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WOC Update Log

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  • TheNicknameGovT TheNicknameGov

    @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.

    Tyller_T Offline
    Tyller_T Offline
    Tyller_
    trusted helpers
    wrote on last edited by
    #46

    @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>

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    • SirBotsS Offline
      SirBotsS Offline
      SirBots
      wrote on last edited by
      #47

      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

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      • TheNicknameGovT TheNicknameGov

        @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.

        silvloveS Offline
        silvloveS Offline
        silvlove
        Mod Helper
        wrote on last edited by
        #48

        @011830-0a42ef84
        👍

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

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        • SirBotsS Offline
          SirBotsS Offline
          SirBots
          wrote on last edited by
          #49

          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

          TheNicknameGovT JaecadeJnightJ 2 Replies Last reply
          0
          • SirBotsS SirBots

            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!

            TheNicknameGovT Offline
            TheNicknameGovT Offline
            TheNicknameGov
            trusted helpers
            wrote on last edited by TAO
            #50

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

            Please help all my projects are 3000+ blocks

            SirBotsS 1 Reply Last reply
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            • TheNicknameGovT TheNicknameGov

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

              SirBotsS Offline
              SirBotsS Offline
              SirBots
              wrote on last edited by
              #51

              @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

              TheNicknameGovT 1 Reply Last reply
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              • SirBotsS SirBots

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

                TheNicknameGovT Offline
                TheNicknameGovT Offline
                TheNicknameGov
                trusted helpers
                wrote on last edited by
                #52

                @sirbots Okay 👍

                Please help all my projects are 3000+ blocks

                1 Reply Last reply
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                • SirBotsS Offline
                  SirBotsS Offline
                  SirBots
                  wrote on last edited by
                  #53

                  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

                  TheNicknameGovT 1 Reply Last reply
                  0
                  • SirBotsS SirBots

                    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

                    TheNicknameGovT Offline
                    TheNicknameGovT Offline
                    TheNicknameGov
                    trusted helpers
                    wrote on last edited by
                    #54

                    @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).

                    Please help all my projects are 3000+ blocks

                    SirBotsS 1 Reply Last reply
                    0
                    • TheNicknameGovT TheNicknameGov

                      @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).

                      SirBotsS Offline
                      SirBotsS Offline
                      SirBots
                      wrote on last edited by
                      #55

                      @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

                      TheNicknameGovT 1 Reply Last reply
                      0
                      • SirBotsS SirBots

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

                        TheNicknameGovT Offline
                        TheNicknameGovT Offline
                        TheNicknameGov
                        trusted helpers
                        wrote on last edited by TAO
                        #56

                        @sirbots Already did, check options

                        Unless you mean rotation-wise

                        Please help all my projects are 3000+ blocks

                        SirBotsS 2 Replies Last reply
                        0
                        • TheNicknameGovT TheNicknameGov

                          @sirbots Already did, check options

                          Unless you mean rotation-wise

                          SirBotsS Offline
                          SirBotsS Offline
                          SirBots
                          wrote on last edited by
                          #57

                          @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

                          TheNicknameGovT 1 Reply Last reply
                          0
                          • TheNicknameGovT TheNicknameGov

                            @sirbots Already did, check options

                            Unless you mean rotation-wise

                            SirBotsS Offline
                            SirBotsS Offline
                            SirBots
                            wrote on last edited by
                            #58

                            @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
                            0
                            • SirBotsS SirBots

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

                              TheNicknameGovT Offline
                              TheNicknameGovT Offline
                              TheNicknameGov
                              trusted helpers
                              wrote on last edited by
                              #59

                              @sirbots Do you mean rotation or movement

                              Please help all my projects are 3000+ blocks

                              SirBotsS 1 Reply Last reply
                              0
                              • TheNicknameGovT TheNicknameGov

                                @sirbots Do you mean rotation or movement

                                SirBotsS Offline
                                SirBotsS Offline
                                SirBots
                                wrote on last edited by
                                #60

                                @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

                                TheNicknameGovT 1 Reply Last reply
                                0
                                • SirBotsS SirBots

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

                                  TheNicknameGovT Offline
                                  TheNicknameGovT Offline
                                  TheNicknameGov
                                  trusted helpers
                                  wrote on last edited by
                                  #61

                                  @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.

                                  Please help all my projects are 3000+ blocks

                                  1 Reply Last reply
                                  1
                                  • SirBotsS SirBots

                                    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!

                                    JaecadeJnightJ Offline
                                    JaecadeJnightJ Offline
                                    JaecadeJnight
                                    Mod Helper
                                    wrote on last edited by
                                    #62

                                    @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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                                    • SirBotsS Offline
                                      SirBotsS Offline
                                      SirBots
                                      wrote on last edited by
                                      #63

                                      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

                                      1 Reply Last reply
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                                      • SirBotsS Offline
                                        SirBotsS Offline
                                        SirBots
                                        wrote on last edited by
                                        #64

                                        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

                                        1 Reply Last reply
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                                        • SirBotsS Offline
                                          SirBotsS Offline
                                          SirBots
                                          wrote on last edited by SirBots
                                          #65

                                          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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