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Suggestion

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The Suggestion...

By: megaman4ever on 22 Aug 2013
Rating: 0.00 in 0 votes
Status: rate
mr_c | general | [Suggestion_7123]

Merlin Created - user made maps!

I decided to make this suggestion in order to concentrate discussion regarding Merlin Created. Feature requests and the like started to clog up some other suggestions, so this will probably be a good place to continue discussing them.

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

22 Aug 2013 [comment_43838]
NEW!
i'd go for adding a new "game" category for MRCreated, and have peeps submit maps there.


22 Aug 2013 [comment_43840]
NEW! megaman4ever
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."


23 Aug 2013 [comment_43843]
NEW! steve
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.



23 Aug 2013 [comment_43845]
NEW! megaman4ever
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.


23 Aug 2013 [comment_43846]
NEW! megaman4ever
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".


23 Aug 2013 [comment_43850]
NEW! steve
I don't think the music is supposed to loop. Otherwise it would keep playing for ever if not stopped explicitly by the map.


23 Aug 2013 [comment_43853]
NEW!
Id say try saving/loading a couple times.

Maybe it's trying to load something bad?


23 Aug 2013 [comment_43854]
NEW! steve
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 :)


23 Aug 2013 [comment_43855]
NEW!
btw, in MRCr, the bat ai is still bugged.


24 Aug 2013 [comment_43858]
NEW! crazymerlinman321
Where can I get the latest version of MR Open?


24 Aug 2013 [comment_43859]
NEW!
theres a dropbox link on update v2


24 Aug 2013 [comment_43860]
NEW!
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.


24 Aug 2013 [comment_43861]
NEW!
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.


25 Aug 2013 [comment_43863]
NEW! crazymerlinman321
Hmmm I think when I downloaded it from that dropbox, not all the enemies were there.


25 Aug 2013 [comment_43864]
NEW!
Chances are, the only files that are properly current are the .dirs. IIRC its a lot of work to make all those other files.


25 Aug 2013 [comment_43866]
NEW! megaman4ever
I think that the Downloads page has a recent version..? What I have is merlin_open 30.


25 Aug 2013 [comment_43867]
NEW!
no idea; mine is just named "mrOpen"


26 Aug 2013 [comment_43880]
NEW! megaman4ever
Yup! Inside the mrOpen.zip downloadable from the downloads page, you will find the 30th release.


7 Sep 2013 [comment_43924]
NEW! megaman4ever
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".


7 Sep 2013 [comment_43926]
NEW! megaman4ever
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.


7 Sep 2013 [comment_43928]
NEW! steve
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.


7 Sep 2013 [comment_43931]
NEW! megaman4ever
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.


7 Sep 2013 [comment_43939]
NEW! steve
yep nice idea


8 Sep 2013 [comment_43952]
NEW!
That sounds appropriate.


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