an7hraxjax
01-30-2011, 02:28 PM
Welcome to the World of Slither Madness !
I am making some single player mini-games to learn how the editor works ...
Download links (you need both files)
!!! WARNING : the base.gamemechanics is old and might bug your game - solution : put base.gamemechanics in the resources folder of bomberman.s2z (this is just a zip file). I will fix this when my new version is ready.
Part 1 : Download Slither Bomber Pacman Party, with prototype AI ! (v1.03) (http://www.mediafire.com/?yd4hy5698j7hdhq)
Part 2 : Download part 2, containing music and base.gamemechanics (http://www.mediafire.com/?0bg9lfjc5clux5m) (same since v1.02)
Featuring MadSlither, Runes, Pacman Noms and ... MadBomberAI (very basic though :D) ...
Also, I've got a maze generating algorithm, with automatic entitylist and entity generation.
So if you're bored by this one, reply in this topic and I'll post more maps!
How to play :
- download
- put the bomberman.s2z mapfile in C:\Program Files\Heroes of Newerth\game\maps
- put resources1.s2z in C:\Program Files\Heroes of Newerth\game (rename it to resources1_bomberman.s2z if you want)
- create game on practice mode, with the map "Bomberman 1_3"
- disconnect and create again. this is because the custom files won't be loaded the first time
- ???
- profit !
Let me know what you think about it, I'm open for suggestions !
Goal of the game :
Collect Noms and try to kill the Bombers by outsmarting them! Use mines (1st ability) to damage them, escape with blink (2nd) and get map control with wards (3rd)
Start careful and put some wards :) then collect Noms to gain experience and level your bombs ... carefull though. They hurt.
http://img849.imageshack.us/img849/5429/shot0002.jpg (http://img849.imageshack.us/i/shot0002.jpg/)
Changelog :
v1.03 (small update)
- Give items to MadBombers with your Fortification key
- This results in 7 levels of difficulty !
- Beware : they only get stronger, you cannot inverse this (yet)
v1.02
- MadBombers wanderrange reduced, no more Path Finding error console spam
- added respawn point for the MadBombers
- AI uses the spells a bit more often
- adjusted MadSlither Stats to scale a bit
- wards are flying now to give more sight, can be upgraded 3 times
- added awesome music :D
v1.01
- automatic maze generation with python script,
automatic generation of entitylist, location gadgets and states
==> a new map in 5 seconds :D
- first AI version : in every field there is a Gadget_Location_x_y ,
with a small aura, applying a state that commands (aggressive_wander)
where to go (up,down,left,right)
- Pacman Noms now sometimes drop Powerups providing a short boost
- first official release
v1.00
- creation of MadSlither, with 4 directional spray bombs
- grid based map, optimized for snaptargettogrid="256"
- Pacman Noms code, based on Balphagore
- mushrooms ...To do (as soon as I get some feedback on this game):
- make the original bomberman,
where you blow up crates (mushrooms) to get bonuses ...
but the AI is quite a bit harder here. I won't provide AI for this one.
AI is easy to code for pacman, it's harder to code it in HoN for bomberman (dynamic terrain)
- more bonuses : swap, kick bomb, bouncy bombs, teleporters, drifters, bombdrop sickness, trigger bombs, immunity
- levels and items on the AI
- a cooler/nicer map
- more heroes, more spells ... feel free to do this,
it's not very hard now the main script is working.This started as an easy Tower Defence game where you play as Slither and try to kill the creepwaves before they kill your racks. I am pretty new with the editor, and my goal is to get this map working asap.
This implies I'm not looking at cosmetics and content at the moment, all I want is a working TD. Feel free to make a nicer map with a better grid.
After a few hours of research, I was able to make a map, where you start as slither immediatly (no hero pick stuff), with creepwaves going to the racks.
Old problems :
The creeps stop moving when I attack them, how can I make them ignore Hero & ward attacks? I think it's in base.mechanics combattables, but I have no clue what to change.
Fixed by using attacktargetscheme="enemy_buildings"
Also, the creeps are Supercreeps from the start, even though the spawner has both melee and range racks as target.
But maybe I have to define the custom waves already (I hoped I could skip this for now)
Entity_CreepSpawner needs a laneNode, 2 enemy racks and an enemy Entity_CreepSpawner spawner as target0-3
How to code my own creepspawner, since the default requires an enemy creepspawner.
Look at Oloko's post in the Castle Defence Thread
How to make the creepspawner to spawn creeps that get stronger over time
(example : first minute = 200 hp, second minute = 300 hp + 2 armor , ... and so on)
Severon's TD explained this quite well.
How to use gold in spells ?
<foreachplayer>
<setent1 name="player_hero" />
<setgold entity="target_entity" value="200"/>
<givegold target="ent1" amount="100"/>
</foreachplayer>
and mess around with this. Alternatively, use a scriptvalue for all gold requiring spells and then use
<onframe>
<setgold entity="target_entity" value=some_script_value />
</onframe>not sure if the second one works though.
I used a mana system now and it works pretty good. You can upgrade the wards if slither has enough mana.
How to make typical Bomberman bombs .. spawn 4 toxic sprays, with direction north east south west. Preferably with a delay of 3 seconds.
Spawn Dummy units with offset and push_entity="true", spawnprojectile target=stack_entity
My current problem :
Some pathing errors. No big deal atm.
Also, if some could look at the end of my game_info.entity ... I made an attempt for a winning condition ... but it doesn't work yet :)
Credits :
Oloko, Bangerz, ElementUser, Idejder for the great guides
Hot_To_Go for the youtube vid that got me started
FlameStick for the pacman concept
Tnx!
