Knuckle Cracker

Creeper World 2 => Suggestions => Topic started by: thepenguin on May 14, 2011, 04:05:37 PM

Title: after playing the game, what do you want to see in the editor?
Post by: thepenguin on May 14, 2011, 04:05:37 PM
for me personally, it's the fields, I want to be able to experiment with all configurations of them
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Kamron3 on May 14, 2011, 04:08:47 PM
Quote from: thepenguin on May 14, 2011, 04:05:37 PM
for me personally, it's the fields, I want to be able to experiment with all configurations of them

Well.. if you had an alpha version, you could do this :D
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 14, 2011, 04:10:37 PM
Quote from: Kamron3 on May 14, 2011, 04:08:47 PM
Quote from: thepenguin on May 14, 2011, 04:05:37 PM
for me personally, it's the fields, I want to be able to experiment with all configurations of them

Well.. if you had an alpha version, you could do this :D


okay, well virgil said that as soon as he released the game, the editor was a beta, so I'm sure it can't be long
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Sqaz on May 15, 2011, 12:06:13 AM
Quote from: thepenguin on May 14, 2011, 04:05:37 PM
for me personally, it's the fields, I want to be able to experiment with all configurations of them

Same for me, just'd love to build some nice stuff with them.

And the other thing I'm really looking forward to seeing is the ability to place creeper directly on the map. This will answer some questions about "How much creeper does it take to overcome the gravity".
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 15, 2011, 12:08:15 AM
one thing I'd like to see is some kind of block that can be destroyed by creeper, but can't be dug up.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Kamron3 on May 15, 2011, 12:09:36 AM
Quote from: Ebon_Heart on May 15, 2011, 12:08:15 AM
one thing I'd like to see is some kind of block that can be destroyed by creeper, but can't be dug up.

;)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: ontheworld on May 15, 2011, 03:24:09 AM
Quote from: Kamron3 on May 14, 2011, 04:08:47 PM
Quote from: thepenguin on May 14, 2011, 04:05:37 PM
for me personally, it's the fields, I want to be able to experiment with all configurations of them

Well.. if you had an alpha version, you could do this :D


*punches kamron in the jewels*

EDIT: 555 posts, wheeeeee
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Kamron3 on May 15, 2011, 03:41:29 AM
Quote from: ontheworld on May 15, 2011, 03:24:09 AM
Quote from: Kamron3 on May 14, 2011, 04:08:47 PM
Quote from: thepenguin on May 14, 2011, 04:05:37 PM
for me personally, it's the fields, I want to be able to experiment with all configurations of them

Well.. if you had an alpha version, you could do this :D


*punches kamron in the jewels*

Hehehe. :D
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ranakastrasz on May 17, 2011, 02:15:25 PM
The feature I would most like in the editor is the option to use the editer now (as opposed to soontm)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 17, 2011, 02:29:41 PM
Quote from: Ranakastrasz on May 17, 2011, 02:15:25 PM
The feature I would most like in the editor is the option to use the editer now (as opposed to soontm)

Heheh! ;D We think alike (http://knucklecracker.com/forums/index.php?topic=6704.msg39681#msg39681).
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Karsten75 on May 17, 2011, 02:31:21 PM
I don't understand this thread. It seems as if people think the editor will introduce new game elements. The editor is simply a way to put the existing game elements in a map. So you should focus on stuff like how to paint terrain, cut/copy of terrain segments, Custom backgrounds, etc.

New features such as a different type of terrain will have to be added to the game and then to the game editor.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 17, 2011, 02:34:16 PM
Maybe the title should read: which of the CW2 gameplay features would you like to use for your own maps?

Ehm..... many! Anything you see in CW2 can be applied to custom maps! :)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 17, 2011, 09:28:10 PM
dangit MadMag!!!!! I wanted NO spoilers... and I read that on my phone, so no spoiler tag, Now I think I know what the final boss is... dangit.
--edit--
Redaction by virgilw
Just for now, and just to keep spoilers from showing up that people might not want to see.
--
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: TonyP2000 on May 20, 2011, 01:04:23 AM
Well, here are some suggestions that would be cool for people who would want to make their own series of maps with their own unique stories:

It would be cool to be able to control exactly when text boxes pop up for dialogue depending on the situation.

Being able to upload your own pictures or sprites to be placed next to the text boxes would also be awesome. This would allow people to make their own characters rather then rely on the ones from the story.  :D

Also, being able to add text boxes right after the last emitter is destroyed would be nice too. That way, people could have one last word before blasting off to the next planet.   ;D
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: J on May 20, 2011, 02:50:50 AM
I want to see a block were you can't build on and you can't destroy
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 20, 2011, 01:53:22 PM
Quote from: TonyP2000 on May 20, 2011, 01:04:23 AM
Also, being able to add text boxes right after the last emitter is destroyed would be nice too. That way, people could have one last word before blasting off to the next planet.   ;D

Yes, an ending text would be great. I requested the same thing for CW1 a year ago....
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Karsten75 on May 20, 2011, 02:56:44 PM
I believe Virgil added ending text in the game, but he did it late - to complete the final missions, so most current missions do not have ending text. day 20, however, has ending text. That was why Virgil added ending text into the game (and I believe into the editor).
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 20, 2011, 03:03:22 PM
Perfect! :)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 20, 2011, 04:55:05 PM
possible spoiler
I want to see terrain that Dark beams bounce off of (at variable angles?)
[close]
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 20, 2011, 04:58:54 PM
Yeah, I'd like that too and suggested it in the beta forums. Something like reflecting (undiggable) walls. These would be perfect for making some very nice puzzle maps. A dark beam would be returned to its generator and destroy it, so you'd have to play with much more care and it would reduce its power a bit, making it more interesting to include it on custom maps.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 20, 2011, 05:07:48 PM
Quote from: UpperKEES on May 20, 2011, 04:58:54 PM
Yeah, I'd like that too and suggested it in the beta forums. Something like reflecting (undiggable) walls. These would be perfect for making some very nice puzzle maps. A dark beam would be returned to its generator and destroy it, so you'd have to play with much more care and it would reduce its power a bit, making it more interesting to include it on custom maps.

