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    • SirBots
      SirBots @The_True_Odst last edited by

      @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

      SirBots The_True_Odst 2 Replies Last reply Reply Quote 0
      • SirBots
        SirBots @SirBots last edited by

        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 Reply Quote 0
        • The_True_Odst
          The True ODST Best Forum Helpers @SirBots last edited by

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

          ODST: Orbital Drop Ship Trooper
          (Halo Reference)

          Tyller_ 1 Reply Last reply Reply Quote 1
          • Tyller_
            Tyller_ Best Forum Helpers @The_True_Odst last edited by

            @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>

            The_True_Odst 1 Reply Last reply Reply Quote 0
            • The_True_Odst
              The True ODST Best Forum Helpers @Tyller_ last edited by

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

              ODST: Orbital Drop Ship Trooper
              (Halo Reference)

              Tyller_ 1 Reply Last reply Reply Quote 0
              • Tyller_
                Tyller_ Best Forum Helpers @The_True_Odst last edited by

                @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>

                The_True_Odst 1 Reply Last reply Reply Quote 0
                • The_True_Odst
                  The True ODST Best Forum Helpers @Tyller_ last edited by

                  @tyller_ Here is the testing room link:
                  https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab


                  Everything should work smoothly. There still might be occasional bugs, mostly consisting of the second bot (the second bot is annoying, I might nerf his attacks stats from 1 dmg 0.5 dmg.

                  ODST: Orbital Drop Ship Trooper
                  (Halo Reference)

                  SirBots 1 Reply Last reply Reply Quote 0
                  • SirBots
                    SirBots @The_True_Odst last edited by

                    Update 2.18 - Balance Patch/Adjustment Update

                    Release Date: February 26st, 2025

                    What’s New:

                    AI
                    The AI has received adjustments to the following actions:

                    • The AI will now occasionally shoot in very small bursts while are moving
                      • The amount of bullets fired is less than when standing still
                    • Adjusted the range of rounds fired for the Anchor by 23% (24 to 30 to 26 to 40)
                    • The forward movement speed of Interceptors while they are not getting into position to shoot has been roughly doubled.

                    Voicelines

                    • Changed the first voiceline played at 250 points earned or there are 5/6 of the total players on one team.
                    • Increased the general interval between voicelines by 100%

                    Gamemodes

                    • Capture Points can no longer be contested in non-realistic battle matches.
                    • Reduced the time to capture an uncontested enemy point directly by approximately 50% (3 seconds to 1.5 seconds)

                    UI

                    • The screen for when the match is being prepared will now show up as one of 4 backgrounds instead of one. The text indicating that the match is being prepared has been moved and received some polishing.
                    • Added Tips.

                    Bug Fixes

                    • Fixed a bug causing the point counter to stay on screen when a match ends.
                      *Fixed a bug causing the player to “kill” an enemy with a grenade or poison gas while the aforementioned bot was still dead.
                    • Fixed a bug causing the AI to shoot at other teammates constantly.

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

                    SirBots 1 Reply Last reply Reply Quote 0
                    • SirBots
                      SirBots @SirBots last edited by

                      Made some last minute changes to the final draft of 2.18:

                      • Reduced the volume of the Anchor firing sound by approx 33%
                      • Player speed increased when playing as the Interceptor
                      • Changed the firing sound of the Assault and the Marksman
                      • Changed the menu music for the final time.

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

                      1 Reply Last reply Reply Quote 0
                      • SirBots
                        SirBots last edited by

                        2.18 is now out!

                        Ever feel as if your teammates are just plain useless, or just loves rushing on top of Enemies only to have both of them die? Well, they can now shoot while they are moving! Yes, they don’t have to stand still to shoot! To make things better, the Interceptors can actually do what their name implies including you, intercept and annoy the other team. With a new speed buff, they can get there and attack the enemy team, or at least, damage them enough, to have better chances of being successful in your first attack, or your teams first assault on the frontlines. BUT…

                        The enemy also has Interceptors of their own, and before you know it, you could have an enemy interceptor slowly cutting your team down in your spawn, or even have a whole army of them at your doorstep.

