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Topics - Murilliom,

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Gallery / -
« on: March 25, 2013, 12:22:45 PM »
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Gallery / -
« on: August 21, 2012, 07:58:57 PM »
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Help / Corrupted save file
« on: August 19, 2012, 10:24:35 PM »
So I've been working on a CTF for a while, and only recently downloaded badspot's JVS fix. Not sure if this is relevant.

When I went to save my bricks the 'saving bricks' dialogue box became stuck on the screen for the longest time even after my mouse showed up. So I finally Xed out of the saving bricks window, left, and when I returned to reload with the JVS fix I get this:

Fatal-ISV: (..\..\engine\bricks/octBatcher.h @ 22) octVertex::validate - out of range pos.x


half way through loading bricks, right before crashing the game. So while I have no clue what this could mean, it leads me to the suspect that my save file may be corrupted for whatever reason.

Which if it is, I'm kinda of SOL because I have no backup for the file and I'd lose hours of work if I loaded the autosave. You can see the bind I'm in.

Attached full console log if it helps.

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Help / Checking for multiple variables in one If statement
« on: August 19, 2012, 12:20:02 PM »
Is this possible?

I need to check for two different variables in one If statement in VCE.

Both will be checked to have the same value obviously, I just need to know if I'm typing something in wrong because I can't seem to get it to work. ( [A B] or [A, B] do not work)

Any suggestion/resource/link that can help me fix or find another way around this problem would be appreciated.


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Gallery / 8BLL Industries DM
« on: June 07, 2012, 04:11:55 PM »
 This has been sitting in my build folder for some time now so I decided I'd dig it out, fix it up into a DM, and host it.

I didn't really know what to do with this one. I thought of making it into some sort of escape challenge with a story, or even an rpg, but I never got around to finishing them so now it's a DM.


Overview of main chamber







Other areas shown in a darker map where the actual DM will take place























Prints are custom


Not all areas have been shown. It may not look of it, but there are many things to interact with.

As far as feedback goes, any bugs or suggestions on game play would be much appreciated. I can easily make modifications based on what feedback I get.

Ratings are allowed, though I'd like it if you've actually participated first.

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Help / VCE - checking variables through bricks
« on: May 05, 2012, 05:40:36 PM »
I'm attempting a special kind of CTF that uses resources for upgrades.
(I'm using Slayer if that makes any difference)
However, I thought that instead of allowing every player on a team to purchase upgrades for the team individually, I added a sort of resource stockpile in the main base of both teams. (This allows for more teamwork and is useful because variables are player-sided and lost upon death <-- this is intentional)

So rather than having VCE check individual player's variables, all resource variables are first transferred to a specific brick. i.e. Metal_Total_Team1. This transfers all metal to that brick, then uses if statements to check the variables. So if the team's stockpile contains all necessary resources (this can be more than one variable like metal & oil) the upgrade is activated.

After a while of troubleshooting through all the events, I think I've nailed down the problem:

One brick is named Test_Brick. When activated, a variable (A) is set to one.

onActivate -> self -> VCE_modVariable -> Brick [A] -> set [1]

A second brick has the following events:

onActivate -> NAMED BRICK (Test_Brick) -> VCE_ifVariable [A] == [1]

Any True/False events following this have failed to execute. I've made sure all the bricks have the proper number of variables, so that isn't the problem.

I'm assuming this is an easy fix, or I'm just overlooking something.
VCE should be able to check for variables through bricks, right?

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Gallery / The Brutal General Pixel Art
« on: February 13, 2012, 08:27:42 PM »
There really isn't much to say, as I'm sure this work should speak for itself.
For those of you who are not familiar with the Brutal general, fret not. It is of little consequence.


The one below is a size comparison.


Made without
Image2Brick

Screenshots have been taken periodically throughout.
I'm satisfied with it.

8
Gallery / Spook Challenge
« on: July 01, 2011, 11:53:52 AM »
Because I seem to have the terrible habit of making everything I create into some sort of challenge/puzzle/maze/rpg/thing. 

The gist of this challenge is to make your way around the various platforms to reach the portal at the top.  The challenge itself is relatively short, only about seven checkpoints.

Obstacles include: spikes, gaps, disappearing platforms, spear-firing jack-o-lanterns, disgruntled trees, player-activated traps, etc.

If you don't want a walkthrough or any sort of explanation I'd advise you skip to the bottom of the page.

Images:



Overview.  The green pads are checkpoints, and the portal in the middle is your goal.  The checkpoint to the far right is where you start.  If you activate the sign on the adjacent platform you will see this image right here.  This explicitly shows you what you're striving for, and gives you a reference point.