a mirror that shoots it straight back to the beam = boom

I always wondered about the DB having instantanious beams (travel along, somewhat of a snake-like game (http://en.wikipedia.org/wiki/Snake_(video_game)))
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: morganbond on May 22, 2011, 11:00:49 AM
Quote from: J on May 20, 2011, 02:50:50 AM
I want to see a block were you can't build on and you can't destroy
so kinda like a black hole block? (and you could have it suck up weponds if they get too close!)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 22, 2011, 11:34:12 AM
I'd like to see some kind of terrain that weapons can't move through or land on, but packets and creeper/greeper can go through.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 22, 2011, 01:13:07 PM
Quote from: Ebon_Heart on May 22, 2011, 11:34:12 AM
I'd like to see some kind of terrain that weapons can't move through or land on, but packets and creeper/greeper can go through.

Yeah, this is probably the thing I miss most of all, because it drastically changes gameplay. I suggested this as well in beta.

In CW1 this is possible, making certain area's very hard to reach. In CW2 you can go wherever the Creeper goes, making it a lot easier to kill it. The terrain offers less limitations now.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Sqaz on May 22, 2011, 01:41:29 PM
Quote from: UpperKEES on May 22, 2011, 01:13:07 PM
In CW1 this is possible, making certain area's very hard to reach. In CW2 you can go wherever the Creeper goes, making it a lot easier to kill it. The terrain offers less limitations now.

You could always make some level 4 (strongest fields that can contain all creeper) who are very dense and get replenished every x seconds (So attacking them would be useless) and then make sure no other creeper can enter and voilà. Weapons can still land and move through, but it isn't very healthy for them to do so. The only problem could be launchers but by making the level 4 fields quite shallow and get them to replenish every x frames that problem is also out of the way.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: shoeface on May 22, 2011, 01:43:58 PM
I would really like to have the possibility to make ore depossites wich have an unlimited supply of ore.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 22, 2011, 01:47:47 PM
Quote from: Sqaz on May 22, 2011, 01:41:29 PM
Quote from: UpperKEES on May 22, 2011, 01:13:07 PM
In CW1 this is possible, making certain area's very hard to reach. In CW2 you can go wherever the Creeper goes, making it a lot easier to kill it. The terrain offers less limitations now.

You could always make some level 4 (strongest fields that can contain all creeper) who are very dense and get replenished every x seconds (So attacking them would be useless) and then make sure no other creeper can enter and voilà. Weapons can still land and move through, but it isn't very healthy for them to do so. The only problem could be launchers but by making the level 4 fields quite shallow and get them to replenish every x frames that problem is also out of the way.
The problem is, then when blasters tried to attack the creeper in this zone, they'd just attack the creeper on the outside. And weapons can still fly through walls of creeper to land in the center. I'd like this type of terrain for things like, say, a cw2 tower defense game. There's so many more options than in cw1.... And I made a decent tower defense game with cw1 if I do say so myself.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 22, 2011, 01:51:23 PM
Quote from: Sqaz on May 22, 2011, 01:41:29 PM
You could always make some level 4 (strongest fields that can contain all creeper) who are very dense and get replenished every x seconds (So attacking them would be useless) and then make sure no other creeper can enter and voilà. Weapons can still land and move through, but it isn't very healthy for them to do so. The only problem could be launchers but by making the level 4 fields quite shallow and get them to replenish every x frames that problem is also out of the way.

I'm talking about situations where the Creeper flows in a natural way towards your structures, but you can't target it (yet), because you can't reach it. In CW1 it's possible to force the player to make a de-tour and hopefully intercept the Creeper somewhere else (or reach the emitter to cap it).

Most of the interesting CW1 maps were interesting because of the terrain limitations which made it hard (and not because of some very high intensity emitters). Till now I like CW2 better because of the additional units & upgrades (allowing for multiple strategies), but not being able to cut off certain map sections for the player (while the Creeper does use these area's) is probably something I'm gonna miss as a map maker.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 22, 2011, 02:38:49 PM
Maybe the ability to create terrain in individual subcells?
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 22, 2011, 02:53:57 PM
Quote from: Ebon_Heart on May 22, 2011, 02:38:49 PM
Maybe the ability to create terrain in individual subcells?

why do I get that feeling that you want to have different types of terrain in a single cell (undiggable w/ easily dug)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Sqaz on May 22, 2011, 03:11:08 PM
Quote from: UpperKEES on May 22, 2011, 01:51:23 PM
'm talking about situations where the Creeper flows in a natural way towards your structures, but you can't target it (yet), because you can't reach it. In CW1 it's possible to force the player to make a de-tour and hopefully intercept the Creeper somewhere else (or reach the emitter to cap it).

Well I'm pretty sure all can be done with a clever use of fields. You can e.g. make a moving field so all creeper on one spot is directly moved to another one. So to prevent this from happening you would need to take a route to that spot and make sure the creeper doesn't get there in time (by intercepting the creeper somewhere else or capping the emitter). That way the creeper wouldn't flow naturally but the effect would still be the same.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 22, 2011, 05:43:55 PM
not everything, like I said, I still want a zone weapons can't move through/be built on... yet that allows creeper and packets through. I heard someone say something about a black hole like thing? that could explain it... any weapons that would move through there would die, so they'll act like it's an area covered by a dark beam.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 22, 2011, 06:08:12 PM
Quote from: Ebon_Heart on May 22, 2011, 02:38:49 PM
Maybe the ability to create terrain in individual subcells?

