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    Posts made by SirBots

    • RE: WOC Update Log

      Update 13.5 - Originality - Major Content Update

      Release Date: TBA. Editor lag is being a massive problem currently

      What’s new:

      UI

      • Major Revamps to the UI screen to be more clean and modern.

      • Removed several old songs and replacing them with new music.

        • This music will be AI generated via Suno’s v5 model. Thus, it won’t be taken from another producer.
        • Some old songs will remain. Overall, there will be less songs in the music rotation. See dev notes for more detailed reasons.
      • Similar to the Battle Music, the lobby music will see similar changes, but the number of songs will still be the same.

      Gamemodes

      The following gamemodes have received specification changes

      Frontlines

      • Reduced the number of tickets need to win a score victory to 500.

      Bug Fixes

      • Fixed a bug where the message of a successful elimination would remain frozen on screen should it appear during the victory chime.
      • I am aware of a bug that causes incorrect collision and roof rendering on some maps despite it being correctly placed in the costume editor. This is currently being investigated.

      Developer Notes

      This update is made to update the UI and make major changes to the music, along with a gamemode change.

      First, the UI screen will receive some changes, including button layout and appearance, along with cleaner placement.

      For the battle songs, changes have been made to the music rotation to remove low quality and somewhat boring music, add some songs which is more fit for the game’s genre, and overall for general originality. The same will happen for most of the lobby soundtracks. Overall, there will be less soundtracks. Some old songs will still be in the game

      For context, all of the new songs will be AI generated using Suno AI’s v5 model. As part of a subscription to access said model, the songs get copyright protections, thus making these new songs the first soundtracks ever to be fully original to the game. These songs will be dropped shortly before the update as Volume 2.

      For the Frontlines mode, the amount of tickets needed to win is reduced to 500 to reduce match times. This is targeted to the Standard variant of the gamemode where the only way to win is by tickets.

      Lastly some small bug fixes were made as well as an investigation of a bug is underway.

      The next update will add a new gamemode.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Lone Victor Official Update Log

      Update 0.1.3 - Sounds of Glory

      Release Date: This Friday

      past updates mentioned were not added due to bug reasons

      UI

      Added sounds to the following weapons

      • M9
      • AK-47
      • M870

      Added sounds to the following items

      • Ammo

      Added sounds for the following objects

      • Trees

      AI

      • Fixed AI firing frequency to be less than before.

      Dev Notes soon.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Editor Very Laggy

      @info-creaticode I have, and the lag is still present, especially in both the code and costume editors, all the way down to just scrolling through the code editor. Scrolling through sprites and sounds though isn’t laggy. Given I have 11gb of ram, this shouldn’t be possible.

      posted in Help
      SirBots
      SirBots
    • Editor Very Laggy

      @info-creaticode

      Is anyone’s editor super laggy, even on newly created projects?

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

      @tao By anomaly types, are you talking about just a general overview of each anomaly type?

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

      @dreamsmp_luck Here are some (Not all) of the hard anomales:

      Living Room

      The bucket in the left corner can disappear

      The clock on the china cabinet can disappear

      There can be a extra TV on top of the safe.

      Yard

      An Abyss can form on the ceiling of the roofed patio on the right side of the screen

      There can be a funni looking intruder behind the wood fence gate.

      Kitchen

      A bucket can spawn on top of the fridge

      The can next to the bundle of ropes can move from the left to the right.

      Bathroom

      A wire circuit above the shower can disconnect

      A tincan can spawn on the shelf above the glass bottle.

      Hope this helps a bit.

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

      @dreamsmp_luck What map you playing?

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

      @dreamsmp_luck The collage i’m going to has a firewall similar to school firewalls. Ima try to view it on my phone later.

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

      @dreamsmp_luck can’t view it bc of collage firewall stuff.

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

      @dreamsmp_luck Also, can i see a screenshot of what you’re saying?

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

      @dreamsmp_luck For the sequel (Planned for March hopefully,) You would have about 50 seconds to study the rooms before the anomalies would start spawning.

