188 Responses

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  1. ShadowDragon7015
    ShadowDragon7015 December 17, 2012 at 5:12 pm |

    Cool looking. Is this the first comment?

    1. ShadowDragon7015
      ShadowDragon7015 December 17, 2012 at 5:50 pm |

      Also Virgil can the tower create creeper in areas not adjacent to the tower? Also can you program it to change the terrain around the tower when units come into a certain range of the tower like if a unit came within range it would fluctuate the land around the tower making it harder to get at?

      1. ShadowDragon7015
        ShadowDragon7015 December 17, 2012 at 5:52 pm |

        or creating a mini earthquake around the tower

  2. Vkfan
    Vkfan December 17, 2012 at 5:47 pm |

    that was a very long waiting, but it totally worth it:)
    good job, virgil

  3. Ronini
    Ronini December 17, 2012 at 5:52 pm |

    Totally worth the wait.

  4. exhodelta
    exhodelta December 17, 2012 at 5:56 pm |

    So if it moves… how do you kill it?

  5. Zach
    Zach December 17, 2012 at 5:58 pm |

    🙂 getting better and better

    1. Zach
      Zach December 17, 2012 at 6:21 pm |

      although it may be annoying on some maps for luck to play into it 😛

      1. 42ah42
        42ah42 December 31, 2012 at 11:05 am |

        What do you mean? The movement of drones when they can’t reach your units is random, and can have a direct effect on the difficulty of a level.

  6. Lurkily
    Lurkily December 17, 2012 at 6:11 pm |

    Lovely to see this demonstrated – it’s looking beautiful!

    That code is definitely unlike anything I’ve handled, and will take getting used to.

    I think preparations need to be made to provide an area specifically for sharing useful CRPL scripts when Game 3 hits release.

    Anybody can open a map and see what’s in a tower’s script, so I wonder if it might not be out of the question to require a ‘title’ for a CRPL tower’s script, and require it as a field, then have a compilation of scripts somewhere, listed by title and date and author, where people can leave comments, etc.

    This way people who aren’t advanced in these concepts can look for already-built towers that do what they need done. Even a newbie can find things useful to their maps this way.

    Many players will learn one step at a time, first with small tweaks to a script to fit their needs, later by repurposing scripts they only understand in part. This would make it very easy for players like this to find scripts that they can twist to their need, and also help them learn by providing the material for them to reshape.

  7. Katra
    Katra December 17, 2012 at 6:19 pm |

    We’re definitely going to need a tutorial to use this.

    Will walls stop a moving CRPL? And can they move over open space?

  8. Yelik
    Yelik December 17, 2012 at 6:51 pm |

    how about a draw line button instead of only free draw

  9. battlealex
    battlealex December 17, 2012 at 6:55 pm |

    ok just shut up and take our money!!!

  10. ShadowDragon7015
    ShadowDragon7015 December 17, 2012 at 7:00 pm |

    With the map editor can you change the map size? Also can you eliminate ground with the map editor?

  11. jusio
    jusio December 17, 2012 at 7:27 pm |

    Interesting. Why have you decided to use custom stack-based language?

  12. kyruya
    kyruya December 17, 2012 at 7:38 pm |

    that looks incredible. will there be any CRPL’s in the story mode?

  13. billy
    billy December 17, 2012 at 8:49 pm |

    welcome to woody’s roundup! there are a bunch of mover towers loose, and we need ya all’s help to round em up!
    these tower can’t be destroyed, but if ye round em into the greeny barn over there, they become inert! be carefule though, they emit creeper if ye get too close! also, shooting em, causes them to go the EXACT opposite direction from the firing tower! YEEEEEEEEEE HAWWWWWWWWWWWWW

  14. Crazycolorz5
    Crazycolorz5 December 17, 2012 at 9:09 pm |

    OH MY GOD VIRGIL THIS IS GENIUS… Of course someone like me would love being able to program within games :P. The type of person to make logic gates in minecraft.

    1. Crazycolorz5
      Crazycolorz5 December 17, 2012 at 9:25 pm |

      Ahem okay so more on topic: Can you make CRPL towers spawn other CRPL towers with pre-defined scripts? I’m talking about moving towers that spawn digitalis placing (slowly)moving emitters along the way.

  15. jimlad 42
    jimlad 42 December 17, 2012 at 9:29 pm |

    Let’s see, what will I want to code up? I might try some coding. it would be a cool vid to just past code that people write and show what it would do.

    First evil one:

    RandCoords 100 SetCreeper

    Done. Randomly place 100 creeper every tick, or 30 times a second.

    Now an easier to beat one:

    RandCoords 50 SetCreeper
    Delay300

    Done
    So randomly place 50 creeper every 10 seconds.

    Lets try a biger one:

    CurrentCoords 20 GetCreeperCountInRange 200 lt if
    Randcoords GetQueuedMoveCount eq0 if
    RandCoords 1000 QueueMove
    Endif
    Endif

    CurrentCoords 20 GetCreeperCountInRange 200 lt if
    CurrentCoords 30 Setcreeper

    Done
    If done right, and there’s a GetCreeperCountInRange command like I hope there should be, than this will teleport to a new spot, make creeper until it sees 200 creeper in the area, then move on.

    SetTerrainCellLevel you say? what would happen if the level of, say, the center of a collector got set 3 levels higher than the rest? I can’t see how to make it use the terrain as weapon as I don’t see how to make it do something to a building it finds, or how to make it get the coords of a building.

    Let’s do try some terrain for fun:

    #I hope you can do something like get a counter and do things based on it this uses it, and please help if there’s a different way
    GetCount1 eq1 if
    SetTimer0 30001
    GetTimer0 eq1 if
    SetTimer1 201
    AddCount1 1
    Count1 Add 1
    #I have 2 in case I have fist one written wrong.
    #I’m guessing that mt would mean “more than”
    GetTimer1 1 mt if
    RandCoords (however you’d get random number between 1 and 10) SetTerrainCellLevel
    Endif

    Done.
    If I did that right, it should randomize terrain, then wait for 1000 seconds, then do it again.
    I feel like I have plenty now. So I shall leave you with that.

