one life.
                              • This means that players will be unable to change their class at all during a match.
                            • Gamemodes are restricted to Conquest and Frontlines for compatibility reasons.
                            • In addition to gamemode-specific victory conditions, the match will end if one team has no active players at ANY point in a match.
                            • When you die, you will spectate the match instead of respawning.

                            Think you have the skill to survive with just one life? Give Realistic Battles a go!

                            Forgot to mention, the next update will focus on Balancing based on long-term analytical data from battles, bug fixes, and community feedback

                            SirBotsS Offline
                            SirBotsS Offline
                            SirBots
                            wrote on last edited by
                            #17

                            New patch notes are out! Give them a look as this will be a major content update

                            Your local coder who is working around the clock to make sure great games are made

                            TheNicknameGovT 1 Reply Last reply
                            0
                            • SirBotsS SirBots

                              New patch notes are out! Give them a look as this will be a major content update

                              TheNicknameGovT Offline
                              TheNicknameGovT Offline
                              TheNicknameGov
                              trusted helpers
                              wrote on last edited by
                              #18

                              @sirbots Hey could you look at my test room to find a fix to my problem with my game? (you might wanna go to the original bot Test Ver. 0.9 to test the game though)

                              The problem is the second bot will not move occasionally

                              Here is the test room:
                              https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab

                              Here is the actual 0.9 version:
                              https://play.creaticode.com/projects/67ae64539b32040a49c6f12c

                              Please help all my projects are 3000+ blocks

                              SirBotsS 1 Reply Last reply
                              1
                              • TheNicknameGovT TheNicknameGov

                                @sirbots Hey could you look at my test room to find a fix to my problem with my game? (you might wanna go to the original bot Test Ver. 0.9 to test the game though)

                                The problem is the second bot will not move occasionally

                                Here is the test room:
                                https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab

                                Here is the actual 0.9 version:
                                https://play.creaticode.com/projects/67ae64539b32040a49c6f12c

                                SirBotsS Offline
                                SirBotsS Offline
                                SirBots
                                wrote on last edited by
                                #19

                                @011830-0a42ef84 Yeah, I can give it a shot. Been busy lately with school and troubleshooting various bot targeting methods.

                                Your local coder who is working around the clock to make sure great games are made

                                SirBotsS TheNicknameGovT 2 Replies Last reply
                                0
                                • SirBotsS SirBots

                                  @011830-0a42ef84 Yeah, I can give it a shot. Been busy lately with school and troubleshooting various bot targeting methods.

                                  SirBotsS Offline
                                  SirBotsS Offline
                                  SirBots
                                  wrote on last edited by
                                  #20

                                  The 2.17 update Upscaled Conflicts has been released.

                                  50vs50 battles are currently limited to Realistic Battles for testing and long-term performance reasons, but its still chaotic! At least your Commander will be telling you where your team is at in terms of victory. As an added bonus, he will give you an update on your progress to victory based on enemies remaining during Realistic Battles as well! Also, he speaks in German for the German team, and English for the British Team.

                                  Also, the first “Historical-Built” map has been added: Normandy! The British team will be storming up the beach, while the Germans work to stop them! On the mainland, you have various houses to utilize for making strategic attacks.
                                  (Tip: The B objective is fully inside the center building. Capture it, and victory should be yours)

                                  Not mentioned in the patch notes, but a new battle song has been added. Be reminded, this song will get your morale up!

                                  The next update will be a balance patch, bug fixes targeted at bugs for this update, and some map reworks. Lastly, I am making a project holding every soundtrack in the game at this point, releasing next month!

                                  Feel free to drop any bugs you have spotted and suggestions in the feedback form post!

                                  Your local coder who is working around the clock to make sure great games are made

                                  1 Reply Last reply
                                  0
                                  • SirBotsS SirBots

                                    @011830-0a42ef84 Yeah, I can give it a shot. Been busy lately with school and troubleshooting various bot targeting methods.