I am making some single player mini-games to learn how the editor works ...
Download links (you need both files)
!!! WARNING : the base.gamemechanics is old and might bug your game - solution : put base.gamemechanics in the resources folder of bomberman.s2z (this is just a zip file). I will fix this when my new version is ready.
Part 1 : Download Slither Bomber Pacman Party, with prototype AI ! (v1.03) (http://www.mediafire.com/?yd4hy5698j7hdhq)
Part 2 : Download part 2, containing music and base.gamemechanics (http://www.mediafire.com/?0bg9lfjc5clux5m) (same since v1.02)
Featuring MadSlither, Runes, Pacman Noms and ... MadBomberAI (very basic though :D) ...
Also, I've got a maze generating algorithm, with automatic entitylist and entity generation.
So if you're bored by this one, reply in this topic and I'll post more maps!
How to play :
- download
- put the bomberman.s2z mapfile in C:\Program Files\Heroes of Newerth\game\maps
- put resources1.s2z in C:\Program Files\Heroes of Newerth\game (rename it to resources1_bomberman.s2z if you want)
- create game on practice mode, with the map "Bomberman 1_3"
- disconnect and create again. this is because the custom files won't be loaded the first time
- ???
- profit !
Let me know what you think about it, I'm open for suggestions !
Goal of the game :
Collect Noms and try to kill the Bombers by outsmarting them! Use mines (1st ability) to damage them, escape with blink (2nd) and get map control with wards (3rd)
Start careful and put some wards :) then collect Noms to gain experience and level your bombs ... carefull though. They hurt.
http://img849.imageshack.us/img849/5429/shot0002.jpg (http://img849.imageshack.us/i/shot0002.jpg/)
Changelog :
v1.03 (small update)
- Give items to MadBombers with your Fortification key
- This results in 7 levels of difficulty !
- Beware : they only get stronger, you cannot inverse this (yet)
v1.02
- MadBombers wanderrange reduced, no more Path Finding error console spam
- added respawn point for the MadBombers
- AI uses the spells a bit more often
- adjusted MadSlither Stats to scale a bit
- wards are flying now to give more sight, can be upgraded 3 times
- added awesome music :D
v1.01
- automatic maze generation with python script,
automatic generation of entitylist, location gadgets and states
==> a new map in 5 seconds :D
- first AI version : in every field there is a Gadget_Location_x_y ,
with a small aura, applying a state that commands (aggressive_wander)
where to go (up,down,left,right)
- Pacman Noms now sometimes drop Powerups providing a short boost
- first official release
v1.00
- creation of MadSlither, with 4 directional spray bombs
- grid based map, optimized for snaptargettogrid="256"
- Pacman Noms code, based on Balphagore
- mushrooms ...To do (as soon as I get some feedback on this game):
- make the original bomberman,
where you blow up crates (mushrooms) to get bonuses ...
but the AI is quite a bit harder here. I won't provide AI for this one.
AI is easy to code for pacman, it's harder to code it in HoN for bomberman (dynamic terrain)
- more bonuses : swap, kick bomb, bouncy bombs, teleporters, drifters, bombdrop sickness, trigger bombs, immunity
- levels and items on the AI
- a cooler/nicer map
- more heroes, more spells ... feel free to do this,
it's not very hard now the main script is working.This started as an easy Tower Defence game where you play as Slither and try to kill the creepwaves before they kill your racks. I am pretty new with the editor, and my goal is to get this map working asap.
This implies I'm not looking at cosmetics and content at the moment, all I want is a working TD. Feel free to make a nicer map with a better grid.
After a few hours of research, I was able to make a map, where you start as slither immediatly (no hero pick stuff), with creepwaves going to the racks.
Old problems :
The creeps stop moving when I attack them, how can I make them ignore Hero & ward attacks? I think it's in base.mechanics combattables, but I have no clue what to change.
Fixed by using attacktargetscheme="enemy_buildings"
Also, the creeps are Supercreeps from the start, even though the spawner has both melee and range racks as target.
But maybe I have to define the custom waves already (I hoped I could skip this for now)
Entity_CreepSpawner needs a laneNode, 2 enemy racks and an enemy Entity_CreepSpawner spawner as target0-3
How to code my own creepspawner, since the default requires an enemy creepspawner.
Look at Oloko's post in the Castle Defence Thread
How to make the creepspawner to spawn creeps that get stronger over time
(example : first minute = 200 hp, second minute = 300 hp + 2 armor , ... and so on)
Severon's TD explained this quite well.
How to use gold in spells ?
<foreachplayer>
<setent1 name="player_hero" />
<setgold entity="target_entity" value="200"/>
<givegold target="ent1" amount="100"/>
</foreachplayer>
and mess around with this. Alternatively, use a scriptvalue for all gold requiring spells and then use
<onframe>
<setgold entity="target_entity" value=some_script_value />
</onframe>not sure if the second one works though.
I used a mana system now and it works pretty good. You can upgrade the wards if slither has enough mana.
How to make typical Bomberman bombs .. spawn 4 toxic sprays, with direction north east south west. Preferably with a delay of 3 seconds.
Spawn Dummy units with offset and push_entity="true", spawnprojectile target=stack_entity
My current problem :
Some pathing errors. No big deal atm.
Also, if some could look at the end of my game_info.entity ... I made an attempt for a winning condition ... but it doesn't work yet :)
Credits :
Oloko, Bangerz, ElementUser, Idejder for the great guides
Hot_To_Go for the youtube vid that got me started
FlameStick for the pacman concept
Tnx!