Yeah, something like this. Or even more precise (to keep map making simple): full terrain blocks (3x3 subcells) that allow Creeper to go through a narrow passage, like this:

RRR (R = rock, preferably non-decayable)
----
RRR

or

R | |
R | |
R | |

Weapons would be able to fire through them, but not move through these terrain cells. Both packets and Creeper can move through them.

Quote from: Sqaz on May 22, 2011, 03:11:08 PM
That way the creeper wouldn't flow naturally but the effect would still be the same.

This is exactly my point; I prefer a natural flow of Creeper that threatens the structures of the player and is relatively predictable (but hard to stop at certain locations). The elevation levels of CW1 provided this functionality (because the block size of 10 pixels was much smaller than the unit size).

Quote from: Ebon_Heart on May 22, 2011, 05:43:55 PM
not everything, like I said, I still want a zone weapons can't move through/be built on... yet that allows creeper and packets through. I heard someone say something about a black hole like thing?

That was a reply to a different suggestion by J: terrain blocks that can't be build on (on top of it).
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 22, 2011, 06:34:59 PM
I keep laughing about this, it already is possible!

indestructable terrain block with fields on sides that switch :P

therefore, no packets or structures pass, but creeper (and possibly Greeper) can pass (you have effectivly removed the block from 2D space :))
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: mthw2vc on May 22, 2011, 06:38:24 PM
That runs into problems. The creeper you have attached to the walls with fields will eat any friendly creeper that comes into contact with it. Weapons can fly past (although they would be damaged in the process), and the creeper you have there will attract both launcher and blaster fire. If you use friendly creeper for it, then any enemy creeper that wanders by will be destroyed and you can move units by without even damaging them.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 22, 2011, 06:41:52 PM
Exactly. The flow of Creeper wouldn't be natural either and there shouldn't be Creeper all the time; only when it reached that location.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 22, 2011, 06:58:39 PM
Quote from: UpperKEES on May 22, 2011, 06:41:52 PM
Exactly. The flow of Creeper wouldn't be natural either and there shouldn't be Creeper all the time; only when it reached that location.

maybe my creeper dynamics needs a little work :)

Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: mthw2vc on May 22, 2011, 07:06:06 PM
Something else I might like to see in the editor... The ability to flag a cell as "Inert" such that it is always unlit and is effectively a beacon-blocker on a LOS basis, similar to crazonium from game 1. This also has uses similar to, but not identical to what KEES is asking about now, as you cannot travel through it while creeper can, among other possible uses...
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 22, 2011, 08:24:10 PM
That's exactly what we need!!! And what I've been trying to describe! Weapons and packets won't go through it, but creeper can.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 22, 2011, 08:40:46 PM
Quote from: Ebon_Heart on May 22, 2011, 08:24:10 PM
That's exactly what we need!!! And what I've been trying to describe! Weapons and packets won't go through it, but creeper can.

so, in a sense, ambient darkness, like the "ambient lighting" in the credits mission
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 22, 2011, 09:34:26 PM
I forgot the darkness in the game acts exactly like what I was trying to describe.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: UpperKEES on May 23, 2011, 01:38:35 AM
Quote from: mthw2vc on May 22, 2011, 07:06:06 PM
Something else I might like to see in the editor... The ability to flag a cell as "Inert" such that it is always unlit and is effectively a beacon-blocker on a LOS basis, similar to crazonium from game 1. This also has uses similar to, but not identical to what KEES is asking about now, as you cannot travel through it while creeper can, among other possible uses...

Smart thinking! This could very well offer the terrain limitations I'm looking for without major changes to the game. Packets won't be able to go through these cells, but I can certainly live with that.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: TypoNinja on May 23, 2011, 09:18:12 AM
The ability to string together our own campaigns.

I saw several series of custom maps made for CW1, the ability to somehow bundle them into a cohesive whole instead of them just being a hand full of individual maps would be really sweet.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: J on May 23, 2011, 10:06:47 AM
I think Virgil have to set checkboxes in the terrain editor.
[] diggable.......................................cost [3^]
[] reflective.....................................angle [45^]
[] destroyable by creeper...................speed [slow^]
[] ....
image [...^] (when possible, some terrain blocks could have only one image)

In this way we could create our own blocks
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Cotters on May 23, 2011, 12:42:53 PM
I'm looking forward to making background art!   :D
Just think of all the atmospheres that can be made in a game level. Fun times ahead.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 23, 2011, 03:46:19 PM
Quote from: UpperKEES on May 23, 2011, 01:38:35 AM
Quote from: mthw2vc on May 22, 2011, 07:06:06 PM
Something else I might like to see in the editor... The ability to flag a cell as "Inert" such that it is always unlit and is effectively a beacon-blocker on a LOS basis, similar to crazonium from game 1. This also has uses similar to, but not identical to what KEES is asking about now, as you cannot travel through it while creeper can, among other possible uses...