                        The next major change is a new strategy in the logbook to more effectively take back important objectives. In regular battles, points can no longer become contested, and faster capturing times in general. Also added in the logbook is some advice that you can read over before entering a match.

                        Lastly, some fine adjustments to some of our weapons has gave them better firing sounds, to make it feel as if you are really bringing the enemy down to their knees.

                        Now, for community feedback:

                        From some of my buddies, and one certain user here, have said that the firing sound for the Anchor was very loud, so its been reduced in volume.

                        The next update will focus on a widened game screen, a player count display that shows how many players are using a specific class in realistic Battles, and major UI changes. This next update might be the final update before I focus on other projects.

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

                        The_True_Odst 1 Reply Last reply Reply Quote 0
                        • The_True_Odst
                          The True ODST Best Forum Helpers @SirBots last edited by

                          @sirbots Would you mind if I copy your update log idea for my game?

                          ODST: Orbital Drop Ship Trooper
                          (Halo Reference)

                          Tyller_ SirBots 2 Replies Last reply Reply Quote 0
                          • Tyller_
                            Tyller_ Best Forum Helpers @The_True_Odst last edited by

                            @011830-0a42ef84 unless you’re just copying it without actually changing it to be for your game, there’s no need to ask to use the idea’ on pet of an update log

                            <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>

                            1 Reply Last reply Reply Quote 0
                            • SirBots
                              SirBots @The_True_Odst last edited by

                              @011830-0a42ef84 You can make your own, you don’t need to ask me.

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

                              1 Reply Last reply Reply Quote 0
                              • SirBots
                                SirBots last edited by SirBots

                                Since widening the canvas and the screen is creating a TON of bugs that might take a few weeks to fix, I unfortunately have to cancel the addition of the screen widening until I can fix the bugs on a testing copy of the game.

                                As compensation, I will add one feature of someones choice. Post what you want added here, and I will pick at random Thursday.

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

                                Tyller_ 1 Reply Last reply Reply Quote 0
                                • Tyller_
                                  Tyller_ Best Forum Helpers @SirBots last edited by

                                  @sirbots how big did you widen hte screen to?

                                  <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>

                                  SirBots 1 Reply Last reply Reply Quote 0
                                  • SirBots
                                    SirBots @Tyller_ last edited by

                                    @tyller_ canvas to 2800, screen to 1000x360

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

                                    Tyller_ 1 Reply Last reply Reply Quote 0
                                    • Tyller_
                                      Tyller_ Best Forum Helpers @SirBots last edited by

                                      @sirbots why do you need a 1000x360 screen? that’s a very bad aspect ratio, like 25:9, a normal montior is 16:9 and the normal viewport is 4:3

                                      <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>

                                      SirBots 1 Reply Last reply Reply Quote 0
                                      • SirBots
                                        SirBots @Tyller_ last edited by

                                        @tyller_ Does not fit my screen lmao

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

                                        Tyller_ 1 Reply Last reply Reply Quote 0
                                        • Tyller_
                                          Tyller_ Best Forum Helpers @SirBots last edited by

                                          @sirbots wdym doesn’t fit your screen? it will only fit your screen if you full screen it (like to the edges), the default si 4:3 which only fits on stuff like ipads (typically), almost all monitors universally are 16:9 which is ~ 640:360, 1000:360 is a completely arbitrary veiwport size, do you mean fit like across the entire screen (not vertically) in the project page? 1000:360 should not fit on a screen evenly in any 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>

                                          SirBots 1 Reply Last reply Reply Quote 0
                                          • SirBots
                                            SirBots @Tyller_ last edited by

                                            @tyller_ Like, have fit the entire screen vertically when fullscreen.

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

                                            Tyller_ 1 Reply Last reply Reply Quote 0
                                            • Tyller_
                                              Tyller_ Best Forum Helpers @SirBots last edited by

                                              @sirbots you said 1000 by 360, whats the issue? just try othe default viewport size 480:360 if the game works with that and remove fencing by just upping the canvas size, like if you just want no fencing at first you can do legit just 1000 by 1000 canvas size, 2000 by 2000 should be more than enough, I don’t recommend actually moving the viewport because at sizes at I think 5000 to 10000+ it stops showing stuff some way from the edge of the canvas

                                              <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>

                                              SirBots 1 Reply Last reply Reply Quote 0
                                              • SirBots
                                                SirBots @Tyller_ last edited by

                                                @tyller_ Im getting confused.