    1. jimlad 42
      jimlad 42 December 17, 2012 at 9:33 pm |

      AH! You can’t put more than one space in a row?!
      Or is it that you can’t put any as a start?
      Also, the last one I forgot some Endifs.

      #I hope you can do something like get a counter and do things based on it this uses it, and please help if there’s a different way
      GetCount1 eq1 if
      SetTimer0 30001
      GetTimer0 eq1 if
      SetTimer1 201
      AddCount1 1
      Count1 Add 1
      Endif
      Endif

      #I have 2 in case I have fist one written wrong.
      #I’m guessing that mt would mean “more than”
      GetTimer1 1 mt if
      RandCoords (however you’d get random number between 1 and 10) SetTerrainCellLevel
      Endif

    2. flabbyflag
      flabbyflag December 20, 2012 at 2:05 pm |

      So you already know how to program in creeper.

      1. Jimlad 42
        Jimlad 42 December 20, 2012 at 5:26 pm |

        These are all guesses and hopes, and I think even if all of the commands I’m not sure exist did, I don’t think it would work.

        1. Jimlad 42
          Jimlad 42 December 20, 2012 at 5:28 pm |

          I am curious as to if these would work, or if you might make a video using a bunch of code that people write up.

        2. jimlad 42
          jimlad 42 December 21, 2012 at 10:18 am |

          Wait, I forgot a few words in this, it sounded more like: “even if all the commands worked, I don’t think the last one would do what I planed” Oops.

  16. Koker93
    Koker93 December 17, 2012 at 9:42 pm |

    Wow. I played creeper world 1 and 2 because they were a lot of fun. The custom maps were what really got me into the game. I cant even imagine what is in store for us with custom towers with scripts commanding their behavior. There are at least 3 map authors I can think of that will be making life quite challenging next month when you release the game 🙂 (I can hope right??)

    Are you planning a custom weapon that can stun a moving tower? I can see having to build a LOT of nullifiers in the hope of getting lucky if you cant make a tower sit still and die!

  17. sweetdude64
    sweetdude64 December 17, 2012 at 9:51 pm |

    This comment was made while watching video:

    Will the map be auto-set to be that big while going into the editor?
    Why didn’t you use the keyboard to scroll the entire time when making the map?
    30 FPS and emits every 15 seconds, eh? Its pretty easy to tell when, but maybe change it for if we go above the thousand place value in numbers.
    I LOVE the way it starts the mission when you place down your CN, and how it stops when you take it to orbit again!
    Hhmmm……New tower looks similar to other towers..Maybe add a triangle to one of the enemy structures?(:
    Will the game come with in-game scripts? It seems like alot of work to add scripts each time…I would add scripts to whatever I would want to make more complex, but not add this everytime.
    Wow! Lock on with the spores now! They can be a real hassle now 🙂
    I like how unpredictable the new tower can make it, nobody will be able to complain about once they get a good defense, they already win.
    Will that be a new permanent feature implemented into the game? How when pre-built units will not explode if in creeper?
    *Franticly searches 12th grade calculus*
    The…but…but…IT CAN MOVE!? :O
    wow! that is interesting! Can’t wait to die by it lol
    The map maker can do anything they wanted with this, huh? Its like hacking in a way 🙂
    Whats all this about languages? Cant tell if you are talking about the script, a whole new language(Ex: Japanese) or something else.
    I agree with making a forum or somewhere to start on the scripts.
    Finally- I prefer cat food 😉

  18. ShadowDragon7015
    ShadowDragon7015 December 17, 2012 at 10:06 pm |

    I don’t see much else you could add to the game now with that thing maybe other than some more titans but it looks close to finish. But i would like to know if you will add anymore titans and if so can you make a video of it?

  19. anon
    anon December 17, 2012 at 10:13 pm |

    OHMYGOSHOHMYGOSHYOUAREMYNEWBESTFRIEND!!! I should be sleeping or studyingfor exams tomorrow, I am instead watching this. Definitely worth it. Will we be able to make these spawn units, can they be given unique names, and how do you kill it if it keeps moving? Also, can we mark units with identifiers (kill the CRPL within ten minutes or Bertha 6, Mortar 7, and Reactor 2 get killed!)? I’ve recently been playing around with an RTS from 2001 or 2 called Impossible Creatures, and it has a ridiculously extensive map editor preloaded. It’s what the developers used, according to a game guide my brother got with it. One of the cool things about it is that you can take any units and/or structures and assign them to a group. Then, you can add triggers, so if Group1 NotAlive, add 5000HP to Group4, despawn Group3, and start Cinematic6, for instance. From my limited knowledge of Javascript, I can tell I will have a field day with this.

  20. cooltv27
    cooltv27 December 17, 2012 at 11:26 pm |

    o…k… uh there will be a guide to this right?
    ok so could you make it that the tower will loose 1/10 of its hp any time it lands on an energy collection zone, but have 1/50 the chance to land there?
    also, can you make it so it makes something else move, like a player building or a spore tower
    could you make it so, any creeper covering energy collection zone disables energy?
    could you make it so you, instantly loose?
    and finally, you had me at introducing

    1. cooltv27
      cooltv27 December 17, 2012 at 11:31 pm |

      by 1/50 I mean have a much lower chance to land there

      1. Lurkily
        Lurkily December 19, 2012 at 9:04 am |

        He did mention that the code was documented.

  21. Molay
    Molay December 17, 2012 at 11:30 pm |

    This is amazing, Virgil!

    Finally we got our so much desired auto-rebuilding creeper emitters, when the PZ is connected to digitalis and a runner makes it to the PZ (aye, a nice truck moving to build the emitter – that’s what I want!).