Smart thinking! This could very well offer the terrain limitations I'm looking for without major changes to the game. Packets won't be able to go through these cells, but I can certainly live with that.
I'm thinking about using it for a tower defense game... so packets wouldn't be able to go through anyways. And another big thing I'd like to see is some kind of timed mission, where you can make it so you have to survive so long before you leave. Like have a mission where you're constantly under attack by creeper balls, drones, phantoms, etc, and you have to survive for 10 minutes. Another great thing to have would be text associated with upgrades, or destroying enemy objects, or text that pops up at certain times.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: mthw2vc on May 23, 2011, 04:09:00 PM
Your first request is already in the editor, provided you know how to use it... ;)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 23, 2011, 09:01:54 PM
tell me how to use it then! And do you mean ambient darkness, or times missions/text? And one more thing I'd really like to see, some type of terrain that can be destroyed by creeper, but not by you.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: mthw2vc on May 23, 2011, 10:27:52 PM
Reread this post, your first request, effectively a minimum time for completion, can be made easily with careful use of fields. In case you forget, there is a mission mode wherein one can only win by destroying all enemies on the map, perfect for the TD example you give.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 23, 2011, 10:56:06 PM
But I don't want them to have to destroy the emitters, maybe just have to collect a survival pod or something... And I guess if you made a super strong emitter inside some indestructible terrain, you could have a thick wall of creeper that updates every 1 second or something.... But then that would draw away launcher fire. Oh, what to do what to do?
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: mthw2vc on May 24, 2011, 12:26:15 AM
If the way to do it doesn't pop into your head, it may not become apparent until I show you how by providing an example map... Since you won't be able to actually make one until the editor goes public, you may as well wait until then, it'd save us all a lot of time arguing and explaining...
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Sqaz on May 24, 2011, 01:32:00 AM
Quote from: Ebon_Heart on May 23, 2011, 10:56:06 PM
But I don't want them to have to destroy the emitters, maybe just have to collect a survival pod or something... And I guess if you made a super strong emitter inside some indestructible terrain, you could have a thick wall of creeper that updates every 1 second or something.... But then that would draw away launcher fire. Oh, what to do what to do?

I'd just place something that you need to collect to win the mission (in aquisition mode) and gaurd it's only connection to the city with some small blocks just blockning packets. And these blocks doesn't even have to be that dense if they get replaced every couple frames.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Kithros on May 24, 2011, 07:30:59 AM
I think the best way to make a timer right now would be to have a single survival pod behind an ore reserve that couldn't be dug around, and start off with an ore rig already built there. If you wanted to make sure they didn't get ore, you could have an emitter  near the survival pod and a creeper maker, with fields and such making it that the creeper maker always has to be running or the survival pod will be destroyed.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Sqaz on May 24, 2011, 10:37:35 AM
Quote from: Kithros on May 24, 2011, 07:30:59 AM
I think the best way to make a timer right now would be to have a single survival pod behind an ore reserve that couldn't be dug around, and start off with an ore rig already built there. If you wanted to make sure they didn't get ore, you could have an emitter  near the survival pod and a creeper maker, with fields and such making it that the creeper maker always has to be running or the survival pod will be destroyed.

But what if that rig gets destroyed? Or when there is accidentely no way over the course of the game for packets to get to it?
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 25, 2011, 06:53:18 PM
I like the ore rig idea... and why not give them the ore?? I'd have to figure out how much ore is dug up per second and stuff like that, but that should be easy.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: TonyP2000 on May 25, 2011, 08:46:26 PM
How bout, have a weak emitter (that you cannot get to) slowing spawning creeper up a long shaft to a lone and unprotected survival pod. The time it takes for the creeper to reach the survival pod is the time you have to collect pods/survive/complete a specific task.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 25, 2011, 08:48:48 PM
What I wanted was a time before you were able to leave, not a time before you die. And a death time limit can be made with excessive drones/phantoms.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ranakastrasz on May 25, 2011, 09:21:22 PM
You make an immobile wall of creeper, that is rapidly updated with more, from an inaccessible emitter, that shuts off after the time, which is protecting the survival pod from you taking it.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 25, 2011, 10:04:00 PM
that's kind of what I was thinking...
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 26, 2011, 09:04:03 AM
Spoiler
I want to see those sheilds from Bonus 10
[close]

I could make awesome infastructure maps with prebuilt stuff just mess around on  :D
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ranakastrasz on May 26, 2011, 04:00:12 PM
Quote from: The Commander on May 26, 2011, 09:04:03 AM
Spoiler
I want to see those sheilds from Bonus 10
[close]

I could make awesome infastructure maps with prebuilt stuff just mess around on  :D

Whats so special about those shields? They are normal shields, unless you mean the forces holding the creeper into certain shapes. The drips release when hitting a shield because it drags creeper with it, but the creeper cannot take up the same space as a shield, so it loses hold of the creeper, which then spreads out.

Edit: Lawl oops, Wrong special, thought you were talking about assault. Those are just basic fields, that push creeper away. If you enable the field line display, it's obvious how they work.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 26, 2011, 04:59:10 PM
No the fact they hold infinite creeper but let things in and out
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: ontheworld on May 26, 2011, 05:04:40 PM
Am I crazy or are these just fields?
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 26, 2011, 06:11:14 PM
Quote from: ontheworld on May 26, 2011, 05:04:40 PM
Am I crazy or are these just fields?

See http://www.youtube.com/watch?v=OBY2IPg4aUQ

It looks like a shield thing to me
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 26, 2011, 06:17:35 PM
Sorry they are really fields he just has them showing
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 26, 2011, 07:10:35 PM
lol, the "show creeper fields" button does nothing for me for some reason! it's annoying.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: mthw2vc on May 26, 2011, 07:26:04 PM
I assure you, it works just fine. It just can't detect fields that aren't there... ;)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 27, 2011, 10:13:29 AM
I want to see an area that if creeper gets in it certain fields will shut off. I could make human generated fields then and have an explanation  :)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: J on May 27, 2011, 10:27:40 AM
An emitter that only starts when it's hit by creeper or a drone.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ranakastrasz on May 27, 2011, 11:09:31 AM
I want to be able to make repulsor's applied force behaviors be customizable, and their effects to show up with the force toggle. For example, I think that a repulsor that could have differing effects for allied and enemy creeper, in that it works the same for enemy, but the allied forces will have a setup that will make it act kinda like in the level "the cooker, with force effects in the center going up (assuming pointing up, it can be rotated) and the sides pointing inward and upward (diagonally) So as to make them more useful for transferring friendly creeper without it dripping all over the place. Actually, I think adding this to the normal game as a test may be an interesting idea. However, I do NOT want this to delay the release of an original version of the editor.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 27, 2011, 12:09:43 PM
Quote from: Ranakastrasz on May 27, 2011, 11:09:31 AM
I want to be able to make repulsor's applied force behaviors be customizable, and their effects to show up with the force toggle. For example, I think that a repulsor that could have differing effects for allied and enemy creeper, in that it works the same for enemy, but the allied forces will have a setup that will make it act kinda like in the level "the cooker, with force effects in the center going up (assuming pointing up, it can be rotated) and the sides pointing inward and upward (diagonally) So as to make them more useful for transferring friendly creeper without it dripping all over the place. Actually, I think adding this to the normal game as a test may be an interesting idea. However, I do NOT want this to delay the release of an original version of the editor.

