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Re: [Map] Assassination Night

Posted: Tue May 08, 2012 3:40 pm
by Anton
Karen wrote:
Anton wrote:Ok, it looks like they are labeled correctly (and that is how they are in the menu mod now...) I think we just have different ways of approaching the level (which excites me even more about the game...)
Can you maybe explain me how it works to show maps in the menu?
This thread explains it but apparantly you have to manually edit the menu HTML to show it, also the custom image would only be available on my computer..
How is this all automatically done with SUMLauncher?
I'm a programmer(Student) but it's still a little mystery to me :P
Currently, there is nothing automatic about things with SUMLauncher, except for the user end. I manually edit the html file every time I make an update, and create the thumbnail for it. Then I update those on my ftp. SUMLauncher checks the folder on the ftp for any files with changes, and automatically downloads it to your computer. Then you get a new menu! We are looking to make the process more automated in the future, since I can't keep updating the files all the time, but for the time being, it's working out well.

Re: [Map] Assassination Night

Posted: Tue May 08, 2012 8:35 pm
by adwuga
I think he manually adds it, and SUM launcher updates the menu HTML file.

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 8:39 am
by ZeeDubs
I've found that by jumping up and down the walls of the towers with NPC's on them will drag the NPC off and down to you - essentially bypassing all the obstacles. (tested only on 'hard' ver. 0.5 from SUMLauncher)

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 8:42 am
by Anton
Updated to 0.7 in SUMLauncher. :)

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 8:46 am
by ZeeDubs
I s'pose I'll update then :D

Edit in: Just tried 0.7 and the white rabbit rushes you at the start for some reason :lol: . And I can still lure the other NPC's down.

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 9:09 am
by Karen
ZeeDubs wrote:I've found that by jumping up and down the walls of the towers with NPC's on them will drag the NPC off and down to you - essentially bypassing all the obstacles. (tested only on 'hard' ver. 0.5 from SUMLauncher)
I can't really think of something to "fix" that..
Aside from making the towers bigger, but that would mean i'd have to remake alot of the map to match the new heights.
The main point is to kill all the guards, so as long as you just play as it's supposed to be played it should be fine.
Maybe in the future i will think of something to prevent something like this, i'll see :P

Edit:
Huh? The white rabbit rushes at you?
That hasn't happened to me even once.. strange..

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 9:50 am
by ZeeDubs
I loaded it up again and it didn't come after me like it did the first time, so that is good new. The luring most likely isn't going to be a level breaker and most people probably wont do it.

I'm not familiar with the level editor, but if you can set a hotspot ending rather than 'kill all the enemies' that could make sure players do the parkouring.

Possibly even add story elements that have you on a assassination mission, after would turning in the completed task to justify getting to the aforementioned hotspot. But I only see a lot of reworking to get that to flow.

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 11:53 am
by Karen
ZeeDubs wrote:I loaded it up again and it didn't come after me like it did the first time, so that is good new. The luring most likely isn't going to be a level breaker and most people probably wont do it.

I'm not familiar with the level editor, but if you can set a hotspot ending rather than 'kill all the enemies' that could make sure players do the parkouring.

Possibly even add story elements that have you on a assassination mission, after would turning in the completed task to justify getting to the aforementioned hotspot. But I only see a lot of reworking to get that to flow.
I can set a hotspot that loads another level, i'm planning to use that after this map is done, like when you go turn in your mission the dogs seem to attack you and have betrayed you.
I'm not entirely sure if the hotspot disables the "level completed" when you killed all the guards, i don't think it does.

Re: [Map] Assassination Night [0.7]

Posted: Wed May 09, 2012 12:40 pm
by Anton
Karen wrote:
ZeeDubs wrote:I loaded it up again and it didn't come after me like it did the first time, so that is good new. The luring most likely isn't going to be a level breaker and most people probably wont do it.

I'm not familiar with the level editor, but if you can set a hotspot ending rather than 'kill all the enemies' that could make sure players do the parkouring.

Possibly even add story elements that have you on a assassination mission, after would turning in the completed task to justify getting to the aforementioned hotspot. But I only see a lot of reworking to get that to flow.
I can set a hotspot that loads another level, i'm planning to use that after this map is done, like when you go turn in your mission the dogs seem to attack you and have betrayed you.
I'm not entirely sure if the hotspot disables the "level completed" when you killed all the guards, i don't think it does.
Right now there are no mission objectives anywhere in the scripting layers. That means that David hard coded the "win/lose" mechanic to defeating all the enemies. When he starts preparing levels to be created, as opposed to core combat, I'm sure we will see a broad shift in this department. i.e. objectives, side missions, checkpoints, timers, etc.

Re: [Map] Assassination Night

Posted: Wed May 09, 2012 2:41 pm
by adwuga
And then the game will be 4 times as awesome.


Holy crap! I completely missed the second page when I posted this:
adwuga wrote:I think he manually adds it, and SUM launcher updates the menu HTML file.
lol.

Re: [Map] Assassination Night [0.9]

Posted: Sun May 13, 2012 4:09 am
by Suicidal Cheez
Didn't really like it. Dark, and the "normal" difficulty parcour was far too hard.

Also, how the heck do you get the skybox to load?!

Re: [Map] Assassination Night [0.9]

Posted: Sun May 13, 2012 11:47 am
by Karen
Suicidal Cheez wrote:Didn't really like it. Dark, and the "normal" difficulty parcour was far too hard.

Also, how the heck do you get the skybox to load?!
Sorry to hear you didn't like it.
What do you mean by dark? The atmosphere or the brightness?

I'm also starting to get frightened by the fact that people find normal harder honestly, kind of scary...
I'm putting platforms for easier access between places to jump on but people seem to find that harder.. really strange.

And what do you mean by skybox to load?
If you mean changing the skybox to night in the grassmap, copy the skybox from the existing one in your own level.

Re: [Map] Assassination Night [0.9]

Posted: Mon May 14, 2012 5:54 am
by FuDaVan
This map is really awesome. I can't say which one was easier, but all i know is that they both need some upgrades. For example you could build some walls around the guards, so they dont run off when they see you on the ground (happened to me several times) and maybe you could expand this maps for more fun ^^

Re: [Map] Assassination Night [0.9]

Posted: Tue May 15, 2012 10:29 pm
by Anton
Updated the menu mod with v 0.9
:)
Suicidal Cheez wrote:Didn't really like it. Dark, and the "normal" difficulty parcour was far too hard.

Also, how the heck do you get the skybox to load?!
You should try loading it from the menu mod, and that should fix your issues. The reason it was so dark is because the skybox didn't load, and that didn't load because you didn't have it on your computer. Running the menu mod will fix both issues (and make it easier to launch the level to begin with.)

Re: [Map] Assassination Night [0.9]

Posted: Wed May 16, 2012 1:18 pm
by Anton
karen, I think you switched the spawn point for the player character and one of the guards (at least mine showed up that way...) I changed it back in my game, should I put that online?