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

      @dreamsmp_luck There can be only 4 anomalies allowed on a normal game. If there is more than 4, you lose. Sometimes, a sound effect plays either right before, or right after an anomaly appears. Also, might reduce anomaly spawn rates on hard.

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

      @dreamsmp_luck I ment for my game. But sure, what do you need help with?

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

      @dreamsmp_luck How’s your first few games going?

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

      Game has dropped!

      play.creaticode.com/projects/68e7c43d7d877d732579fd7c?version=1

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

      Gamemodes Overview

      Along with the 3 maps, there is also 3 different gamemodes. These gamemodes are Normal, Hard, and Endless.

      Normal

      The standard mode of the three, you play the game an normal pace, with a normal number of anomalies, and with good chances of obvious anomalies appearing.

      Hard

      Truly the pinnacle of difficult games, Hard mode will ramp up the rate at which anomalies spawn, increase the odds at which harder anomalies will appear, less maximum anomalies allowed, and fewer odds of obvious anomalies appearing.

      Endless

      Same as Normal Mode, but the night will never end. Try to get as much anomalies as possible.

      The release date has changed to today at 8:00 AM CDT!

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

      @charles The static effect was created through rapid costume changes through giant static pictures, then set its transparency to a high value. The level goes to zero then back when you switch cameras.

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

      @sirbots The platform search was there for a while. Just fyi. I was looking for platforms to actually make the maps.

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

      @charles No. For reference, here is one of the cameras on the Forest Map: Screenshot (4).png

      (using incog bc i am using a collage issued computer)

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

      @charles-m I ment the map rooms. I didn’t use 3d blocks, but rather careful editing of the sprites to make it look 3d. That took the most amount of time when making the game.

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

      @charles-m Yeah. Its just about done.

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

      @charles-m The rest was made with creaticode

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

      @charles-m No, just some of the 3d scenes.

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

      @charles-m I used PlayCanvas.

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

      @charles-m No, its not. I’ve tried to fix it before but I could’nt figure out how.

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

      @dreamsmp_luck That picture was made using some 3d software, so no.

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

      Maps Overview:

      PARMA will drop with 3 maps: The House, The Mansion, and The Forest. Each map has its own difficulty, secrets, and unique anomalies. Each of the pictures are actual screenshots from the game.

      The House:

      backdrop1.jpeg

      The [REDACTED] Residence resides in the quiet rolling green fields of Oklahoma, approximately 80 miles south of Oklahoma City. The house was built in 1964, and was the scene of several tragedies. Including the disappearance of a family after a severe storm in recent years. Most new hires and contractors start here and in similar watch environments. This is the easiest map of the 3 available, with a small number anomalies. Of those numbers, a very small number of the aforenoted anomalies are difficult to spot. Thus, this map is easy to memorize in a short amount of time, with a total of 5 cameras, one of which covers the backyard.

      The Mansion:
      backdrop2.jpeg

      The [REDACTED] Manor, or as we at PARMA call “The Mansion” is a giant, 2 story mansion snugly located on a mountanside in northern Ireland. Built 5 years before the start of World War 2, it was the scene of many memories both good and bad. These range from galas, dances, to unsolved killings and reported paranormal activity. At PARMA, buildings of such large size often have multiple employees watching the premises, with each one assigned to watch a certain location. However, for reasons unknown, all the activity is centered on the first floor, in a few select rooms. The anomalies here are rather tricky and bigger in number, with much more sneaky and tinier ones than The House. Though, the easier anomalies do make their presence quickly known, thus its a balance of hide and seek and blatant appearances.

      The Forest:

      backdrop3.jpeg

      Black Lake Camp, or The Forest, is a summer camp situated on a remote beach in Texas. Opened in 1926 and still currently in operation, this camp changes the lives of over 920+ children every summer, with activities like beach swimming, ziplining, and more, its a favorite among the locals. However, with such a long, eventful history, comes along with it’s dark side. With multiple hurricanes and disappearances, the camp has had it’s fair share of tragedy, with in some cases deaths of campers. The activity in which has been reported is common around 4 district areas around the campsite, with it being very frequent in number, and incredibly unpredictable. As of today, there has been over 100 total anomalies recorded, and almost 70% of those being almost unnoticeable, but detectable. This map is the hardest of them all, both in anomaly types, numbers, and frequencies. Don’t expect to beat this map even on your 12th try.