What?
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: ontheworld on May 27, 2011, 12:14:16 PM
I'm guessing: repulsor effect customizable. His example: regular to normal creeper but keeping the good creeper stuck as in a field
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 27, 2011, 12:17:07 PM
Ahhh I see
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ranakastrasz on May 27, 2011, 12:47:29 PM
It would make the field, per block, look like this when pointing up, but only for friendly creeper.
Except That I cannot find any way to make the > and < point up as well as to the left/right
>^<
>^<
>^<

Basically, It would squeeze the friendly creeper into a line and force it in any direction, and it would look like the streams in some of the levels, such as level 10, "The Experiment" http://www.youtube.com/watch?v=mIIkF7cLf_0&feature=related (http://www.youtube.com/watch?v=mIIkF7cLf_0&feature=related)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 27, 2011, 04:37:06 PM
"multiplicative ranges"

any creeper passing through these at (n*interval)+start has (creeperdensity*q)

n is a number (incrementing)

q is the amount that it is multiplied by
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 29, 2011, 02:55:17 PM
what I also want to see is a way to set custom values for terrain dig cost (0-100) (erode-able, or not)

(yes, one could make terrain that dissolves as soon as one drop of creeper hits it)

(yes, this is different from open space)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: J on May 29, 2011, 05:12:42 PM
Quote from: J on May 23, 2011, 10:06:47 AM
I think Virgil have to set checkboxes in the terrain editor.
[] diggable.......................................cost [3^]
[] reflective.....................................angle [45^]
[] destroyable by creeper...................speed [slow^]
[] destroyable by anti-creeper.............speed [slow^]
[] ....
image [...^] (when possible, some terrain blocks could have only one image)

In this way we could create our own blocks
Allmost the same
Speed can also be immediatly
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 29, 2011, 05:29:17 PM
only he wants checkboxes, and I want menus/sliders/arrows
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: xing on May 30, 2011, 12:29:25 PM
ok I guess i'll pit down the things i'd like to see - most of wich i'm sure is already included in the editor design already i hope but the things i'll be looking for are :-


and just for fun
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 30, 2011, 12:54:47 PM
Quote from: xing on May 30, 2011, 12:29:25 PM


  • pre-built buildings player cannot destroy / critical structures

I definetly want to see structure that if destroyed means game over or shut something down. Like use some reactores beancans to make a human feild generator  ;D[/list]
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: pixlepix on May 30, 2011, 01:50:50 PM
Survival pod?
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 30, 2011, 04:09:53 PM
Quote from: pixlepix on May 30, 2011, 01:50:50 PM
Survival pod?

No but you don't have to rescue it.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Ebon Heart on May 30, 2011, 08:48:01 PM
Quote from: xing on May 30, 2011, 12:29:25 PM
ok I guess i'll pit down the things i'd like to see - most of wich i'm sure is already included in the editor design already i hope but the things i'll be looking for are :-


  • Timed events
  • pre-built buildings player cannot destroy / critical structures
  • any type of terrain able to be creeper imbued (creeper destroyable that spawns LOTS of creeper when destroyed)
  • custom terrain colour's / textures
  • unbuildable spaces ( blocks you can't build on / space you can't build / move weapons in ) ( perhaps as a permanent "unlit:area" that beacons don't light up ? )

and just for fun
  • multiple different colour creeper emitters on same map that mix (red+blue=purple ect)

I think the differnt colored emitters would be far too complicated for far too little gain. But maybe changing overall creeper color? and For timed events... text that pops up at certain times, or a time limit you have before you can leave the mission would be insanely nice.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: J on May 31, 2011, 10:57:28 AM
Multi-color idea: an other bad creeper type that also works like anti-creeper against bad creeper
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Sqaz on May 31, 2011, 11:04:48 AM
Quote from: The Commander on May 30, 2011, 04:09:53 PM
No but you don't have to rescue it.

You could place a field there to transfer any creeper every frame to a spot with a survival pod, so if any creeper destroys/hits the building you lose.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: Krell on May 31, 2011, 11:47:06 AM
Quote from: J on May 31, 2011, 10:57:28 AM
Multi-color idea: an other bad creeper type that also works like anti-creeper against bad creeper
except I think the game reads creeper as + and greeper as - or vice versa. point being in numbers there is positive and negative, meaning adding another creeper type would be too much work for the amount of gain. Though color blending wouldn't be quite as hard if done right.
Quote from: Sqaz on May 31, 2011, 11:04:48 AM
Quote from: The Commander on May 30, 2011, 04:09:53 PM
No but you don't have to rescue it.

You could place a field there to transfer any creeper every frame to a spot with a survival pod, so if any creeper destroys/hits the building you lose.
Brilliant!
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: CobraKill on May 31, 2011, 12:21:05 PM
Quote from: Sqaz on May 31, 2011, 11:04:48 AM
Quote from: The Commander on May 30, 2011, 04:09:53 PM
No but you don't have to rescue it.