This was probably the most difficult part of the challenge.  On the forth platform there's a door that requires a yellow key to open it.  The floating key on the next platform however, simple disappears when you touch it.  This is in fact, a ghost key.  This was added to confuse players and force them to look elsewhere for a key.  Next, you're supposed to jump down to a lower platform, (shown above) into the water to avoid falling damage, and enter the three openings turning on each of the valves found inside.  In the third opening there's a room with spikes and another opening on the opposite end, too high off the floor to reach, and directly over the spikes.  The object here is to activate all the valves, thereby raising the water level, and allowing you to swim through the space between the ceiling and floor spikes, enter the gap, grab the green key, exit the same way you entered, and use the key on the key pad located on the platform to the right.  This activates the jump pad which enables you to jump onto the smiling tree, then upward and close by a checkpoint pad.  (Also, I'm not sure if this is worth mentioning but touching some of the protruding "roots" will activate spikes to shoot upward and skewer you.  That is, the ones located around the angry tree.)

This seemed to prove too much for players, both in figuring out what to do and then following through.  Having witnessed many a player attempt my other challenges, this comes as no surprise.
It's actually not that hard if you just use a little logic and common sense.



Challenge lobby.



Help section of the lobby.



Outside the lobby area, available only to challenge winners.  (I need not be reminded how boring/bland/boxy the lobby is.  It's just that...a lobby.)  Winners are eligible for special privileges and access to certain areas.  This includes the skybox.



Winners can access the skybox through the bonus area of the main lobby.  The switches scattered around activate traps directly beneath them.  Some spawn projectiles, some activate hidden spikes, and some toggle the events on certain bricks which causes players to be propelled upward and smack into the skybox at a high velocity.

Edit: More screenshots added.



















Winners/Deaths
Scores desceding
  • Pieslapper / 104
  • Mr.Noßody / 105
  • Darkfire / 114
  • Codyth / 177
  • Xanner / 189
  • Grogzor / 259
  • Cipherneo / 356

Updates:
  • Return-to-lobby system added to all checkpoints.  You can do this by activating one of the print bricks surrounding the checkpoint.
  • Due to countless complaints and overall failures, I have added a key-saving variable to the green key-pad.  After you pick up the key for the first time you need only activate the pad to receive another one.  Players no longer have to get in and out of the spike chamber with the key, as was originally intended.
  • Consequently this invoked the problem of "key sharing" that is, players throwing keys to other players so they don't have to obtain the key on their own.  Because of this, I've added a number of events to prevent key sharing and announce to all players via minigame when it occurs
  • Added second floor to bonus area.
  • Areas modified and spikes added to prevent cheating.
  • Timeouts have been added to most all switches, JVS content, and pads.
Known Issues:
  • Some jump pads have to been known to occasionally malfunction.
  • Some events may malfunction under major stress i.e. from a large amount of players condensed into one spot.

More updates to come


This challenge allowed me to experiment with different strategies in order to find out what made a challenge fun to players, and how many of my own ideas players will accept as "fun".  This has also given me insight as to what needs to be accomplished in future challenges I have in the works.  As far as I know every thing has been fool-proofed to make cheating all but impossible.  Please report any problems you may experience.  I'm open to suggestions as to what to add to outside the lobby area, and what modifications need be made (if any) to make the challenge or specific areas easier, harder or more playable.  I've tested this challenge myself in its entirety many times.  And by tested, I don't mean going over the same spot until it appears to be plausible then F8ing to another area.

Implementations made here such as checkpoint, portal, pad designs, areas, etc. will more than likely be carried over to future projects.  Although lobbies may vary, I plan to keep most things constant.

Any questions regarding future challenges that have already been covered here will be referred back to this tread.


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Modification Help / Modifying music output range
« on: August 28, 2009, 04:23:41 PM »
Pretty self explanatory. All I'm asking here is the script or code used for manipulating the output range for a standard music brick via the in-game console. Whether that be unlimited range, or set to cover a larger area. I'm planning on using this for my Cythera RPG so I have large areas that need to be covered, and fully covered. This meaning I can't have the sound radius tapering off or getting softer as a player walks around. I'd imagine for that to happen the radius should or may need to be exaggerated. So the areas would be pretty widely spaced.

And that's about it. Some examples would be nice, so after I get some decent numbers down I can go back over through trial and error. If there's already is a topic concerning this, please direct me to it.

Any help would be very much appreciated.












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Gallery / Cythera - Land King Hall
« on: June 20, 2009, 05:24:28 PM »


LAND KING HALL

EDIT: Download link available.

       
• Modeled from an old Mac game called Cythera.
• Roughly 40k bricks.
• Contains 13 different rooms, and 2 secret places.























Built by me.

http://www.mediafire.com/?powhkxo6qxz3wvv - LKH

http://www.mediafire.com/?1frdk5d7gsispha -LKH music (from the game) already in .ogg format.

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Gallery / Pikachu Pixel Art
« on: June 09, 2009, 06:31:09 PM »
Pikachu from a GBA game.

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