Staredit Network > Forums > SC1 Map Production > Topic: Mini-Game Party
Mini-Game Party
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Sep 2 2007, 7:11 am
By: MillenniumArmy
Pages: < 1 « 5 6 7 8 919 >
 

Apr 23 2008, 2:03 pm KilaByte Post #121



Wow this is great. Never gets old with this many mini-games.

Can't wait to see the finished map.



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Apr 23 2008, 8:42 pm Vi3t-X Post #122



Quote from payne
Lol, Vi3t-X, that's been mentionned many times in the topic :P
Meh, I didnt bother reading the 120 posts...



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May 2 2008, 8:20 pm CeR Post #123



OMG a lot of minigames.. I'm making a minigames map, but it has only 5!!! >_<



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May 2 2008, 9:25 pm Vi3t-X Post #124



So much for a mini-game then. That would be like, mini-game mini edition.



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May 2 2008, 11:09 pm KrayZee Post #125



How many switches did you use, MillenniumArmy? And by average, how many games use a single switch?



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May 3 2008, 7:45 pm MillenniumArmy Post #126



Quote from CeR
OMG a lot of minigames.. I'm making a minigames map, but it has only 5!!! >_<
Quote from Vi3t-X
So much for a mini-game then. That would be like, mini-game mini edition.
Well, it depends how big or long those mini-games are. Like, if each of them are big enough so that they can potentially become their own maps, then it's still good :P

Quote from name:KrAzY
How many switches did you use, MillenniumArmy? And by average, how many games use a single switch?
I've only used like a handful switches. Most of which are primarily for the game's intrinsic functions such as randomization of mini-games, transitions between mini-games, constants like randomization of in-minigame switches, and properties like visions and alliances for certain mini-games.

I reuse Switches and deathcounters for all mini-games; I simply name them "Variable 1, 2, ..., 8" and "miniswitch 1, 2,...5." What distinguishes one set of mini-game triggers from other sets of mini-game triggers is simply one deathcount variable. If you look at the triggers of my map, pretty much EVERY mini-game trigger will have a deathcount indicating which Minigame this trigger works for. For instance, triggers that are for minigame #6 "Remote control dodge" will be labeled with a deathcounter set to 6 for a certain unit (which in this case I believe it to be a critter or some powerup I can't remember). Not every mini-game is gonna need all the deathcounters or switches. In fact some don't even need any of them.

Locations are the same as well. One's that are used to indicate locations player spawns, locations centered on units, and locations that can have multiple purposes are reused by having them centered on burrowed units in each arena.

Right now the only possible problem I would be having is strings. I will definately be going over the 1024 limit but if memory serves me right, that shouldn't matter in SCMDraft2 so long as the actual byte size limit isn't exceeded. And size is never going to be a problem for me.


Now as for my progress on the map...

I am working on it slowly but surely; I have finals coming up so I probably won't be getting much done until I'm through



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May 3 2008, 8:19 pm -BW-Map_God Post #127



I know that goes, I've got finals next week as well, exciting though as I'll be graduating and it looks like probably another all A's semester ^^.

Keep up work on the map when you get more time after you graduate :D!



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May 4 2008, 12:30 pm CeR Post #128



Quote
Well, it depends how big or long those mini-games are. Like, if each of them are big enough so that they can potentially become their own maps, then it's still good :P

Yes, I think that my minigames are loger than yours. >_<



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May 4 2008, 1:27 pm lil-Inferno Post #129

Just here for the pie

I love it :D . When is Demo version three coming out, because Demo version two is already addicting :) .




May 5 2008, 6:51 am Ryan Post #130



He probably won't make Demo 3 for a while yet, he's only finished 15 games since his last demo.



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May 5 2008, 2:17 pm Impeached Post #131



Found a bug..in the sniping game, where each player gets a ghost, the last 2 players killed each other at the same time. The game didn't end.



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May 5 2008, 11:58 pm payne Post #132

:payne:

Omg.... just go read post #122 and you'll see something! :O



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May 6 2008, 3:07 pm Impeached Post #133



Oh. :stfu:

Quote
Meh, I didnt bother reading the 12032 posts..




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May 13 2008, 4:29 am Falkoner Post #134



C'mon MA, just finish this up, you were pumping them out so fast for a while there...



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May 13 2008, 4:35 am MillenniumArmy Post #135



Got one more final exam to finish.. And then i'll be working on this map mad hard.