You could place a field there to transfer any creeper every frame to a spot with a survival pod, so if any creeper destroys/hits the building you lose.

That's pretty good.
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: pixlepix on May 31, 2011, 04:01:25 PM
I'd like to see a artifact that gave you points but nothing else(and was destroy-able by creeper)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: TonyP2000 on May 31, 2011, 08:38:05 PM
I personally would like to have hidden holo-cubes, just so I can hide Easter eggs in my maps just for fun.  ;)
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on May 31, 2011, 08:41:21 PM
Quote from: TonyP2000 on May 31, 2011, 08:38:05 PM
I personally would like to have hidden holo-cubes, just so I can hide Easter eggs in my maps just for fun.  ;)

already possible, I think
Title: Re: after playing the game, what do you want to see in the editor?
Post by: TonyP2000 on June 01, 2011, 11:51:28 AM
You mean cubes that are at first invisible but once you dig up the cell of terrain that they are hidden in, then they become visible?

(40th post btw he he  :) )
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: J on June 01, 2011, 01:06:42 PM
Quote from: Krell on May 31, 2011, 11:47:06 AM
Quote from: J on May 31, 2011, 10:57:28 AM
Multi-color idea: an other bad creeper type that also works like anti-creeper against bad creeper
except I think the game reads creeper as + and greeper as - or vice versa. point being in numbers there is positive and negative, meaning adding another creeper type would be too much work for the amount of gain. Though color blending wouldn't be quite as hard if done right.
Greeper ready have negative values. So Virgil may could use -... when it hit greeper
Title: Re: after playing the game, what is the one thing you want to see in the editor?
Post by: thepenguin on June 02, 2011, 06:09:01 AM
great job guys, now we have to redefine the game's number system :)

+, -, and some other sign :)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: pixlepix on June 02, 2011, 07:01:19 AM
What about conditional fields that activate if there is creeper in a space, if it is lit up by beacons, if the nexus has x health, if an emitter is destroyed, etc
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 02, 2011, 07:20:53 AM
I like that a lot! or if terrain gets destroyed, stuff like that.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: rubencolll on June 04, 2011, 07:34:22 PM
I would like to had the :

Don't read this if you haven't beated the game. 
Spoiler
The Nexus and like the final level, you need to charge it with creeper first
[close]
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 05, 2011, 12:45:59 AM
I think the loki need the ability to shoot some sort of dark beam... It says that the dark beams get their power from the same place the loki does.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: ontheworld on June 05, 2011, 03:12:55 AM
Quote from: rubencolll on June 04, 2011, 07:34:22 PM
I would like to had the :

Don't read this if you haven't beated the game. 
Spoiler
The Nexus and like the final level, you need to charge it with creeper first
[close]


That is in, and I'm sure it's been mentioned real oftenly. Take note that virgil made CW2 with purely the editor
Title: Re: after playing the game, what do you want to see in the editor?
Post by: pixlepix on June 05, 2011, 07:13:25 AM
A beam made of super compressed creeper?
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 05, 2011, 10:19:46 AM
that's one option.... But I was looking more for the all destroying power of a dark beam. Make it destroy everything but creeper (that includes anti-creeper)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Sqaz on June 05, 2011, 10:39:33 AM
Quote from: Ebon_Heart on June 05, 2011, 10:19:46 AM
that's one option.... But I was looking more for the all destroying power of a dark beam. Make it destroy everything but creeper (that includes anti-creeper)

A super-compressed beam also directly destroys anti-creeper (as long as it's compressed enough and the Anti-Creeper isn't just as compressed but since you can go to a 2 billion density the Anti-creeper will melt like 4-health drones in front of a dark beam).
The problem are of course shields, as density doesn't matter there. But as you can't make the Dark Beam change direction it's impossible to built shields in the way if it's on from the start.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 05, 2011, 11:27:06 AM
and it'll still take a while to destroy weapons as well.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Sqaz on June 05, 2011, 12:10:34 PM
Quote from: Ebon_Heart on June 05, 2011, 11:27:06 AM
and it'll still take a while to destroy weapons as well.

Actually, if you want something to act like the real DB you might aswell place a wall. Nothing gets through it, as with the Real Beam, maybe for the AC killing part coat it with some dense Creeper.
Might be somewhat thicker then, but acts exactly the same.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Katra on June 05, 2011, 08:32:53 PM
I think an underwater theme background would be nice.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 06, 2011, 11:53:40 AM
I would like to have an enemy unit like an an emitter or gateway, but is a field generator, and is essentially a dummy building. field events would be allowed to reference units, and if the corresponding structure is nullified, the field would toggle it's state. This could allow for some interesting things, Such as an emitter that emits an insane amount of creeper, but has fields holding it in place, and when the emmiter is nullified, the fields shut off, flooding the area. I think I would also like shields to take damage proportional to the amount of creeper adjacent to it, rather than just how many tiles, possibly using an exponential variable in the equation, or just what layer of creeper it is.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Krell on June 06, 2011, 12:56:04 PM
Quote from: Ranakastrasz on June 06, 2011, 11:53:40 AM
I would like to have an enemy unit like an an emitter or gateway, but is a field generator, and is essentially a dummy building. field events would be allowed to reference units, and if the corresponding structure is nullified, the field would toggle it's state. This could allow for some interesting things, Such as an emitter that emits an insane amount of creeper, but has fields holding it in place, and when the emmiter is nullified, the fields shut off, flooding the area. I think I would also like shields to take damage proportional to the amount of creeper adjacent to it, rather than just how many tiles, possibly using an exponential variable in the equation, or just what layer of creeper it is.

