This is a suggestion for one of our games. You may comment on and rate the suggestion here.
Game: all (Change)Type: all (Change)
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The Suggestion...
Well, first off, I think that being able to reorder the maps on the merlin_c page by score, creator, creation date, recent comments, amount of comments or the like similarly to suggestions would be good. It could also be a good idea to completely separate them from the suggestions list (hide merlin_c map "suggestions" by default?) - they could use the same system as now, but wouldn't clog the Suggestion DB view up. Their comments are available from the merlin_c page anyway, and a similar display of the number of comments next to the map or the comment-speaking-bubble-icon would be good. Maybe have a differently colored comment-speaking-bubble-icon for the maps which have new comments since the user's last visit?
Well then, any and all discussion is welcomed. :)
Comments
i'd go for adding a new "game" category for MRCreated, and have peeps submit maps there.
When the player accesses a map suggestion from the "comment" icon in the merlin_c page, there is no "return to suggestions" button, and not a "return to Merlin Created" either D:
But it still says this:
"This is a suggestion for one of our games. You may comment on and rate the suggestion here."
But it still says this:
"This is a suggestion for one of our games. You may comment on and rate the suggestion here."
The maps are map suggestions. Ultimatey, I want to turn all suggestions into actual components of the game so an enemy (or character) suggestion will be the actual graphics and data for a character in the game. Plots and scripts will actually play in a cutscene viewer. etc
I'm not really looking for submitted maps at this stage - I know some people will want to and that's fine. I'll do my best to post them up but a manual process doesn't scale well.
I'm not really looking for submitted maps at this stage - I know some people will want to and that's fine. I'll do my best to post them up but a manual process doesn't scale well.
Doesn't have anything to do with MRCr, but.. In Open, I'm having this weird problem of script errors. Whenever I die and the game loads, I get a script error. My saved game is on the map I'm making and I haven't made any changes to it after saving.
If I decide to "continue", it will draw the situation from the time of saving, but the error pops up every frame after that, disabling me to continue.
Since I'm testing a map, it gets pretty difficult to test efficiently due to not being able to die and having to start all over whenever I do. I'm using Open 30, with map editor 40 and engine 76 (v5.01), which I believe are the newest ones.
My map features the Pulse spell, the gmg, a few enemies, a music tile and a team override.
If I decide to "continue", it will draw the situation from the time of saving, but the error pops up every frame after that, disabling me to continue.
Since I'm testing a map, it gets pretty difficult to test efficiently due to not being able to die and having to start all over whenever I do. I'm using Open 30, with map editor 40 and engine 76 (v5.01), which I believe are the newest ones.
My map features the Pulse spell, the gmg, a few enemies, a music tile and a team override.
I also noticed that the music doesn't loop properly, at least for Woods of Evil - instead it stayed silent after playing. I haven't tried all of the other songs yet. While this is usually not a problem due to short time used per screen, if multiple screens use the same song, it might "run out".
I don't think the music is supposed to loop. Otherwise it would keep playing for ever if not stopped explicitly by the map.
Id say try saving/loading a couple times.
Maybe it's trying to load something bad?
Maybe it's trying to load something bad?
Since the error happens after a load my guess is that there's a variable missing from the save that's needed by the game. Assuming the save was made on the same version of mr open, you'd need to send the save and the map to note to run on director. Once he can see what the error is it should be easy to fix :)
btw, in MRCr, the bat ai is still bugged.
Where can I get the latest version of MR Open?
theres a dropbox link on update v2
Bug identified:
* loading rooms with powerups in them, to the upper left of the player (gets loaded before the player)
* powerups sometimes think they've found a player when they haven't.
* they try to find the distance between a point and #none.
* the whole thing explodes!
-> temp fix: have them check that the player isn't #none during the update.
-> actual fix: I'm guessing the mode gets overwritten somewhere from #waitforplayer to #norm.
* loading rooms with powerups in them, to the upper left of the player (gets loaded before the player)
* powerups sometimes think they've found a player when they haven't.
* they try to find the distance between a point and #none.
* the whole thing explodes!
-> temp fix: have them check that the player isn't #none during the update.
-> actual fix: I'm guessing the mode gets overwritten somewhere from #waitforplayer to #norm.
Fixed!
The loading would overwrite the mode property, so I added an initial mode property, and a restorefromSave handler that reinitializes the mode.
Whoo!
I can't remember how to publish in a way that makes the files not error out at the beginning though.
The loading would overwrite the mode property, so I added an initial mode property, and a restorefromSave handler that reinitializes the mode.
Whoo!