    I’m amazed.
    Is there already a list of available commands available?
    It would be good fun to prepare some complex behavior in advance, as one might to keep using it for about every single map (I love the idea of having the CRPL towers placeable outside the map, so they just provide the logic for some interesting on-field fights!).

    Anyways, I’m really amazed, this was well worth the wait!

    Good job!

    1. Tiuipuv
      Tiuipuv December 18, 2012 at 6:57 pm |

      I’m sure it’s still very much a work in progress, but I also would like a list of the possible commands. The possibilities here are enormous, and I want to get started right away.

  22. Clenatol
    Clenatol December 17, 2012 at 11:35 pm |

    Should change the timer to millisecond or better yet decisecond instead of frames. Would be easier to do timed events I would think.

    1. Lurkily
      Lurkily December 19, 2012 at 9:05 am |

      Why would you need more precise timing than the game is capable of respecting?

    2. Alluton
      Alluton December 19, 2012 at 9:25 am |

      Since everything in game is time by frames it would create complications if your code had different unit to measure time. And as far as I know smallest unit of ingame time is one frame 1/30S. So having millisecond which is 1/1000S So having milliseconds isn’t likely even possible because some number coudn’t be converted from milliseconds into frames at all.

      1. Lurkily
        Lurkily December 19, 2012 at 9:12 pm |

        It would be possible . . . just kind of useless.

  23. Bytemaster
    Bytemaster December 18, 2012 at 1:34 am |

    Wow. Just wow. This has now just ensured that I will spend probably 10-20 times the amount of time on this game that I would have had it been released in the state of the last video. Which was already a whole lot. (Did you hear that pop? That was the sound of my future grades.)
    Naturally, I have a few *whole ton* of questions and ideas.
    1. Will we have access to global variables, such as the amount of creeper on the map, the amount of units the player has deployed on the map, the amount of energy production/storage the player has, time elapsed, etc.?
    (The amount of energy production would definitely be fun to have, you could make the creeper spawn faster at higher energy levels, adding to the challenge and getting rid of that, “I’m-halfway-there-I’ve-basically-won” feeling. Call it dynamic difficulty if you like. It would certainly shake up the flow of the game and provide an extra challenge for those who have mastered the basic routine of things.)
    2. Will we be able to set up units we make in a way that they will be able to purchase/deploy them? I was thinking of making some kind of balloon-esque wall. It would be invincible to creeper from the outside, and vacuum creeper inwards, but if the internal storage got full it would dump everything and explode, also rupturing adjacent balloon-walls, which would spell doom… (Now that I think about it, that would probably be better suited to a pre-placed terrain feature/hazard. But I digress…)
    I’m sure players could come up with tons of fun and interesting weapons to use with their custom maps, and it would certainly add a ton of variety to custom maps.
    3. Can custom towers/units interface with the player’s grid? For example; maybe a tower that would fly into your base, take the appearance of a nearby structure, link up, and then start draining all of your ore, convert it into creeper, and then putting it back into your storage tanks? (Muhahaha… it would certainly be a nasty surprise to see your sprayers start spewing creeper when you turn them on.) Or a pre-built structure that would open-close a terrain “Gate” by modifying terrain to wall off an emitter if you gave it a certain amount of energy?
    4. Will we be able to select images from your gallery to use in place of the CRPL sprite? It looks nice, but I want to be able to tell different custom units and buildings apart at a glance, not by having to observe their behavior/memorize their locations.
    (Maybe a few extra unused sprites should be included that map creators could use for this? That way we could avoid confusion with ‘Vanilla’ CW3 objects like emitters. I hesitate to suggest that map creators should be able to upload their own sprites and textures.)
    5. Will there be a way to unlock certain units by collecting/killing a certain unit or otherwise reaching a certain condition? Or improve/tweak their stats upon reaching a certain condition? For example, maybe we could tell the player that there is a blizzard happening currently on the map that shortens the range of all of their weapons, but if they can provide enough energy to fuel a giant shield, they can stop the blizzard, (As long as the tower gets energy, that is), and restore their units range?
    And lastly, how feasible do you think it would be to create a unit that implemented the idea I had about a rouge structure stealing resources? For example, have something that acts like a runner, (but it does not depend on digitalis), that would attempt to sneak into your base, impersonate one of your structures, and leach supplies/cause general shenanigans?
    Regardless of whether or not you choose to reply to this, just know that I am extremely excited for this game, and I believe that you are easily one of the most talented developers I have ever seen, indie or otherwise. Thank you for making such high-quality games, I look forward to supporting all of your future endeavors.

    1. Lurkily
      Lurkily December 19, 2012 at 9:10 am |

      2 sounds like half the job is more suited to fields. If the total creeper in this range of cells is greater than x, deactivate field.

      You’d get a lot of flicker that way, though, so some delays should be included.

  24. Ronini
    Ronini December 18, 2012 at 1:34 am |

    You, sir, have created a monster. There’s going to be so many really horrible maps, ranging from frustratingly hard to utterly undoable. Thankfully, there’ll be enough really awesome maps, too.
    Balancing your custom map is going to be hard. With the ideas people are having already, I wouldn’t wonder if some custom maps will need at least half a year of beta-testing.
    This feature is going to be every mapmod’s nightmare.

    1. Lurkily
      Lurkily December 19, 2012 at 9:14 am |

      I doubt it’s as bad as you imagine. Creating a map that only the most advanced player can complete is really only a matter of dumping enough annoying crap on the map. Making it FUN and challenging is a different story.

      This won’t solve bad design – or design aimed at very advanced players. (Which, to be fair, is necessary.) But this will at least not be present in most amateur design, due to its learning curve.

      I’m hoping that learning curve will limit its use to those who (as a coder must do) are capable of knowing what their concept is before they begin building it.

  25. Xander
    Xander December 18, 2012 at 1:46 am |

    If upperkees knows how to script…I’m legitimately terrified of what he’ll make when this game goes live.