                                                The canvas size is set to 2800x2800

                                                Viewport size is at 1000x360.

                                                What would be ideal?

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

                                                Tyller_ 1 Reply Last reply Reply Quote 0
                                                • Tyller_
                                                  Tyller_ Best Forum Helpers @SirBots last edited by

                                                  @sirbots veiwport size as 480 by 360 unless you always had it as 1000 by 360, why did you make the viewport size 1000 by 360

                                                  <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>

                                                  SirBots 1 Reply Last reply Reply Quote 0
                                                  • SirBots
                                                    SirBots @Tyller_ last edited by

                                                    @tyller_ Bcause I want to have a bigger screen size so I can make some UI changes.

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

                                                    1 Reply Last reply Reply Quote 0
                                                    • Tyller_
                                                      Tyller_ Best Forum Helpers last edited by

                                                      @sirbots 1000 by 360 will either shrink the vertical height thus making it worse, the full screen when you press the full screen button fits to your browser window which is 4:3, if you want entire screen full screen (this excludes the green flag bar) its 640 by 360 which is 16:9, 1000 by 360 is a 22:9 screen ratio which is not good for really anything, you should shrink your ui elements because if you’re running out of space to do stuff, expanding the viewport doesn’t work because unless you have like a 100 by 100 or 200 by 200 viewport, it won’t give you more space, your device has to crop it down making ui elements even smaller, it’s not user friendly and doesnt fix the issue because the ui elements are the same size relative to everything else, it’s just now everything has to shrink itself weirdly

                                                      <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>

                                                      The_True_Odst 1 Reply Last reply Reply Quote 0
                                                      • The_True_Odst
                                                        The True ODST Best Forum Helpers @Tyller_ last edited by

                                                        @tyller_ You do realize that most maps in shooter games aren’t square? Honestly, it seems better that way because it maps the map more fluent and realistic.

                                                        ODST: Orbital Drop Ship Trooper
                                                        (Halo Reference)

                                                        Tyller_ 1 Reply Last reply Reply Quote 0
                                                        • The_True_Odst
                                                          The True ODST Best Forum Helpers @c. last edited by

                                                          @c said in WOC Update Log:

                                                          post these updates on the project itself and not the forums

                                                          Is it fine if I only post major updates on the forum? Minor updates and bug fixes will be noted in the forum if anyone does ask though.

                                                          ODST: Orbital Drop Ship Trooper
                                                          (Halo Reference)

                                                          c. 1 Reply Last reply Reply Quote 0
                                                          • Tyller_
                                                            Tyller_ Best Forum Helpers @The_True_Odst last edited by

                                                            @011830-0a42ef84 he said he made the viewport 1000 by 360 and the canvas 2800 (assuming he means 2800 by 2800) the default viewport isn’t square, and 1000x360 is still a rectangle, just a really long one, this doesn’t help you fit more ui element’s on screen, to put that into perspective a modern phone has about a 20:9 aspect ratio (atleast mine does), I never said the map should be square (but those borders have to be a rectangular shape and the edges can be going into the play area where stuff is allowed)

                                                            <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>

                                                            1 Reply Last reply Reply Quote 0
                                                            • SirBots
                                                              SirBots last edited by

                                                              Update 2.23 - Mode Change Update

                                                              Release Date; Feb 28, 2025

                                                              What’s new:

                                                              UI

                                                              • Rearranged the button layout to make the main menu look more polished
                                                              • Moved the title and the Good Morning/Evening message to make the main menu more polished
                                                              • The background of the main menu now periodically change

                                                              Gamemodes

                                                              Realistic Battles

                                                              • Made a new, more accurate player count system. In order to win based on kills, the entire opposing team must be eliminated to earn this victory.
                                                                • Previously, this victory could be obtained by killing enough players until the team has only ~5% of their starting player count remaining.