I can't remember how to publish in a way that makes the files not error out at the beginning though.
Hmmm I think when I downloaded it from that dropbox, not all the enemies were there.
Chances are, the only files that are properly current are the .dirs. IIRC its a lot of work to make all those other files.
I think that the Downloads page has a recent version..? What I have is merlin_open 30.
no idea; mine is just named "mrOpen"
Yup! Inside the mrOpen.zip downloadable from the downloads page, you will find the 30th release.
Oh, it seems that whenever you find a wizard, you get a cutscene. This was obviously meant for very_big_map/mr4Demo, but it also triggered in Merlin's Quest! I think that these cutscenes should be made on a per-map basis and then be packaged along with the map data. ...
Another thing is, I accidentally just skipped the cutscene - this has been a problem before as well, and I don't know what the current solution is, but it's not good enough. Maybe make it so that the player has to press movement/charge for at least a second or two before a cutscene gets canceled. Also, I have to point out, Ulin says "you're" at one point where he should say "your".
Another thing is, I accidentally just skipped the cutscene - this has been a problem before as well, and I don't know what the current solution is, but it's not good enough. Maybe make it so that the player has to press movement/charge for at least a second or two before a cutscene gets canceled. Also, I have to point out, Ulin says "you're" at one point where he should say "your".
Dwarves also act weirdly - they appear on the screen with "c" even though it's already cleared (although they instantly warp out after that).
However, I now got a very persistent dwarf who won't warp out due to there being an incomplete tower. He can't get over there due to being warped behind a couple of trees and now being trapped in a corner, though. Dwarves apparently don't follow the same path calculation retrys as melee units do, when making their way to a tower.
Overall, I feel that gameplay-wise, removing building towers from their routine completely would be a good choice.. They seldom get completed anyway, since you have to unsummon and resummon a dwarf in order to get one to continue the task after being hit. The towers also sometimes refuse to attack at all, and they take a very long time to attack. Then again, the animations for both building a tower as well as them attacking are very, very good..
I was also wondering whether the enemies could get a tower? By shifting the hue to light purple or crismon or similar dark and "evil" colour in all the anim frames, it should be simple enough to create the attack/stand anim for one.
However, I now got a very persistent dwarf who won't warp out due to there being an incomplete tower. He can't get over there due to being warped behind a couple of trees and now being trapped in a corner, though. Dwarves apparently don't follow the same path calculation retrys as melee units do, when making their way to a tower.
Overall, I feel that gameplay-wise, removing building towers from their routine completely would be a good choice.. They seldom get completed anyway, since you have to unsummon and resummon a dwarf in order to get one to continue the task after being hit. The towers also sometimes refuse to attack at all, and they take a very long time to attack. Then again, the animations for both building a tower as well as them attacking are very, very good..
I was also wondering whether the enemies could get a tower? By shifting the hue to light purple or crismon or similar dark and "evil" colour in all the anim frames, it should be simple enough to create the attack/stand anim for one.
Take your point about the towers rarely completing, but if you do get one done, you've pretty much won the screen.
Maybe the build speed should be increased but the tower nerfed accordingly.
Also if you summon more than one dwarf, they will collaborate on the same tower, finishing it more quickly.
Maybe the build speed should be increased but the tower nerfed accordingly.
Also if you summon more than one dwarf, they will collaborate on the same tower, finishing it more quickly.
Increasing build speed (and nerfing the tower damage/health) would be an appropriate solution, I think.
It seems that two dwarves double to build speed, three dwarves triple it, and so on. I feel that that's way too fast of an increase. It's as if with one dwarf you can never get anything done, but with more you'll have a tower up in a matter of moments. Maybe something similar one dwarf providing the speed of 1 and the rest providing a speed of 1/amount of workers would be an appropriate solution. That would produce the results of one dwarf's speed being one, with two it's 1.5, with three it's 1.75, with four it's 1.875, etc. Since the speed of one would be higher due to the buff, it wouldn't take really that much longer to build with two or three than it currently does.
It seems that two dwarves double to build speed, three dwarves triple it, and so on. I feel that that's way too fast of an increase. It's as if with one dwarf you can never get anything done, but with more you'll have a tower up in a matter of moments. Maybe something similar one dwarf providing the speed of 1 and the rest providing a speed of 1/amount of workers would be an appropriate solution. That would produce the results of one dwarf's speed being one, with two it's 1.5, with three it's 1.75, with four it's 1.875, etc. Since the speed of one would be higher due to the buff, it wouldn't take really that much longer to build with two or three than it currently does.
yep nice idea
That sounds appropriate.
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