Here's my latest mini-game map. I made it yesterday because I wanted to take a break from my other projects.
It plays almost exactly like the original bomberman.
3 powerups are available when you destroy the boxes:
+1 intell (decreases cooldown of bomb dropping)
+1 strength (increases...
If none of you has any map editor/triggering experience I suggest you start out with a simpler map.
Try making a mini-game on a 32x32 map first. Its actually harder then it seems as you need to push yourself to make it fun and enjoyable but its usually easier to start with because there are...
Wind Mage (ranged intell) use a wind gust-looking thing for his attack missile
Ability 1, Tornado:
Target unit is picked up by a small tornado. The tornado's movement is controlled by NAME (low movespeed). Duration increases with level.
Ability 2, Wind Blast:
Pushes all units within a...
I love crazy ideas.
Space Bender Guy
Ability #1:
Creates a portal at a target location on the map. Any units that enter the portal is instantly teleported to NAME's location. Channeling. Time and cooldown increase with level.
Ability #2:
Targeted unit blinks a certain distance in a random...
Okey dokey Here's another REALLY off the wall suggestion.
Use game caching and a simple game cache relay program to create a system that allows potentially unlimited people on a map (through multiple portal maps). Each running map creates a game cache, the program sends it to the other person...
The problem with that is when you create the unit there is no way to find which player used the ability.
If you made it under the "allied" player it would have shared control which i do not want.
Lol you want something really off the wall?
Create a third party program that allows people to sync into games already started. You could have fake players (made by the program) hold the positions and then switch them in with the real players somehow through a program or perhaps a connector...
You don't need to be near the eggs to hatch them. You need to pay a certain amount of gold then the egg hatches into a unit for the perosn who hatched it but only you and your allies can hatch/activate the eggs.
Ok Im working on an AvP map and I'm having trouble with two triggers.
The first one:
there are team owned eggs that allied players can all hatch into a unit for gold. I've trying to find a way to do this but either it only works for one player or it doesnt know which player to give it to...
It would be cooler if you had to be smarter to get the animals to wreck your opponents base.
For example, a loose bear causes wanton destruction to whatever he comes acroos (mainly your own areas). If you can persuade the bear to get to the opponents zoo somehow then it might destroy the...
Right now jumping works perfectly for one player. It might end up running into some variable conflict problems though if multiple people start jumping at the same time but I'm working on solving that.
I meant each alien can hatch, grow any number of aliens simultaneously. This is in...
This is a new project I've begun working on and I was wondering if I could get some feedback on the concept.
It is currently in development phase.
Being designed for approx 10 people total.
This multiplayer game involves two teams: Aliens and Predators
Human creeps are spawned randomly across...
is there anyway to do this so the AI knows to go around it though?
In case you're wondering im trying to make it so my units can fall off the elevator platforms (and not be able to get back on).
A pathing blocker would be perfect if they had one way pathing blockers.
I meant something more like a variable pathing blocker, Something that physically blocks the units from entering.
Having the units continuosly blinking if they keep trying to go through an area would be a major problem with my map for smooth gameplay, it would prob need something more elegant...
You use the thunder lizard egg model (item model)
It works perfectly as a snowball missile and if need be you can give it a slight blue tint
You can check out my snowball game in the map section to see it in action.
I tried the multiple regions thing already but I ran into several issues
1) It's a temple maze-like map so the paths you can drop off are extremmely small. With the unwalkable border edge it makes it way too easy to fall off.
2) It creates the need for a lot of triggers and regions because...