                                                              Game Mechanics

                                                              • In Realistic Battles, Added a menu that shows how many enemies which are currently alive, that is using a specific class. The count adjusts for eliminated players. This menu can be opened by holding the “E” key.
                                                                • This system only accounts for players on the enemy team that are currently alive.
                                                                • Does not work for regular battles

                                                              Bug Fixes

                                                              • Fixed a bug where pressing the “E” key when entering, or inside of, a match after intermission would cause the main menu to appear on screen, effectively breaking the game.
                                                              • Fixed a bug where the wrong gamemode would be shown when loading into a non-realistic battle match.
                                                              • Fixed a bug in regular modes where sometimes the spectating screen would appear instead of respawning as normal.
                                                              • Fixed a bug where the Sandbag and the Medbubble sub-weapons would be frozen in place on screen when the Match Results screen would appear, provided that they were deployed when the screen appeared.

                                                              The next update will focus on adding one new weapon class and a new map, and some fixes. This next update will be the final content update.

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

                                                              1 Reply Last reply Reply Quote 0
                                                              • c.
                                                                Cαƚƚყ Mod Helper @The_True_Odst last edited by

                                                                @011830-0a42ef84
                                                                👍

                                                                Official Forums Moderator

                                                                1 Reply Last reply Reply Quote 0
                                                                • SirBots
                                                                  SirBots last edited by

                                                                  Update 2.23 Sudden additions notes and Release!

                                                                  So, we’re back with another update! Our team forgot to mention these few things when this was at work at our home base:

                                                                  • 4 additional battle songs have been added
                                                                  • Reduced the intensity of the red screen when the player is below 30 health by approx. 45%

                                                                  We are proud to announce a new and improved system for telling if your team is winning or not in Realistic Battles! Even better, by holding the ‘E’ key, you can see which class that any currently alive bot is using. This counter updates for eliminated players. Lastly with this new technology, we can more accurately determine how many enemies are left in a match, but this also means you might have to hunt down that last, sneaky player.

                                                                  We’ve also improved the Main Menu UI, did some rearranging, and added a background changer to give the Main Menu a more, cleaner, fresher look!

                                                                  In terms of bug fixes, it was found during the development of the counter system that, if you entered a match after intermission instead of returning to the Main Menu, you could break the game by just pressing the “e” key. This has been fixed. Problems were also found with the gamemode display while the map was loading, not being able to respawn in non-realistic battles, and Sandbags and Medbubbles freezing on screen when the Results screen appeared, given that both is/was deployed when the screen appeared.

                                                                  Happy fighting!

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

                                                                  The_True_Odst jeffreyrb03-gmail 2 Replies Last reply Reply Quote 0
                                                                  • The_True_Odst
                                                                    The True ODST Best Forum Helpers @SirBots last edited by The_True_Odst

                                                                    @sirbots hey if you have multiplayer can you tell me how you managed to do that?

                                                                    ODST: Orbital Drop Ship Trooper
                                                                    (Halo Reference)

                                                                    SirBots 1 Reply Last reply Reply Quote 0
                                                                    • SirBots
                                                                      SirBots @The_True_Odst last edited by

                                                                      @011830-0a42ef84 I don’t have multiplayer integrated, and I don’t plan on adding it.

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

                                                                      The_True_Odst 1 Reply Last reply Reply Quote 0
                                                                      • The_True_Odst
                                                                        The True ODST Best Forum Helpers @SirBots last edited by

                                                                        @sirbots Okay 👍

                                                                        ODST: Orbital Drop Ship Trooper
                                                                        (Halo Reference)

                                                                        1 Reply Last reply Reply Quote 0
                                                                        • SirBots
                                                                          SirBots last edited by

                                                                          Update 3.5 - A Very Special Specialty Update Pt.1 Patch Notes

                                                                          Update type - Content Update
                                                                          Release Date - When finished

                                                                          What’s new:

                                                                          AI

                                                                          • Implemented the same player count system from the previous update to the Freinds AI.
                                                                            • This is to fix an issue where Realistc Battle matches would not end if the player and his entire team was eliminated.

                                                                          Bug fixes

                                                                          • Fixed a bug where Interceptors would not move at their correct speed while they were not moving to position themselves before firing. They would move at the speed of their teammates rather than being faster than them, and vice versa with non-interceptor classes as well.