I second this post. I like the ideas for the editor and for the shields. Though I don't know how well it would do since shields are pretty balanced as of right now.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: UpperKEES on June 06, 2011, 01:48:37 PM
Quote from: Krell on June 06, 2011, 12:56:04 PM
I think I would also like shields to take damage proportional to the amount of creeper adjacent to it, rather than just how many tiles, possibly using an exponential variable in the equation, or just what layer of creeper it is.

I think you'll change your opinion about this when playing harder maps. Just keep in mind that the story & bonus maps had to be playable and entertaining for any kind of player; from newbie to advanced. For both the code maps and the custom maps you'll be able to pick maps with the features of your likings, including difficulty and I can tell you that you'll often need every second that the shields will buy you. When using them against titan emitters they would only last for a few milliseconds if their damage was proportional to the Creeper density (or just a few seconds when using a logarithmic scale).

Shields are affected by the Creeper like any other unit (which I like and which is similar to the unit behaviour in CW1), but shields regenerate their health much slower, see here (http://knucklecracker.com/forums/index.php?topic=6373.msg36036#msg36036) for details.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 06, 2011, 02:29:16 PM
Not necessarily, unless you want to show me your calculations for shields, using my secret arbitrary variables for damage and my secret arbitrary damage equation that uses said variables  ;D
Shields are just like any other non combat structure, and dies instantly, but also acts like decay-able terrain, terrain in that creeper cannot spread to that space, if it did, the shield would die instantly, like when you turn it off, and two, like decay-able terrain in that it loses health for each cell in contact with it with creeper in it.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: TonyP2000 on June 06, 2011, 02:38:35 PM
Personally, for those who think shields take too long to be destroyed, even in huge amounts of creeper, you can always send out some drones to take them out in one hit.  ;)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: UpperKEES on June 06, 2011, 04:09:14 PM
Quote from: Ranakastrasz on June 06, 2011, 02:29:16 PM
Not necessarily, unless you want to show me your calculations for shields, using my secret arbitrary variables for damage and my secret arbitrary damage equation that uses said variables  ;D
Shields are just like any other non combat structure, and dies instantly, but also acts like decay-able terrain, terrain in that creeper cannot spread to that space, if it did, the shield would die instantly, like when you turn it off, and two, like decay-able terrain in that it loses health for each cell in contact with it with creeper in it.

Of course shields have a special ability (blocking Creeper), but apart from that they take damage like a military unit (not influenced by the Creeper density) and heal when not touched by it (albeit slower).
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 06, 2011, 05:21:33 PM
Well, I suppose I could assume that you know something I dont about how they work, in that that do in fact take damage like any other military unit, meaning that they only take damage at a finite rate when creeper occupies one of the 9 cells they are also occupying, and ignore any cells that they do not occupy, as you are one of the __, (mods? devs? testers? I dont know which technical term to use) But I am Pretty sure they function like an Economic unit, in that they die instantly to creeper, but cause the cells they occupy to not be considered for creeper spread calculations while they are active, and they take damage if cells that are adjacent to them are occupied by creeper, proportional to the number that have creeper. Also, I would not be surprised if they regenerate constantly, due to the notable rate that creeper damages stuff.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: UpperKEES on June 06, 2011, 06:16:31 PM
Sure a shield would be destroyed when there would be Creeper underneath it, but then you wouldn't have been able to build it in the first place, would you? When you deactivate a shield it will indeed be destroyed like any other unit on the systems tab, but I assume your proposal was about activated shields.

Your suggestion was to let the damage depend on the density of the Creeper adjacent to it and I believe I answered clearly why I think it's perfect the way it is now. Play some harder maps (soon) and please let me know what you think after that.

Quote from: virgilw on 16 March 2011, 19:13:27
The default heal rate for units is 0.003/frame.
For shields it is 0.001/frame.  Originally, shields had a heal rate of 0.  I gave them a heal rate a few builds ago, but double that rate recently.  It is still very slight, but present.  Useful when you have a little damage and then manage to keep the creeper at bay (or drones).

Interpret anyway you like.... :)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 06, 2011, 10:21:41 PM
Quote from: Sqaz on June 05, 2011, 12:10:34 PM
Quote from: Ebon_Heart on June 05, 2011, 11:27:06 AM
and it'll still take a while to destroy weapons as well.

Actually, if you want something to act like the real DB you might aswell place a wall. Nothing gets through it, as with the Real Beam, maybe for the AC killing part coat it with some dense Creeper.
Might be somewhat thicker then, but acts exactly the same.
but packets don't travel through walls.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 07, 2011, 10:56:03 AM
Well, I'm just saying that if you were to make it so that creeper density of 100k (as an example, I'm not sure what baseline to use), I think, not positive, would deal the current damage, 10k would deal half that, while 1M would deal twice that, would not seem likely to be too extreme, as a ten-fold increase would only half the lifespan, while a one-hundred-fold increase would quarter it, though thinking about it, considering how insane people are in CW1 with creeper intensities, It could be a bit too extreme.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Sqaz on June 07, 2011, 10:59:39 AM
Quote from: Ebon_Heart on June 06, 2011, 10:21:41 PM
Quote from: Sqaz on June 05, 2011, 12:10:34 PM
Quote from: Ebon_Heart on June 05, 2011, 11:27:06 AM
and it'll still take a while to destroy weapons as well.

Actually, if you want something to act like the real DB you might aswell place a wall. Nothing gets through it, as with the Real Beam, maybe for the AC killing part coat it with some dense Creeper.
Might be somewhat thicker then, but acts exactly the same.
but packets don't travel through walls.