    I’m sure we’ve got other more diabolical map creators in the community, but I still remember how long the thread on his pinball map for CW2 was.

  26. knatter
    knatter December 18, 2012 at 2:35 am |

    Interesting ideas for Level design are now possible:

    Capture the Emitter: When you have a number of units a certain time close to an emitter it becomes an AC emitter.

    Capture the sporetower: Same idea

    Creeper Rain: Randomly placing little amounts of creeper on the map to make building anoying.

    Terrain mess up: A Tower can mess up the terrain, so you will have problems to move units there without a terraformer.

    And my favorit: The more units you have, the stronger could the emitter be.

    Great job virgil. Endless ideas.

  27. Ronini
    Ronini December 18, 2012 at 4:06 am |

    Suggestion for possible ways to deal with moving CRPLs:
    They take damage from AC.
    Since all moving units are flying (except runners), moving CRLPs are vulnerable to the Anti-Spore-Unit (forgot their name).

    1. Lurkily
      Lurkily December 19, 2012 at 9:16 am |

      Beams.

      This is all going to be up to the mapper, I think.

  28. Ventyl
    Ventyl December 18, 2012 at 6:01 am |

    Cool idea,
    It would be nice to have a tool that will help us visualize range. For example I’m making an if statement
    30 35 20 GetUnitCountInRange if…
    I think a tool that will show me (visually on Map) what is the actual area this (30 35 20) would be great.

  29. Hoodwink
    Hoodwink December 18, 2012 at 6:22 am |

    0.0

    I was starting to agree with triggers…
    But THIS is so much more…

    And what’s more? I code stuff in FORTH! 😀

  30. Clem
    Clem December 18, 2012 at 7:17 am |

    I have a suggestion.

    Can you implement a simple anti-mistake stuff while coding the CRPL ?

    For example :
    if i type “Delai300” instead of “Delay300”,
    the function will be highlighted in red, meaning this function is incorrect.

    What do you think Virgil ?

    1. Lurkily
      Lurkily December 19, 2012 at 9:20 am |

      Would be nice to see color-coding – that way anything that isn’t the color you expect is obviously wrong.

    2. Alluton
      Alluton December 19, 2012 at 9:29 am |

      When Virgil does some script on the video he always clicks compile button. It says succesfull so it propably checks if everything in the script is done properly.

  31. Cohiba
    Cohiba December 18, 2012 at 10:45 am |

    Awesome, awesome awesome. Though I curious about some more complex scripts impacting performance and if performance could be impacted by multiple CPRL towers. The obvious if someone was releasing spores every second might bring things to a crawl.

  32. Mike
    Mike December 18, 2012 at 1:16 pm |

    Is there going to be an equivilent to an exit command?

    Id est,
    if condition: terminate script

    1. Mike
      Mike December 18, 2012 at 1:36 pm |

      To expand on that query – will there be an exit for the current execution, and will there be an exit to prevent future execution?

  33. wanttosee
    wanttosee December 18, 2012 at 1:23 pm |

    what about making alternative graphics for it, or having something that changes their color a bit? If there were more than one, it would be easier on the player if they looked a little different.

    <3 random!!!!!!!! so cool!

  34. Zach
    Zach December 18, 2012 at 2:02 pm |

    just to check, but there will be logic gates, no?

  35. sweetdude64
    sweetdude64 December 18, 2012 at 4:51 pm |

    hhhmmmm….some interesting ideas:
    1.Will there be custom FRIENDLY unit controls, like set cannons at 500 HP, or make collectors cost 10 packets instead of 5
    2. I really like the idea of more units, the stronger the emitters, that’ll sure hit the turtlers! 😉
    3. What about emitters that produce more creeper the more damaged it is?
    4. A script to set health regen speed?

  36. fsjd
    fsjd December 18, 2012 at 6:29 pm |

    looking at this i keep thinking
    creeper mortar.
    or, god help us all, a creeper BERTHA- launches a spore with a VERY high health, stupidly large payload, and did i mention it does random coords every 30 seconds? yea. if this thing goes active, you DIE. good news is you got 10 min to kill this thing before it activates. bad news. . . theres a lot of creeper in your way. good luck soldier!

    on a related note, this would be a good way to impose time limits. place one in a pool of deep creeper with several high-output emmiters, (or make it so it cant be hurt) and tell it to emit (game ending amount) of creeper over the whole map after (X) min.

  37. Tiuipuv
    Tiuipuv December 18, 2012 at 7:18 pm |

    Wow. Amazing. The CRPL is the answer to all the suggestions involving enemy technology. A graceful creation with an entire new world of opportunities inside, I am very impressed. I look forward to when I get to start using this…this…thing. It will probably get its own section in the kc forum.

    Does it by default get affected by the player in any way? Such as nullifiers or pcs? If not, would it be possible to tell pcs or other player weapons to target it?

    How much should mapmakers worry about performance issues? I don’t have any experience in stack languages, but flash certainly bogs down cpus with hundreds of ifs per frame. Any guidelines for when we are just going too far?

    Could we get a list of possible commands sometime before the game is released? With the things I have in mind, we’re going to need all the help we can get.

    Keep plugging away. With this video, your programming ability was illustrated quite clearly. This game is doomed to be amazing.

  38. koy
    koy December 18, 2012 at 9:04 pm |

    what programming languages is this. so i know what to start learning for when this releases

  39. Chris
    Chris December 18, 2012 at 9:12 pm |

    First time poster, long time lurker.

    Love the flexibility of the towers and the scripting language.

    question – can the graphics of the tower be modified? Allowing for graphical modification would allow modders to make truly unique, custom enemies.

    Ex – queen runner that looks like a big runner (animated or not) and makes runners.

    This would greatly increase the tie in to custom stories.

  40. Koker93
    Koker93 December 18, 2012 at 9:50 pm |

    I’ve already heard a new idea that I think completely changes creeper world gameplay. Towers that increase/decrease their output based on the number of units present. Or based on the energy output of the players build. It would suddenly become a lot harder to build out to a stalemate with the creeper.

