AcidLead
The Flash of the Action
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Our hero returns triumphant. Execute him at once.
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« Reply #300 on: November 29, 2010, 04:30:25 pm » |
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You know there's like 10 or so sceneric objects you guys haven't seen yet. Those "unseen" objects include a regular tree with snow, an autumn-esque tree with snow, a pine tree with snow, a decorated pine tree (Christmas), and a present.

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recent additions: oh fuck it we're redoing all of AWE top-down
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Saltonara
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« Reply #301 on: November 30, 2010, 04:50:22 pm » |
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Today, I did some planning at school for the FLS Christmas event.
Below this line is what's planned to go on that actually relates to Christmas. ● New Christmas themed map (King of the Hill) ● The flag will be a Christmas tree instead. ● There will be a regular Christmas tree (scenery object) at each base. ● A present will appear at each base's Christmas tree on the 25th day. Players will need to attack the presents (only once) to open them. The presents can contain one of the following: a large amount of money, a large amount of metal, a "hero" unit, or a vehicle army (consisting of either 10-25 vehicles; I'm still deciding). ● (Only if I get the Community up by this time) Each player who logs in or registers at the Community on Christmas gets a "Christmas Present" award. ● This present only starts out as an award. Later on, when perks get implemented, the Christmas Present will be able to be exchanged for a free perk (because you have to unlock/buy (not the TF2 way. If anyone wants to know how perks will work, I've already planned how and will be willing to share these plans) perks). When this happens, the "Christmas Present" becomes an "Opened Christmas Present", which can no longer be used (but it still appears in your awards section).
Below this line is what else I plan to have by Christmas day. ● Get the FLS Community up. ● New game mode (King of the Hill. If anyone wants to know how this will work, I'll explain this too). ● Battlefield Constructor update which allows other people to place scenery, work with the new tiles, place mode objects, etc.
So yeah. I've got 25 days to do this, wish me a fuckton of luck. I can't promise anything (hence the word "plan" being used), but I'll work my ass off and try to get as much done as I can.
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Hanz Ketchup
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« Reply #302 on: November 30, 2010, 05:17:33 pm » |
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le gasp Can't wait. Maybe I'll decide to learn to play this time. Oh yeah, did you bind "quit game" and "back out of menu" to other buttons?
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back in 09
i want to get off mrfredmans wild ride
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Saltonara
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« Reply #303 on: November 30, 2010, 05:39:54 pm » |
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Dude
I did that a while ago. Well, I didn't actually assign them to different keys. But what I did do is also allow people to use escape to back out of menus/actions (backspace still works too). If there is no menu open, then escape will bring up a menu asking if you want to forfeit/leave.
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Saltonara
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« Reply #304 on: December 01, 2010, 07:08:37 pm » |
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So I'm deciding to start off with the smaller things first, then move on to the bigger things (Community being the biggest).
So I'm nearly done updating the Battlefield Constructor already. The new version won't feature much, but is still rather notable. The main additions are the ability to place scenery (as well as the "new" tiles), the ability to place the KotH Flag, and using Page Up and Page Down to scroll through tool options rather than 9/0 or O/P (I made this change for a couple obvious reasons). As said, not a OMG MEGA UPDATE but still worth mentioning. Before anyone asks, the map maker IS backwards compatible, so if you made a map (none of you probably did) and wanna add scenery, make it KotH compatible, or something else, you don't have to remake the map. Also, while I'm trying to limit releasing anything to around Christmas, I may release this tonight. The maps are even forwards compatible (my custom map code allows for this), so yeah, despite the BC update not being meant for the version of FLS you guys probably have, maps you make with the update will still work (though you will not be able to play KotH yet. All the scenery (even the Christmas scenery) was already in the current FLS version, however the present object has a different color scheme than the map maker does).
tl;dr: Map maker update, backwards and forwards compatible, scenery, unusable KotH flag, etc.
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« Last Edit: December 01, 2010, 07:16:06 pm by Schnappi das geistig zurückgeblieben Krokodil »
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Dusty
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« Reply #305 on: December 01, 2010, 07:30:54 pm » |
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Colton, how the hell do you save? i couldn't figure out how to get the save function to work.
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Saltonara
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« Reply #306 on: December 01, 2010, 07:32:55 pm » |
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Shift+S
Then press Enter after you're done typing.
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Dusty
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« Reply #307 on: December 01, 2010, 07:34:59 pm » |
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Mmhm. I kinda figured by the directions, but that didn't create a file when I had tried it.
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Saltonara
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« Reply #308 on: December 01, 2010, 07:35:38 pm » |
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It makes a "Maps" folder if there isn't one, and puts it in there.
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dr.stampy
Guest
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« Reply #309 on: December 01, 2010, 07:50:16 pm » |
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i think you should be able to make your own tiles and choose some values and stuff, that way you can make a map of any theme
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Dusty
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« Reply #310 on: December 01, 2010, 07:55:28 pm » |
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That'd be insanely hard wouldn't it?
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AcidLead
The Flash of the Action
Veteran Beta Tester
   
Offline
Posts: 6248
Our hero returns triumphant. Execute him at once.
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« Reply #311 on: December 01, 2010, 08:04:52 pm » |
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That'd be insanely hard wouldn't it?
Well actually considering how terrain has almost no properties it wouldn't be as insanely hard as if it was more focal to gameplay.
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recent additions: oh fuck it we're redoing all of AWE top-down
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Dusty
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« Reply #312 on: December 01, 2010, 08:10:40 pm » |
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No, no. I mean the getting custom tiles to work kind of thing.
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Saltonara
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« Reply #313 on: December 01, 2010, 08:11:48 pm » |
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Importing them wouldn't actually be a problem at all. However....
That's already been suggested before. And I turned it down for the following reasons: -I'd like FLS to keep a consistent sprite style. Not only does this include the style which the sprites follow, but also a color palette I abide by. -If someone used multiple custom tiles in their map, then they would have to load all those images. -The main problem is online. The loading problem ties in with online because of sending the tile images to the clients. -Sizes. Each tile fits a 16x16 square. People foolish enough would easily make tiles too small, or the most inevitable thing, too big. This would fuck up gameplay dramatically.
So no custom tiles. But as I said before, I accept ideas.
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Dusty
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« Reply #314 on: December 01, 2010, 08:27:38 pm » |
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Actually, slightly larger tiles (IE the ones that take up 1x2 or 2x2) might look really cool if done right. But that's an 'if'
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