                                    TheNicknameGovT Offline
                                    TheNicknameGovT Offline
                                    TheNicknameGov
                                    trusted helpers
                                    wrote on last edited by
                                    #21

                                    @sirbots I believe I have fixed the second bot, although you can look through my code to see if anything is wrong or buggy.

                                    Please help all my projects are 3000+ blocks

                                    Tyller_T 1 Reply Last reply
                                    1
                                    • TheNicknameGovT TheNicknameGov

                                      @sirbots I believe I have fixed the second bot, although you can look through my code to see if anything is wrong or buggy.

                                      Tyller_T Offline
                                      Tyller_T Offline
                                      Tyller_
                                      trusted helpers
                                      wrote on last edited by
                                      #22

                                      @011830-0a42ef84 I’m going to mention something, the clone system I had should work but I think I know a way to fix it and not make broadcasts conflict, though there’s a chance it could be a bit hard to understand, tell me if you want to try to implement it and make it in a readable way

                                      <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                                      </div>

                                      TheNicknameGovT 1 Reply Last reply
                                      0
                                      • Tyller_T Tyller_

                                        @011830-0a42ef84 I’m going to mention something, the clone system I had should work but I think I know a way to fix it and not make broadcasts conflict, though there’s a chance it could be a bit hard to understand, tell me if you want to try to implement it and make it in a readable way

                                        TheNicknameGovT Offline
                                        TheNicknameGovT Offline
                                        TheNicknameGov
                                        trusted helpers
                                        wrote on last edited by
                                        #23

                                        @tyller_ That sounds good, after I stabilize everything in my test room I will let you implement it. Is that okay with you?

                                        Please help all my projects are 3000+ blocks

                                        Tyller_T 1 Reply Last reply
                                        0
                                        • TheNicknameGovT TheNicknameGov

                                          @tyller_ That sounds good, after I stabilize everything in my test room I will let you implement it. Is that okay with you?

                                          Tyller_T Offline
                                          Tyller_T Offline
                                          Tyller_
                                          trusted helpers
                                          wrote on last edited by
                                          #24

                                          @011830-0a42ef84 yeah, my idea is to use a list queue for broadcasts, the issue with my method is that the broadcasts call a bunch, so those variable parameters get called within the same frame and out of order, thus leading to the arbitrary order of what clone takes priority (this is called a race condition). I am actively very much debating how it would work, but I think the general idea I have is listed below:

                                          • A list named “action queue” that is added to each time a sprite wants to broadcast something
                                          • it adds formatted text to the list, in the format of “{clone id}|{broadcast}” (This works because my method only broadcasts what clone/ai the sensors are for, if other broadcast parameters were added it would need to slightly change)
                                          • it then broadcasts the actual broadcast (no parameter cus that stuff is now in queue since parameters cause race conditions)
                                          • the actual ai clone would now start handling stuff (before it was the sensor doing stuff), when it receives a broadcast it checks the queue list to determine if it was queued for that broadcast
                                          • if it finds its id for that broadcast, so “{clone id}|{broadcast}”, it will run the code for that broadcast
                                            Here’s an example for the 5th clone (so clone id is 5 or “ai&5” but their interchangeable so it doesnt matter which way I decide to handle the clones) handling the broadcast “behind player”:
                                          1. the sensor detects the player and needs to broadcast “behind player”
                                          2. It adds “5|behind player” to the “action queue” list
                                          3. It broadcasts “behind player”
                                          4. All the clones of the bot receive “behind player”
                                          5. They check if the broadcast is for them or if they have a broadcast queued since it could be trying to handle multiple broadcasts in the same frame, they do this by checking if “action queue” contains the result of joining their clone id and “|behind player” (so join(clone id)(|behind player) in the editor)
                                          6. If that broadcast is for them (or they have one queued) then they do what they do for the “behind player” broadcast
                                          7. They delete that line from “action queue” with teh delete value of list block

                                          If this doesnt make sense I can try an example, I jsut wanted to list out my thought process

                                          <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                                          </div>

                                          TheNicknameGovT 1 Reply Last reply
                                          0

                                          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                          With your input, this post could be even better 💗

                                          Register Login
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Groups
                                          • CreatiCode