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

      I have forgot to mention that this game is mobile friendly!

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

      This has been the side project which I have been working on all summer and most of September. The game is now at a point where I feel like it’s ready for a game release.

      You are a PARMA cameraman assigned to cover 3 locations on a very high paying contract. Your job is simple. For 6 hours, report anything out of place. Identify the anomaly, and report it with the correct classification. Some of these are quite noticeable, and others are tiny, requiring rigorous observation and memory of each room of each location.

      This job isn’t usually easy, as other contract workers and employees have failed to properly secure their assigned locations. The cooperation advises that you come prepared, as failure will result in you losing that income you’ve so wanted to earn. Should too many anomalies be present in your assigned location, and fail to report them as quick as possible, then you will fail your job and thus lose your contract.

      This game will release on October 15th as my first seasonal game release.

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

      13.0 has dropped. Patch notes for 13.5 will drop later next week.

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

      One last thing, as a replacement for artillery, each match can be in either realistic or standard battles after your first game of a session. 50v50 games will be a guaranteed realistic battle.

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

      A project with the new soundtracks will drop this week! Additionally, the Artillery is being buggy, so it will not drop with the update as work progresses.

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

      Update 13.0 is planned to release later this week to early next week!

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

      @dreamsmp_luck play.creaticode.com/projects/679b952fe83001fc08dae8bb

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

      @dreamsmp_luck Sure. Forgot to put the TBA release date in there.

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

      Update 13.0 - Howitzers and Prying Night Fighting Pt.1 - Seasonal Major Content Update

      Release Date: TBA

      What’s New:

      AI

      • Removed the code which caused bots to flash upon taking damage

      UI

      • Added 4 new Battle soundtracks
      • Added one limited time Soundtrack
        • This will be used in the upcoming Halloween event

      Technical Changes

      • Added “Base Defenses”
        • Base defenses are a set of long range artillery. Upon getting too close to the opposing team’s spawn, the artillery will fire, and being within range for too long result in an elimination.

      Weather

      • Reduced how dark the map is when it is Night time by approx. 5%

      Maps

      • Added a new time limited map: Hurgen’s Forest

      Bug Fixes

      • Fixed a bug where the player would not take damage from lightning or airstrikes

      Development Notes

      This update is targeted towards preventing spawn camping, fixing some small things, and updating the music.

      After attempting to fix a bug which resulted from the brightness changes caused by weather, it was decided to keep the bug as this could potentially affect users with photosensitive issues.

      Some new soundtracks were added, and one being for the halloween event in the near future.

      After some time, it was decided that players could also get decisive victories just by sitting inside of the spawn point of the enemies and killing large numbers of them. Thus, a mechanic was added to make sitting in their spawn much more risky.

      Lastly, a new Halloween map was added for use in the event and some small weather changes were made.

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

      Update 12.5.2 - Hotfix Update

      Release Date: TBA

      What’s new

      Weather

      • Fixed a bug where the rain and sound effects play while the map loads
      • Fixed a bug where rain effects wouldn’t play.
      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      12.5.1 has been released!

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

      Update 12.5.1 - Hotfix and Balance

      Release Date: TBA

      What’s New:

      UI

      • Replaced the Find Game feature with Patch Notes.
        • Patch Notes will only reflect on major or key changes. They will not show the full notes.

      Bug Fixes

      • Fixed a bug which caused Airstrikes and Lightning to kill players offscreen, respectively.
      • Made a second attempt to vix severe rain audio and visual issues.

      The next update will focus on improvements to AI targeting, and measures to discourage spawn camping.

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

      I will be experimenting with tables to see if a targeting system via a table of all the enemy coordinates would be faster in more populated lobbies.

      posted in Project Showcase
      SirBots
      SirBots