Staredit Network > Forums > SC1 Map Showcase > Topic: X Dodge - A text game
X Dodge - A text game
Dec 3 2009, 6:09 am
By: LostInMyself
Pages: 1 2 3 >
 

Dec 3 2009, 6:09 am LostInMyself Post #1



*UPDATE*

Get the multiplayer version below. It uses a barracks for controls.
Game ends after ~6 minutes. Highest cumulative score wins.
This is completely untested in multiplayer so please test it out.

BUG FIXES
vM.2 fixed a bug that didn't allow players 3-6 to play
Also added vision to all players

*END UPDATE*

X Dodge is a simple game where you move an X back and forth
to dodge other X's. Use A to move left and D to move right.

This map is completely text based and impossible to break. (ya that is a challenge to all lol)
If you look at my triggers please know that it needs a complete rework to be understandable.

I am making this multi-player with a building for keys. I need some input on features to add first.

Let me know if something like this has been done before and post a link to it please.

Use on Fastest speed to get the most out of it. My best score is 245 on fastest.



Attachments:
X Dodge vM.2.scm
Hits: 12 Size: 103.17kb
X Dodge v1.0.scm
Hits: 40 Size: 46.19kb

Post has been edited 4 time(s), last time on Dec 26 2009, 6:27 am by LostInMyself.



None.

Dec 3 2009, 6:34 am Zenturen Post #2



I simply love it! I was trying to figure out a faster version with no avail, this was great. :)
Maybe post some screenshots, I'm sure people would appreciate it.



None.

Dec 3 2009, 6:59 am ClansAreForGays Post #3



Love it, though I found out I could cheat and run over reads when they are on the same line as me.




Dec 3 2009, 7:04 am LostInMyself Post #4



Quote from ClansAreForGays
Love it, though I found out I could cheat and run over reads when they are on the same line as me.

That is intentional. It would be impossible without it or at least a lot more trigger work to avoid complete walls.

What kind of scores are you getting? 300+ is max speed.



None.

Dec 3 2009, 7:13 am FoxWolf1 Post #5



Awesomeness. It reminds me of the Raceway handheld game that I had as a little kid (back in the Dark Ages). Please make more maps like this one!

For multiplayer, you could use selection detection (with hotkeys, and deselect upon detection) if you want to stay with a single keypress (and holddownability).



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Dec 3 2009, 8:27 am ClansAreForGays Post #6



I got 100 something




Dec 3 2009, 7:51 pm Cinolt Post #7



Neat short map. This is one of the few games, though, that just wouldn't work with latency delay I think, I'm not so sure multiplayer selection detection would be worth it.



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Dec 3 2009, 8:00 pm Morphling Post #8



Quote
Use on Fastest speed to get the most out of it.
Play it in a replay on times 16 speed. :bleh:



None.

Dec 3 2009, 8:02 pm LostInMyself Post #9



I think a barracks would work just fine for multiplayer. Latency would be a problem I could make it 3 or 4 player instead of 7.
The multiplayer version should be ready by the end of next week.



None.

Dec 3 2009, 8:09 pm Morphling Post #10



If you want it to be multiplayer and still want to use key detection then only release a replay of the map. In replays, EUD triggers will only fire when the conditions for that trigger are met in the replay and not during the actual game. EUDs also do not drop people in replays, however, other players cannot see the visual changes/actions made by the EUD trigger.

EDIT: If you take my advice, you could make the map multiplayer in a minute.

Post has been edited 2 time(s), last time on Dec 3 2009, 8:22 pm by Morphling.



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Dec 3 2009, 11:22 pm ImagoDeo Post #11



Got to 203 on my third try. It's very addicting.

I would think that making a multiplayer wouldn't be very difficult. Text displays don't desync.



None.

Dec 3 2009, 11:30 pm Morphling Post #12



Quote from ImagoDeo
Text displays don't desync.
Yes, but in this map he uses set deaths; you cannot just display text when you press "A" or "D" because it would take a lot of triggers.



None.

Dec 3 2009, 11:45 pm ImagoDeo Post #13



Yeah, I thought that might be a problem.

Even with hyper triggers, though, the command latency might be too long from a barracks or gateway setup.



None.

Dec 3 2009, 11:58 pm Morphling Post #14



Quote from Imagodeo
Yeah, I thought that might be a problem.

Even with hyper triggers, though, the command latency might be too long from a barracks or gateway setup.
Quote from MorphLing
If you want it to be multiplayer and still want to use key detection then only release a replay of the map. In replays, EUD triggers will only fire when the conditions for that trigger are met in the replay and not during the actual game. EUDs also do not drop people in replays, however, other players cannot see the visual changes/actions made by the EUD trigger.

EDIT: If you take my advice, you could make the map multiplayer in a minute.
:D



None.

Dec 4 2009, 4:01 am stickynote Post #15



This map is awesome. Got 157 on first try.



None.

Dec 4 2009, 8:29 pm LostInMyself Post #16



Glad you all like it :)

I don't have time to test a barracks for at least another day or two.

The next text game is going to be much more elaborate with over 600+ triggers just for display.



None.

Dec 4 2009, 8:42 pm ClansAreForGays Post #17



Quote from LostInMyself
Glad you all like it :)

I don't have time to test a barracks for at least another day or two.

The next text game is going to be much more elaborate with over 600+ triggers just for display.

remember to use the accumulate condition, not the bring condition.




Dec 4 2009, 9:38 pm O)FaRTy1billion[MM] Post #18

👻 👾 👽 💪

Quote from Morphling
Quote from ImagoDeo
Text displays don't desync.
Yes, but in this map he uses set deaths; you cannot just display text when you press "A" or "D" because it would take a lot of triggers.
Set Deaths doesn't desync.
http://farty1billion.dyndns.org/TriggerActions.txt



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Dec 4 2009, 9:48 pm Morphling Post #19



Quote from O)FaRTy1billion[MM]
Quote from Morphling
Quote from ImagoDeo
Text displays don't desync.
Yes, but in this map he uses set deaths; you cannot just display text when you press "A" or "D" because it would take a lot of triggers.
Set Deaths doesn't desync.
http://farty1billion.dyndns.org/TriggerActions.txt
It was implied that the deaths condition causes the desynch because the deaths will be different when you set the deaths using EUD conditions.



None.

Dec 5 2009, 12:50 am O)FaRTy1billion[MM] Post #20

👻 👾 👽 💪

If deaths are different nothing happens...



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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