    I also really like the tower that changes to anticreeper if you can get units close to it. Especially if you can set a delay for the change long enough to overcome just flying 10 blasters over and poof. A delay long enough that unsupported weapons die before the emitter changes.

    Both types of tower look to be game changers. You said you were almost done and ready to take my money, right???

    1. Syranthrax
      Syranthrax December 19, 2012 at 6:55 pm |

      Hmmm, that would make a nice CTF scenario, Tower that emits creeper but once you battle your way close enough it starts emitting AC and the amount increases with the number of “Defenders” within range.

      The question is can a map maker create an intelligent tower that will work at taking back the “Flag” tower if the player controls it (AKA It’s emitting AC).

      1. Lurkily
        Lurkily December 19, 2012 at 9:16 pm |

        If the creeper on that emitter’s cell is negative, throw spores around it. The higher the amount of AC, the more spores you throw.

        1. hoodwink
          hoodwink December 22, 2012 at 3:18 pm |

          Well, yes, but that’s only the most basic of things. You could start it setting up fields and increase other emitter outputs and release digitalis, and…

          Aah! There are so many possibilities!

  41. Istaro
    Istaro December 18, 2012 at 11:42 pm |

    Exciting! At point one I was thinking to myself “hey, since negative creeper amounts represent anti-creeper, you could make a spore with a negative payload and thus an anti-creeper payload”, and then realized that heck, you could actually simulate a spore with a properly-coded moving CRPL tower . . . which could then be tweaked in all sorts of crazy ways.

    1. Koker93
      Koker93 December 19, 2012 at 12:38 pm |

      There are a few custom maps in CW2 that have anticreeper spores. They really freak you out until you accidentally let one land, and then comes the sigh of relief.

      1. Hoodwink
        Hoodwink December 22, 2012 at 10:09 am |

        *cough ReversalOfFortune cough*
        Hehe.

  42. Anastylos
    Anastylos December 19, 2012 at 6:36 am |

    Wow, thats a great idea for making custom maps more custom. I think there will be many sadistic people who will make extremly diffcult maps. I have some ideas myself^^
    I never bought a game online, but i think i will buy this game.
    Spores lowering the surounding terrain like a bomb, spores draining energy till they are destroyed, a tower reversing the terrain (level 10 becomes 0, 9 becomes 8 etc.)
    It will be great fun and I’m looking forward to the release.

  43. tijno77
    tijno77 December 19, 2012 at 11:18 am |

    wow…. this will get us some crazy maps!!

    normally i download games. but with creeper. nevah! I’d happily pay 10 euro for such a great game! and it keeps getting better and better

  44. ninja awsome
    ninja awsome December 19, 2012 at 11:32 am |

    Virgilw I’m not old enough to understand it but you made it really clear thanks

  45. ninja awsome
    ninja awsome December 19, 2012 at 11:33 am |

    I ment the scripts sorry for double comment

  46. SlickRick7859
    SlickRick7859 December 19, 2012 at 1:39 pm |

    is there a command to make the tower invisible when it moves so it could pick a random place spot take a min or two to get there then reappear?

  47. MizInIA
    MizInIA December 19, 2012 at 2:04 pm |

    Awesome Stuff!! I am anxiously awaiting the release.
    After watching the video I thought a way to eliminate the roaming emitters would be to allow the charged Nullifiers to act in a “tractor beam” fashion to halt movement or at the very minimum not let them escape. But after reading comments I like the idea of them being susceptible to stun by the anti-spore cannons. This feature will make a seemingly simple map Very difficult quick if it roams around setting out digitalis grid, runners and creeper.

    1. Lurkily
      Lurkily December 20, 2012 at 8:12 am |

      Just deactivate the nullifier before the last ammo packet arrives, and activate it to ambush the CRPL tower.

  48. Keldor
    Keldor December 19, 2012 at 6:20 pm |

    Will multiple towers be able to share data? Though it might be fun to implement messaging over creeper cells…

  49. sweetdude64
    sweetdude64 December 19, 2012 at 8:10 pm |

    SlickRick- Maybe. If not, probably a teleport or disappear-reappear type of script.
    Virgilw- In the campaign, the new tower should destroy whatever it touches. Remember back to CW2 drones(More specifically, the end of day 18 with that 750 HP drone! Yeah, we all remember..)
    Also, colorblind mode? I’m not color blind but i’m sure a bunch of people would get confused.

  50. Matthew
    Matthew December 19, 2012 at 10:26 pm |

    MIND. FRIGGEN. BLOWN!!! Once again you see your game not just as a from one author but as a story anyone can add to! Wish more developers had this mindset!

    Matthew

  51. Sevidog
    Sevidog December 20, 2012 at 12:45 am |

    is there a way that the tower could be invisible/untargetable/not on the map, so that it would control what happens, and execute commands and so such, but wouldn’t be able to be destroyed?
    I realize you could just make the map bigger and then section it off with some empty space, but then you have to pay attention to ranges of nulifiers/(snipers?) and power zones, and is sorta a waste of map-space you could use for something else.
    Anyway, just a thought
    -sevy

    1. ShadowDragon7015
      ShadowDragon7015 December 20, 2012 at 5:09 pm |

      If you sectioned off an area the bombers could still drop their load on that spot.

  52. Tommie55555
    Tommie55555 December 20, 2012 at 3:32 pm |

    Does anybody know how i can get creeper world one and two on my new pc? i have it on this one but i wanna have it on my new one…
    and BTW i dont have the cd key thingy anymore, so please any help?

    1. Michionlion
      Michionlion December 21, 2012 at 10:17 pm |

      email support@knucklecracker.com with your order number, (email address, physical address, etc. [edited by V]) that you used, or some other identifying thing.