Nor do packets travel through the creeper the DB would normally consist of so I don't really see the problem.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 08, 2011, 05:41:00 PM
Quote from: Ranakastrasz on June 06, 2011, 11:53:40 AM
I would like to have an enemy unit like an an emitter or gateway, but is a field generator, and is essentially a dummy building. field events would be allowed to reference units, and if the corresponding structure is nullified, the field would toggle it's state. This could allow for some interesting things, Such as an emitter that emits an insane amount of creeper, but has fields holding it in place, and when the emmiter is nullified, the fields shut off, flooding the area. I think I would also like shields to take damage proportional to the amount of creeper adjacent to it, rather than just how many tiles, possibly using an exponential variable in the equation, or just what layer of creeper it is.
On extension, I would like an extra building made out of fractal alloy (invulnerable, like totems in game 1) with a similar function, which when powered, would do something like activate or deactivate fields, and would have a selectable energy upkeep. Imagine an scenario with a metric ****-load of creeper pressing down on your base about 4 minutes after the mission starts due to the roof decaying, and you have to quickly dig towards the structure, and power it, which causes a shield dome to activate around your base that would prevent the creeper from flooding you to death.
Imagine a custom map built similarly to the last mission, where to prevent [DATA EXPUNGED] you would have to nullify a structure for each of the [DATA EXPUNGED] which would cause the fields to deactivate.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 08, 2011, 06:29:01 PM
With that idea in mind... could you make an emitter that would burst every time it's hit with a nullifier, and have it give a bigger burst each time... you could make an emitter where the only good way to destroy it is to create like 10 nullifiers right around it.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 08, 2011, 06:43:15 PM
That would be more complex that my idea, if only because it is not just a simple validation, unless it was done as an emitter that emits nothing unless it has been hit with a nullifier within the last second or two, and has a very high rate and magnitude.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 08, 2011, 10:00:03 PM
something like that.... and I think a field controlled by whether or not an object is powered would be equally tricky.... but both would be neat, and offer a lot of options.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ranakastrasz on June 09, 2011, 11:47:02 AM
Well, I figured it would be more or less a Boolean validation, where If x, then y, else z. If the building exists/is powered, then the field is on/off, Otherwise, the field is Off/on.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: CJY101 on June 14, 2011, 10:27:01 PM
1、
hope, Editor can do this?
Small machine components Terminator (or tank),
creeper covered Terminator appearance, and then attack?
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 14, 2011, 10:29:28 PM
That will be possible... And a terminator would be great!... The second one. :)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: CJY101 on June 14, 2011, 10:41:18 PM
2、
creeper made ​​of aircraft
When the aircraft in flight, when under attack, the blood less than 50%
Can trigger the crash.

3、
creeper made ​​circular,Then be rotated.
(Modify , Ring)

4、
Small robots can be restricted to one place
Do not run around it?
For example: protection of something

This will not be too difficult? :D
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 14, 2011, 11:16:24 PM
I doubt the second one will be possible... But we'll see.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: eudrick on June 15, 2011, 12:21:08 AM
Quote from: Ebon_Heart on June 08, 2011, 06:29:01 PM
With that idea in mind... could you make an emitter that would burst every time it's hit with a nullifier, and have it give a bigger burst each time... you could make an emitter where the only good way to destroy it is to create like 10 nullifiers right around it.
Or even better, the only thing that will kill it is a dark beam.  Without a constant source of enemy energy, the emitter would progress (step) in power every time you hit with a nullifier or blaster/launcher.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: kakaique2000 on June 15, 2011, 03:53:10 PM
the level editor I wanted, that would display, ie, as in any online game that has level editor and have the selection test, and the creeper world would be very good, at least better than the creeper world :-\ :-\ :-\


follow this video about the editor of two levels of the creeper world, at least I think
www.youtube.com/watch?v=M6Y_Rd7uYsw (http://www.youtube.com/watch?v=M6Y_Rd7uYsw)

translated from Portuguese into English
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on June 18, 2011, 01:51:49 AM
I'm really thinking conditional fields would be great now... Bosses will end up like the guns on bonus day 8 without them. They keep shooting s you even after they're dead.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: lich98 on July 01, 2011, 12:43:28 AM
I want to be able to put a nexus on the board i think that would be cool
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Flameo326 on July 05, 2011, 01:17:32 PM
I can't wait for the fields they seem the most interesting to me and it should be easier to make maps like characters or other but harder to play.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: J on July 06, 2011, 04:29:38 AM
If I remember right, Virgil made all original maps (exept code) with the editor.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: thepenguin on July 07, 2011, 03:30:57 PM
Quote from: J on July 06, 2011, 04:29:38 AM
If I remember right, Virgil made all original maps (exept code) with the editor.

not true, most unfortunately
Title: Re: after playing the game, what do you want to see in the editor?
Post by: UpperKEES on July 07, 2011, 03:41:21 PM
99% true :)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: Ebon Heart on July 07, 2011, 06:57:31 PM
TP's just mad because you can't recreate level 1, or the credits level with the editor. :P
Title: Re: after playing the game, what do you want to see in the editor?
Post by: thepenguin on July 08, 2011, 10:04:13 AM
Quote from: Ebon_Heart on July 07, 2011, 06:57:31 PM
TP's just mad because you can't recreate level 1, or the credits level with the editor. :P

;)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: BoostBreed75 on July 09, 2011, 05:16:18 PM
I for one would like to see the return of bunkers (lvl 19) in the map editor.
Title: Re: after playing the game, what do you want to see in the editor?
Post by: UpperKEES on July 09, 2011, 05:27:32 PM
Quote from: BoostBreed75 on July 09, 2011, 05:16:18 PM
I for one would like to see the return of bunkers (lvl 19) in the map editor.

They're right there. ;)
Title: Re: after playing the game, what do you want to see in the editor?
Post by: BoostBreed75 on July 10, 2011, 12:01:39 AM
Sweet. I thought that level was very dynamic. And aesthetically the bunkers are great.