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    SirBots

    @SirBots

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

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    Best posts made by SirBots

    • RE: WOC Update Log

      Upcoming 1.122 Update:

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

      Below are the changes:

      Visual and Audio Changes

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

      Weapon Changes:

      Assault:

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

      Scout:

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

      Medic

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

      Sub-weapon changes:

      Grenades:

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

      Poison Gas:

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

      MedBubble:

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

      Bug Fixes:

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

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

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

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

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

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

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

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

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

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

      posted in Project Showcase
      SirBots
      SirBots
    • WOC Update Log

      Update 2.15 - Upscaled Conflicts

      Update Type: Major Content Update

      Release date - Between Friday to Next Week

      What’s New:

      Game modes

      • Added the option to play in 50v50 Battles
        • Restricted to Realistic Battles only. Planning on adding them to non-realistic battles in the future.
      • Added Voicelines. The language of the voicelines is tied to player’s faction: German for the German team, and English for the British team.

      Maps

      • Added a new map: Normandy

      AI

      • The AI will no longer attack the previous locations of dead players in Realistic Battles.
      • The AI will shoot a set number of bullets based on their class.
        • Marksman - 2 to 4 rounds
        • Scout - 3 to 6 rounds
        • Anchor - 20 to 36 rounds
        • Interceptor - 9 to 14 rounds
        • Medic - 7 to 10 rounds
        • Support - 19 to 24 rounds
        • Assault - 15 to 21 rounds

      UI

      • The spectating screen now disappears when the match ends.

      Bug fixes

      • Fixed a bug causing rounds to clip into the MedBubble sub-weapon before being deflected.
      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

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

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

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

      posted in Project Showcase
      SirBots
      SirBots
    • Need play tester, coder, and polisher

      The game which I have the most progress on: The Teahouse, is about 15% done. I am looking for ppl to playtest, help code, and polish the game. Details will be given for those who are interested, and a forum post will be released giving a detailed overview of the game before the demo release.

      posted in Help
      SirBots
      SirBots
    • Rudimentary clone targeting system

      So, I have come up with some code which (I think) would aim/target any clone of your choice, albeit not targeting the closest clone.

      So, each clone that you want your AI (or Sprite) to target, must have their x and y coordinates recorded in separate lists (Done for individual x and y variables for more versatility) Then, when instructed, (for example a tank fighting other tanks), it would pick a random list number. This number will be referred to as the “Clone Target Variable” This number will be used to pick the x and y for the AI to point at. (For example, if the CTV is 5, then it would pick row 5 of both lists, and it would be plugged in accordingly).

      Then, this tank, would then fire at the said coordinates that was plugged in from the listing, then repeats when it gets ready to fire again.

      I might use this for the near future for the bots in WOC, but this is being put to testing for the Airships to give them some type of use beyond just hiding bots underneath it.

      posted in General Discussion
      SirBots
      SirBots
    • RE: How to remove old version of a game without deleting every version at once?

      @info-creaticode No Problem. Just need to clear up space, that’s all. Still want to keep at least 1 or 2 older versions to find sources for bugs that didn’t exist before.

      posted in Help
      SirBots
      SirBots
    • WOC Notice

      So, after some thinking, I will be suspending updates to WOC.

      I have been thinking for a long time to make (what I think is) much needed upgrades and polishing to the game’s AI. I feel like the player is the main contributor to any match. In my eyes, this makes the ai useless other than just cannon fodder. So, I will be pushing back the weather update to work on the AI upgrades.

      While I have a very basic targeting system, it’s not really enough. Why? The system does not target the closest enemy to a bot. It just picks a random one on the map. This means that it is likely to attack something off screen, and it will do nothing.

      So, I won’t update the game till I can get this targeting system mastered. This will not be the only addition to this update. What else will I be adding?

      • 3 new weapon classes, and 3 new subs
      • 2 new maps
      • 1 new gamemode to replace Deathmatch
      • A slew of bug fixes
      • Better UI enhancements
      • Voicelines for both teams
      • Removing unused blocks for better performance and loading times.
      • Less time between moving and firing for the AI.
        I might, bring about a patch or two. Dunno yet.

      When this update releases, the game version will be updated to 2.0

      posted in General Discussion
      SirBots
      SirBots
    • RE: WOC Update Log

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

      posted in Project Showcase
      SirBots
      SirBots

    Latest posts made by SirBots

    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @charles I could do that in fact. Again, this would be done possibly in the second game. About 20% done with it since I have the engine from the first one.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @Charles With over 270+ anomalies in the game, this would take too long.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @dreamsmp_luck Sure.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @charles The second game will give one hour (100 seconds) to study the map before anomalies appear.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @charles That would kinda defeat one of the major mechanics. Most games in this genre make the players go in blind, as they have to find the anomalies themselves without any knowledge of said anomalies other than what the maps look like without any anomalies present, and must memorize each anomaly to reduce the likelihood of losing in the next run. To give a guide about each one with a picture defeats that mechanic.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @charles Elaborate.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      Small Game Update.

      • Nerfed Anomaly spawn rate by 35% in Hard Mode
      • Made noise indications that sometimes play around when a anomaly appears slightly more frequent.
      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @artisilv It is in fact.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @dreamsmp_luck Texture anomaly is for when the appearance of an object is different, like it being a different color, appearance, or it being all black.

      Light anomaly is the change in lighting when the room has different lighting, like it being dark, or brighter.

      Abyss is just a giant black circle. Some of them can be in sneaky spots.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: PARMA - A Anomaly Protection Group - Game Announcment

      @dreamsmp_luck Light Anomaly

      posted in Project Showcase
      SirBots
      SirBots