                                                                          Gamemdes

                                                                          Realistic Battles

                                                                          • The border around the screen is now slightly transparent so while spectating, the player is able to see the locations of all players during a match.

                                                                          Weapon Classes

                                                                          • Added a new class: Combat Medic

                                                                          Ever wanted to be able to heal your teammate, yet can’t contribute much to fighting? Well this class is for you! Paired with a BAR M1911, and that same familiar MedBubble, you can more conveniently place that MedBubble in more places with a more reliable weapon. Furthermore, its paired with the Punchdown special if they come rushing in!

                                                                          Class Armament:

                                                                          • BAR M1911 Multipurpose Automatic DMR
                                                                          • MedBubble Sub-Weapon
                                                                          • Punchdown Special (Coming soon)

                                                                          UI

                                                                          • Changed the text for the Scout Class button in the Class selection screen from Recon to Scout
                                                                          • Fixed the appearance of Gamemode information when the map is revealed, and added a slight background to fix the conflicting of colors with the text and background.

                                                                          Maps

                                                                          • Added a new map: Iberian Castle

                                                                          General Bug Fixes
                                                                          *Fixed a bug where Sub-weapons could still be used while not in a match.

                                                                          The next update will focus on adding specials, and spawn protection mechanisms

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

                                                                          The_True_Odst 1 Reply Last reply Reply Quote 0
                                                                          • The_True_Odst
                                                                            The True ODST Best Forum Helpers @SirBots last edited by

                                                                            @sirbots Hey do you have any suggestions that I could implement for my game: Bot Test? I would appreciate it and I think you would have good suggestions (since you and I are making similar games).

                                                                            ODST: Orbital Drop Ship Trooper
                                                                            (Halo Reference)

                                                                            SirBots 1 Reply Last reply Reply Quote 0
                                                                            • SirBots
                                                                              SirBots @The_True_Odst last edited by

                                                                              @011830-0a42ef84 Add an option where your mouse doesn’t really determine the movement of your player.

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

                                                                              The_True_Odst 1 Reply Last reply Reply Quote 0
                                                                              • The_True_Odst
                                                                                The True ODST Best Forum Helpers @SirBots last edited by The_True_Odst

                                                                                @sirbots Already did, check options

                                                                                Unless you mean rotation-wise

                                                                                ODST: Orbital Drop Ship Trooper
                                                                                (Halo Reference)

                                                                                SirBots 2 Replies Last reply Reply Quote 0
                                                                                • SirBots
                                                                                  SirBots @The_True_Odst last edited by

                                                                                  @011830-0a42ef84 K, well, I don’t really know then.

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

                                                                                  The_True_Odst 1 Reply Last reply Reply Quote 0
                                                                                  • SirBots
                                                                                    SirBots @The_True_Odst last edited by

                                                                                    @011830-0a42ef84 Yeah, rotation wise.

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

                                                                                    1 Reply Last reply Reply Quote 0
                                                                                    • The_True_Odst
                                                                                      The True ODST Best Forum Helpers @SirBots last edited by

                                                                                      @sirbots Do you mean rotation or movement

                                                                                      ODST: Orbital Drop Ship Trooper
                                                                                      (Halo Reference)

                                                                                      SirBots 1 Reply Last reply Reply Quote 0
                                                                                      • SirBots
                                                                                        SirBots @The_True_Odst last edited by

                                                                                        @011830-0a42ef84 Its how your person moves based on the mouse and key movement. It’s funky.

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

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                                                                                        • The_True_Odst
                                                                                          The True ODST Best Forum Helpers @SirBots last edited by

                                                                                          @sirbots Yes, there are 2 options for that. You can either choose “move with mouse,” which means the W key moves the player toward the mouse pointer, or “move without mouse,” which means the W key moves the player up.