  53. 4xC
    4xC December 20, 2012 at 7:26 pm |

    This comment is once again being made as I watch the clip. It’s basically another one of my see-along commentaries.

    Finally, a look into the map-creation software and functions.

    Quite frankly, at the point where it is noted that the keyboard helps you make a line straight down, I almost shead tears of joy and relief. To the best of my knowledge, NO OTHER custom, artictic CPU program allows you to do that, meaning mouse-dragging every single straight line.

    Interesting that you can call CN’s BACK into orbit and presumably to the Mothership.

    So the AC emitters are officialy called “anti emitters”, eh? Better name anyway. And I see that crystals are characterized by size now. Do colors still come into play, or do they have to be visible sizes?

    For an RTS game as simplified-ish as the CW series, I never expected it to have the ability in custom games to talk CPU language when inputting stuff into the CRPL tower function. Impressive artictic outcome on the whole.

    Would it seem necessary to provide a translation or dictionary page that helps with all of that specific inputting though?

    I was also thinking that it would be helpful if target spots appeared when spores either got launched or got close to their landing sites. They sure do arc widely while they are in the air going long distances.

    As the tower could emit creeper when units were in range of its specified function, I have to ask, how does that happen when you get close to some drone gateways in some CW2 custom maps? In some maps, gateways were set so that drones suddenly rushed out depending on close unit proximity.

    The moment when the enemy suddenly got activly defensive upon weapons or other units being closer is something I have long been waiting for in the CW series itself. It makes it almost a shame it is only a custom map feature. I would like to see that in story mode as well to be honest.

    It also came as a shock to me when the units-to-be-built were not destroyed when creeper got to their places. I have almost always wanted to see that.

    I have also noticed that the button that calls the CN back up just has “Ship” on it along with the rest of the words on the button. Have you not given the CN-carrying ship (that I for one think of as the Mothership) its official name yet?

    Is it just a custom-map-only feature, or is it standard that runners can now carry creeper payloads like CW2 drones?

    Two last things, is it possible to make the CRPL teleport? And for the sake of better plot lore, shouldn’t there be CRPL’s in the CW3 campaign?

    1. 4xC
      4xC December 20, 2012 at 7:27 pm |

      Another thing I just thought to add: I have not seen any of the other comments as I wrote the above.

      1. ShadowDragon7015
        ShadowDragon7015 December 21, 2012 at 1:31 am |

        most things you mentioned were already mentioned before

        1. 4xC
          4xC December 22, 2012 at 4:30 pm |

          I assumed it was, but I did not have enough time to make a comment and see the others above too at the moment and comments tend to pile up here fast.

    2. Michionlion
      Michionlion December 21, 2012 at 10:20 pm |

      teleportation is just moving very fast – movement speed is in pixels per second, so anything above 1000 or so will be instant.

  54. sweetdude64
    sweetdude64 December 20, 2012 at 9:17 pm |

    Another way to make the CRPL’s teleport would make their speed redicousely high. Either at a certain part of the map, or if it gets too damaged. There will always be loopholes when it comes to this stuff (;

  55. Mr.H
    Mr.H December 21, 2012 at 2:04 am |

    I wonder what happens if one of these is flying randomly and passes over your shields.

    Is it possible to program the tower to avoid passing over/near human defenses?

    Great new features 😀

    1. Lurkily
      Lurkily December 21, 2012 at 10:29 pm |

      It would deposit creeper, which would damage the shield than be pushed away, and digitalis, which would damage your shield, and damage your shield, and damage your shield. It’s not scripted to do anything special near a shield, so it won’t.

      If you script it to evaluate its surroundings for player units and respond accordingly, then it will do so.

  56. Sevidog
    Sevidog December 21, 2012 at 1:07 pm |

    totally just realized this:
    increasing map size during a game!
    when such-and-such is completed set terrainlevel in certain areas to 1 from no terrain…
    so cool

    1. Jtaylor
      Jtaylor December 21, 2012 at 2:13 pm |

      I like this idea. Kinda reminds me of Supreme Commander where the map expands as you complete objectives.

    2. Michionlion
      Michionlion December 22, 2012 at 8:14 am |

      changing the absolute map size is a definite no-no, but having void to start with and then forming the map is something that is possible.

      1. Hoodwink
        Hoodwink December 22, 2012 at 2:56 pm |

        If you can’t change the actual size, however, you’ll always have a limit to how much void you can change into terrain…

      2. 4xC
        4xC December 26, 2012 at 4:41 am |

        In light of making terrain on open void, I have to say: What’s next, an terp upgrade that lets it terraform on void? 🙂

  57. sweetdude64
    sweetdude64 December 21, 2012 at 3:05 pm |

    Already making custom maps in my head 😉

    Will the editer be able to make the spores swirve as in it aims for the top of the map, but slowly aims downward. Also, maybe increase their speed?

    1. Lurkily
      Lurkily December 21, 2012 at 10:34 pm |

      Try scripting a CRPL tower to behave like a spore. Start on a spore tower, travel as you indicate, act as a target for, and receive damage from beams, and upon reaching X,Y, dump creeper and detonate.

  58. sweetdude64
    sweetdude64 December 21, 2012 at 6:23 pm |

    I think I would like it better if it shrunk, so the longer your playing, the harder it will get.

    1. Lurkily
      Lurkily December 21, 2012 at 10:35 pm |

      I think the point is to achieve an objective, then expand the map, introducing new objectives while the creeper continues doing what creeper does.

  59. ikke1919
    ikke1919 December 22, 2012 at 5:15 am |

    Will you be able to expand a map during a mission.
    Example: by destroying a certain tower, a part of the map where you weren’t able to go will be available.

    1. Sevidog
      Sevidog December 24, 2012 at 12:43 am |

      what i was saying above 🙂

  60. Alfie275
    Alfie275 December 22, 2012 at 10:05 am |

    Sorry if this has been mentioned before:

    I think it’d be cool if you could have CRPL scripts run on *any* unit, eg you could have scripted civilian transports that you have to escort, or an experimental titan unit which responds to orders. This could be done by allowing the CRPL scripts to run on any unit and exposing their functionality in functions, or by having the CRPL towers be able to respond to player input (create GUI buttons etc) and have their sprite sets swapped with that of another unit.