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May 19 2008, 1:43 am MillenniumArmy Post #136



Few more completed:

#51: Math Game
Just like Mario Party 2 64's "Honey Havoc" game. This is a turn based game. Everyone can pick up either one or two women. The women are lined up so you have to pick them up in order. At the very end of the line, there is an ugly chick. If you eventually have to pick her up, you lose, and the line begins all over again. Last one not ending up having to pick up any ugly chicks win.

#52: Pedestrian crossing
This game tests your driving skills. Unfortunately you will be driving a fat ass tank. Along the road there are plenty of civilians patrolling fully unaware of the danger they face. Dodge them and be the first to make it all the way to the end. If you run into any civilians, you blow up along with the poor guy you just ran over. Eventually it'll get easier and easier but each time you die, you have to start over.

#53: Mud slide
Some people have wondered what the top right arena is going to be for in my map. Well it's going to be for this game. Have you guys ever played my old map "Avalanche?" This is going to be exactly like it. Except that instead of dodging trees you will be dodging "pot holes" or in other words low platform spots. If you run into any of them you die. You can't slow down too much because there will be enemy zerglings chasing after you. To win, you either have to: Be the last person surviving OR be the first to reach the end.

#54: Two lane dodge
You are placed in an arena which consists of two horizontal strips. They are designed so that if you are in one of these lanes you WILL hit whatever is traveling along that path. Units will be spawning from the ends of these two lanes and you simply have to dodge them. I like to think of this as a starcraft form of jump roping. Last person alive wins.

... I got several more done, but I gotta go right now. I'll finish it up real soon.

Post has been edited 2 time(s), last time on May 19 2008, 1:57 am by MillenniumArmy.



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May 19 2008, 4:26 am Vi3t-X Post #137



Interesting. 51 is hillarious although 54 seems blehy (yes, I invented a word, "blehy")



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May 20 2008, 1:00 pm MillenniumArmy Post #138



#55 Hydra Zone control
It's zone control, but with hydralisks as your units and sunken colonies as your bunkers. To conquer another zone, bring 8 hydralisks to the middle of each square and you'll have another spawn. The goal is simple, eliminate all opponent's bases. One problem I think this minigame might face is unit max. As of right now, this map has about 1080 preplaced units. If all 6 players command over 100 units, it's likely the map will reach its limit. However, only further testing will tell.

#56 Deadly Switch
This game is kind of based on luck... kind of. It's another turned based game; there are a total of five switches, each player takes turn activating one switch. One of these switches is a "bad" switch; you have to test your luck. If you hit a "safe" switch, you go back to the end of the line. If you hit a "bad" switch however, you will be mauled by an ultralisk and be eliminated. The switches will reset when someone hits a bad switch or if all four safe switches are pressed. Last man standing wins.

#57 Meteor Shower
You have a wraith in a simple 20x12 arena. Meteors (scourges) will be flying across the arena from right to left. Your objective is simple; dodge them all. As time elapses, more scourges will spawn. This mini-game is kind of similar to a flash game I made a while back: http://www.geocities.com/jayyouesteeeyean/asteroidfield.html Last man standing wins.


And viet, you can't really tell how games would be just by my descriptions :P I actually think #54 is quite fun ;)



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May 29 2008, 3:26 pm MillenniumArmy Post #139



Ok, got a few things to announce

After much contemplation, I think I'll make the third demo playable with the first 64 mini-games, first to win 11 or something.
This does not mean the map is complete.

because for the final version, I plan on adding other features like picking certain genres of mini-games to play like for instance, I might categorize mini-games as:
- Dodging: involving anything having to do with dodging enemy units or survival
- Sniping/accuracy: can deal with a+left click games or games that involve accurate timing
- Racing: Can be anything from first to finish a course or first to gain said points
- Player combat: games which can involve direct unit fighting/killing. Typically are categorized as versus games
- Arena style: Games which involve trigger-based actions and/or are a bit more complex than just simply moving a unit around and attacking.
- My personal favorites: maybe a short compilation of my personal favorite mini-games
Some mini-games can fall under more than one category too. Every mini-game I have will fall under at least one of these.

Now, the most important thing I want to say is that I plan on making the final version feature at least over 100 mini-games (112 would be ideal), and so now I am really open to any mini-game ideas you people have to offer. So I would greatly appreciate any more mini-game ideas that I see fit.

Alright that's it. Oh and I will be done with the first 64 games real soon ;)



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May 29 2008, 10:43 pm Atlos Post #140



Incredible work so far MA. If you need help, just ask any (U) people around as we'd be happy to help.



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