                                                                                          ODST: Orbital Drop Ship Trooper
                                                                                          (Halo Reference)

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                                                                                          • jeffreyrb03-gmail
                                                                                            JaecadeJnight Mod Helper @SirBots last edited by

                                                                                            @sirbots said in WOC Update Log:

                                                                                            Reduced the intensity of the red screen when the player is below 30 health by approx. 45%

                                                                                            This is good, and this makes the game a bit more accessible to those with seizures or other conditions. I recommend reading https://developer.mozilla.org/en-US/docs/Web/Accessibility/Seizure_disorders for more info. It talks about accessibility mainly for websites, but this also can apply to web games. This part: https://developer.mozilla.org/en-US/docs/Web/Accessibility/Seizure_disorders#flashing_flashing_red tells you about how flashing red affects people with those conditions. I’m also not saying you have to make your game 100% epilepsy-friendly, but I am saying that it’s a good idea you thought of that. I do recommend adding options for reduced flashing or other fast screen effects so that the user can enable/disable them or even use a slider to control just how much flashing is there.

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

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                                                                                            • SirBots
                                                                                              SirBots last edited by

                                                                                              Some issues with development has resulted in a pushback of the update release. I planned on releasing it today, but this is not going to happen. At the quickest, tomorrow. But likely this weekend.

                                                                                              Here is a detailed overview of the changes to the game for the pt.1 update:

                                                                                              The allied player’s AI was not given the new player counting system that the enemies received in the 2.23 update, as it appeared to work just fine. But there would be times where Realistic Battle matches would not end if the Player and their entire team was still dead. Thus, the counting system was added to their AI to fix this issue.

                                                                                              Furthermore, AI Interceptors on both teams would move slower than intended if they were not positioning to shoot (Moving in a loop at a slow speed before shooting), non-interceptor classes moving at interceptor speeds when not positioning, and vice versa. This issue has been fixed.

                                                                                              Continuing with Realistic battle changes, a quality of life change was made to the spectating screen. The border was made transparent so the player can roughly see where other players are located on the map.

                                                                                              After some battle trials, an 8th and final class was drawn up and made. The Medic class is a highly supportive class with some modest, or in some cases, great sniping capabilities with its high damage output of 60 damage a shot. But lacks any proper fighting capabilities when dealing with close-quarter combat overall, mostly noticeable when fighting with multiple enemies at once. As a result, for those who want to be able to quickly heal their team, and be able to fight on the frontlines, the Combat Medic class was added. This class combines the fighting capabilities of the Assault class and the Medic class. The trade offs are poor damage-per-bullet output, lack of an offensive sub-weapon for Frontline combat, and when Specials are released, lack of a supportive Special.

                                                                                              For UI changes, fixed the Scout’s name in the class selection to make the internal name in the code match the actual UI.

                                                                                              For when the Map and Gamemode information is revealed, a transparent background was added behind the text to fix color conflicts with the map and text color. Furthermore, fixed positioning of the text of the gamemode information to give it a more polished appearance.

                                                                                              For the game’s final map for a while, a new, almost fully indoor map was added: Iberian Castle. This map was built around sniping along the A and C objective point locations, and an open, outdoor center for Assault and other frontline fighting classes.

                                                                                              In terms of bug fixes, not much was done other than fixing the use of sub-weapons when not in a match.

                                                                                              Patch notes of the Pt.2 update will be released around the same time the Pt.1 update rolls out.

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

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                                                                                              • SirBots
                                                                                                SirBots last edited by

                                                                                                Well, good news, I got the issues fixed faster than expected. So, the update is out! Patch notes for Pt.2 will be ready soon!

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

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                                                                                                • SirBots
                                                                                                  SirBots last edited by SirBots

                                                                                                  Update 4.0 - A Very Special Specialty Pt.2 - Content Update and Bug fixes

                                                                                                  Release: When finished

                                                                                                  What’s new:

                                                                                                  Weapon Classes

                                                                                                  Specials
                                                                                                  Added 4 Special weapons:

                                                                                                  Punchdown
                                                                                                  When used, you become flooded with a sudden burst of energy, it is then expelled by explosion, dealing significant damage to enemies in the radius
                                                                                                  Statistics:

                                                                                                  • Special cooldown: 55 Seconds
                                                                                                  • Damage: 15 to 45 per 0.5 seconds
                                                                                                  • Duration: 1 second

                                                                                                  Reload Booster
                                                                                                  Instantly reloads the magazine and reduces weapon reload time by 45% for a short duration afterwards