    1. Hoodwink
      Hoodwink December 22, 2012 at 2:54 pm |

      Ah, now, you see, that’s actually not needed because of how this one unit works. A script from 1 tower could run all of these special units inside of itself. The only problem comes when you need to nullify this tower – or maybe script it so you don’t have to/ can’t!
      I hope Virgil is fully aware of what he’s released into custom maps… 😀

    2. Omegatron
      Omegatron December 25, 2012 at 7:28 am |

      I think the tower can change its appearance so you could do it that way.

  61. SlickRick
    SlickRick December 22, 2012 at 4:35 pm |

    Virgil, this is a bit off topic for this weeks post but I was wondering how you came up with the name digitalis for the new enemy. is it a coincidence that human skeletal muscle has receptors for it?

  62. Story Time
    Story Time December 22, 2012 at 6:50 pm |

    Thank you, Virgil, for all of your effort. I anticipate the coming game even more fervently than before. Please do not rush.

    A merry Christmas to you and your loved ones.

  63. sweetdude64
    sweetdude64 December 24, 2012 at 9:31 pm |

    Meeeeeerrry christmas!(Eve)
    So virgilw-what are you getting us for christmas 😉

    1. ShadowDragon7015
      ShadowDragon7015 December 25, 2012 at 10:55 am |

      He says he will give us a present when he likes the present also.

  64. Lanklord
    Lanklord December 25, 2012 at 3:10 pm |

    I’m kinda late to say this, but will the CRPL come with a few generic premade scripts? ie. a cowardly tower that flees, a aggressive tower that rushes the front lines and a strategic tower that analyses then attacks a weak point.
    Also, can you make this tower spawn more CRPL’s?

    1. Sevidog
      Sevidog December 28, 2012 at 2:49 am |

      you can make this tower do anything you want…
      as long as you have the know-how and skills to code it.

      1. Lurkily
        Lurkily December 28, 2012 at 8:55 pm |

        I expect that the forum mappers will make many scripts available on the forums.

        1. Sevidog
          Sevidog December 28, 2012 at 11:35 pm |

          well, yeah, but i mean something original or unique…
          the only way you can have that on your map is by doing it yourself (which involves know-how and skills) or asking someone awesome and nice to do it for you, and they do it (which also involves know-how and skills).

          1. Lurkily
            Lurkily December 29, 2012 at 9:35 pm |

            Sorry, that reply was intended for Lanklord, who was asking about prefab scripts.

            1. Sevidog
              Sevidog December 31, 2012 at 2:38 pm |

              oh, oops 🙂

  65. Sevidog
    Sevidog December 25, 2012 at 5:13 pm |

    merry Christmas!
    happy Hanukkah!
    happy Holidays!
    happy/merry/good any other important day in this time of year!
    And for those of you who don’t celebrate anything: Have a nice day!
    also: Forward Unto Dawn!

  66. Freedomsaver
    Freedomsaver December 27, 2012 at 12:55 pm |

    Wow… as a software engineer myself, I’m VERY impressed with all the stuff you’re adding lately. Especially this stack based language to script custom towers. Keep up the good work. Looking forward to testing your game.

  67. yee
    yee December 27, 2012 at 9:29 pm |

    What I wanted to now is this. Another thing is why your needing some kind of instructions to make it act befoer they get there. Could you make them so it could turn on or move or whatever when it gets discovered, like if they get close in the area then it just does its thing surprising them? I want it to have more surprises since your not expecting have the stuff your finding along the way!

    1. yee
      yee December 27, 2012 at 9:31 pm |

      What I mean is do you get to start whatever it does CRPL only letting the player decide not the person making the map???

      1. Lurkily
        Lurkily December 28, 2012 at 8:56 pm |

        If you code the unit to respond to something specific that the player does, then you can give the player a degree of control over it.

        To put it simply, if you want to, and you know how to, then yes.

  68. brianm
    brianm December 28, 2012 at 9:38 am |

    1 if runers tuch you network the run on lines and become a parasit (consums packets) that hels it self on packets
    2 new unit nest makes runners that travse on lines kills parasits and if conectid to digitalas will jump on and reke havic
    3 new unit conects the digitalas (dos no alwow parasits to pass only if digitalas makes the conecton) and uses it to push anti creeper into enamy lines

  69. brianm
    brianm December 28, 2012 at 9:45 am |

    4 new tighten sends guppey like unit into dence creper
    creeper is concumed the unit tins it into anty crper (high energy price) if left the it expods anti creeper or if reterned it sends the anti ceper to command node
    the tighten creeats the gupey likes
    5 new infustructor convertr at cost of time and resors it convers AC and pacets into echother 1AC=5 pacets

  70. brianm
    brianm December 28, 2012 at 9:53 am |

    6 if you bete a map you have the optine if using it as a base for a costom map
    7 crpl can act as a unit good or bad (like tos a morter bomb into anticreeper)
    8 make tera forming more expencive
    # love your work wish i had the games (only playd acadomy, user space ect) hope this was help full i will be giving better or revised ideas later

  71. brianm
    brianm December 28, 2012 at 9:58 am |

    also make a cw2 user space

    1. Lurkily
      Lurkily December 28, 2012 at 9:11 pm |

      Wow. Four posts, really? Let me address all four of those together as one.

      1: Not sure I’d have fun with that – it can play havoc with the logic that packets use to get from point A to point B, since that logic isn’t really intelligent enough to cope.

      Also, remember that if digi touches your network, the unit its touching is already being damaged.

      2: On lines? You mean on your network? I DO like the idea of a player-operated unit that can conduct its influence through digi and, as you put it, wreak havoc.

      3: I would rather have Digi just naturally help spread AC the same way it seems to help spread creeper.

      4: Tighten? Seriously? As with #1, I’m kind of uneasy with creating ‘special’ player units that are just magically immune to creeper damage . . . I would rather just go ahead and use sprayers to collect AC, and use some other unit to convert creeper – that requires more strategic use, anyway.

      5: I would rather this not be an even conversion, but rip you off both ways. For instance, 5 AC -> 1 energy and 10 energy -> 1 AC. I like this idea, but I do not think it should be capable of acting as the foundation of a player’s economy. It should be a reason for a player who doesn’t like AC to build mines, and a way for a player who’s crazy about AC to get his fix with reactor farms and AC conversion.

      6: I don’t know what you mean. Use a map as a base for a custom map? Do you mean take the units and structures you’ve built into a custom map? That might mess up high score tables . . .

      7: If you script it to act against the player, it will. If you script it to act in the player’s interests, it will.

      8: Terraforming already looks relatively expensive – one shifting one cell one level is cheap, but when you have to do that nine times to raise a platform that one unit can fit on one level up, that’s more expensive. And if you need a bridge wide enough for three units, that’s 81 cells you have to terraform. Multiply that by the number of terrain levels you need to raise the bridge. Multiply that AGAIN by the number of unit lengths you need the bridge to extend. That gets expensive FAST.

  72. pj
    pj December 28, 2012 at 4:43 pm |

    Like 4 nooberific programing!
    Just kidding around virgil, nice work can’t wait 4 the next update. 😉 😉 🙂

  73. pj
    pj December 29, 2012 at 12:52 am |

    U r amazing, i wish i had ur autograph *sheds tear*…
    UR MEH HERO!!!! i couldn’t live without u and all the peoples on kc.kewl 😉

    1. Lurkily
      Lurkily December 29, 2012 at 9:36 pm |

      V should sell his autograph on Ebay . . .

  74. pj
    pj December 29, 2012 at 12:54 am |

    Listen im not that thaaaat crazy about u, but could we be buds? 🙂
    (by the way, i talking about virgil)

  75. sweetdude64
    sweetdude64 December 29, 2012 at 2:25 pm |

    Brian-work on your english, bud 😉
    Lurkily- You messed number 8 up 😉
    We do not know how many cells we would half to terraform. You COULD have said 3 by 3 to get 81, but then you couldn’t accurately multiply how many across again to get your answer.a bride to fit 3 unit length would be 27 instead of 81 since 81 would fit a 3 by 3 exactly 🙂
    I don’t necessarily like the idea of 10 energy>1 AC. A player must spend energy to GET to a mine, 20 energy to build a miner, and more energy to keep the mine online. Not only that, but it takes quite awhile to get the resources, and if your network breaks, whatever resources were there just broke and the player must rebuild their network to get there(which takes energy) also, upgrade points can be spent to increase mining efficiency. Also, in ame 3, 1 AC is not that much. Emmiters emmit about 7-8 Creeper but it spreads quickly. 1 AC would spread just alittle and ultimately perish at ANY sign of creeper.

    1. Lurkily
      Lurkily December 29, 2012 at 9:44 pm |

      81 is a 3×3 block of units, not a 3×1 strip of units.

      I started with a different terraforming scenario, and then forgot to edit the result of the math when I edited the rest of the scenario.

      What I was trying to illustrate wasn’t a bridge 3 units long, but 3 units WIDE, not 3 units long.

      Regarding 10 AC -> 1 energy, if you don’t like it, just use ore mines instead. After the initial investment to build the mine, THAT ore is free.

      The exact values will have to be juggled – I didn’t really settle on precise numbers – I chose those numbers more to illustrate that both ore-energy and energy-ore would be a ripoff, and you couldn’t freely convert back and forth without loss.

      Keep in mind, that the amount of ore on a map is a finite rate that the mapper may use to control a player’s handling of that map. I don’t think any unit that has the potential to sway that (if the mapper permits you to use it) should have a cheap cost of operation.

  76. flabbyflag
    flabbyflag December 29, 2012 at 4:51 pm |

    Are there going to be blog posts once every two weeks now Virgil? It’s seeming that way because of the frequency. I’m not trying to pressure you or anything, just everyone likes blog posts. 🙂

  77. pj
    pj December 29, 2012 at 5:51 pm |

    Hi guyz!

    1. Lurkily
      Lurkily December 29, 2012 at 9:48 pm |

      Uh . . . hi . . .

  78. Xindaris
    Xindaris December 30, 2012 at 3:20 pm |

    Hmm..sorry I wasn’t here sooner to say this, but I really have just one request for the map editor, if it’s not already been added: Copy/paste functions, in every area it could possibly be useful, such as terrain, units, creeper density, digitalis patterns, “wind” or gravity or whatnot. It would have been really helpful to have that for terrain in CW2; as it is now, if I forget to blank out the top 3 rows for GUI purposes I have to manually move everything down 3 rows and that’s pretty tedious to do.

  79. Mister_Andy
    Mister_Andy January 1, 2013 at 9:46 pm |

    I am ecstatic beyond words that you actually implemented this. I’ve been wishing we could have something like this since early on in the original CW!

    Woohoo!

  80. 1158511
    1158511 January 9, 2013 at 10:53 pm |

    Wow, Creeper World has progressed into a epic game, from a previously awesome state. I applaud the expansion of the map, the increase of units, the return to the original style, and now a programmable A.I. Your sir, truly have game, the only problem I find is I want it. Looking forward toward the release.

  81. Biffinator
    Biffinator April 5, 2013 at 6:28 am |

    New to this site but been a huge creeper fan since i first played it ages ago. This new one looks amazing and the ability to not only create my own maps but towers too is something to look forward to. I agree with the comment about having a place for people to place and ‘borrow’ pre-written tower scripts as i have no idea on code writting but would still love to try.

Comments are closed.