                                                                                                  • Reloads the weapon magazine if it’s not full
                                                                                                  • Reduces weapon reload time for the duration
                                                                                                  • Duration: 25 seconds
                                                                                                  • Cooldown: 65 seconds

                                                                                                  General’s Vitamins
                                                                                                  Greatly increases passive health regeneration for the entire team. ( Can be used by AI)

                                                                                                  • Effect: Increases passive health regeneration by 45%
                                                                                                  • Duration: 20 seconds
                                                                                                  • Cooldown: 45%

                                                                                                  Big Bubbler
                                                                                                  A toolbox sized device filled with advanced technologies which employs a large, spherical shield that prevents foreign made ammunition from ever existing inside of the shield. Can’t stop adversaries from going inside, however. (Can be used by AI)

                                                                                                  • Effect: A shield that stops enemy gunfire from going inside and prevents enemies from shooting inside the shield. Does not prevent enemies themselves from entering. The Special can end early if the shield sustains too much damage, or enemies remain inside of it for long enough.
                                                                                                  • Health: 700
                                                                                                  • Duration: 15 seconds
                                                                                                  • Cooldown: 35 seconds

                                                                                                  The following weapon classes have received changes to their armament:

                                                                                                  Scout

                                                                                                  • Can now use the Big Bubble Special
                                                                                                  • Now has a reload time of 2.5 seconds

                                                                                                  Assault

                                                                                                  • Can now use the Punchdown Special
                                                                                                  • Now has a reload time of 1.7 seconds

                                                                                                  Medic

                                                                                                  • Can now use the General’s Vitamins Special
                                                                                                  • Now has a reload time of 3.1 seconds

                                                                                                  Combat Medic

                                                                                                  • Can now use the Punchdown Special
                                                                                                  • Now has a reload time of 2.3 seconds
                                                                                                  • Lowered firing sound volume

                                                                                                  Support

                                                                                                  • Can now use the Big Bubbler Special
                                                                                                  • Now has a reload time of 3.5 seconds

                                                                                                  Interceptor

                                                                                                  • Can now use the PunchDown Special
                                                                                                  • Now has a reload time of 1.4 seconds

                                                                                                  Marksman

                                                                                                  • Can Now use the Reload Booster
                                                                                                  • Has a reload time of 6 seconds

                                                                                                  Anchor

                                                                                                  • Can now use the Reload Booster
                                                                                                  • Now has a reload time of 4.5 seconds

                                                                                                  Game Mechanics

                                                                                                  • Added a new mechanic: Reload Time

                                                                                                  Maps

                                                                                                  • Added some rocks and trees to the center of the map in Iberian Castle

                                                                                                  Bug Fixes
                                                                                                  Bugs caused by previous update

                                                                                                  • Fixed a bug causing incorrect counting of each class the enemies are using
                                                                                                  • Fixed a bug causing the incorrect count to cause players to be remaining when a match ends after an elimination victory
                                                                                                  • Fixed a bug where not all of the UI for viewing enemy player class numbers would disappear if the menu was on screen when the match ended.

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

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                                                                                                  • The_True_Odst
                                                                                                    The True ODST Best Forum Helpers @SirBots last edited by

                                                                                                    @sirbots You could add like a realistic mode, along with (in match settings) changing health, damage, bot weapon layouts, maps, round timer, gamemode, # of bots, killstreak/scorestreak, multiplayer, missions, zombies, etc. (I’ll try to think of more later)

                                                                                                    ODST: Orbital Drop Ship Trooper
                                                                                                    (Halo Reference)

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                                                                                                    • SirBots
                                                                                                      SirBots @The_True_Odst last edited by SirBots

                                                                                                      @the_true_odst Realistic Battles already exists, and choosing the # of bots on both teams also exists in the Main Menu. Just look in the bottom right corner. Also most of everything you’ve said is already added. A story mode might be made on a separate project.

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

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                                                                                                      • The_True_Odst
                                                                                                        The True ODST Best Forum Helpers @SirBots last edited by

                                                                                                        @sirbots I tried playing it and then my entire computer just froze.

                                                                                                        ODST: Orbital Drop Ship Trooper
                                                                                                        (Halo Reference)

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