Now Knüppeln should work with the latest snapshot.
Since I've stopped developing for OC I included all my unfinished stuff in this release.
What's new?
* Animals that aren't completly useless
* Bat Man
* Unfinished (but still playable) domination game mode
* Unfinished HookRace2
* Unfinished Combo System (Available as scenario parameter in each arena)
* HookRace Reverse from K-Pone
>Since I've stopped developing for OC
Will you continue developing for OC one day? We'll be missing your "Tripple-A"-Content...
I hereby license the file Screenshot231.png under the CC-BY license
I hereby license the file Screenshot233.png under the CC-BY license
Also, could you share the link to latest version of the mod that you have made? (or at least tell me where I should look for it because I couldn't find it anywhere) I want show this mod to our small Russian community of Clonk fans, I think they'd like to give it a try!
If you want, I could actually make some icons for spells. That would be a nice practice for me and would possibly speed up mod's update release. (just in case, I want to clarify that most of the icons in my mod are like 4 years old, so I'm sure I could do better than that)
Also, do I need to make icons in some specific size or proportions?
Few questions that I have:
Is it okay to have somewhat painterly style for icons?
Is it okay that I decided to pretty much mimic Orianna's icons? (icons I have painted were done from scratch and I've used Orianna's icons as references/inspiration)
Also, I think I've picked wrong colors for Ballsman Q, it won't be very hard for me to adjust the colors to either match color scheme of other icons or ingame sfx, however I felt like if I'd use red/orange colors for this icon, it'd suggest that the spell is offensive.
Last thing, I won't constantly spam icons in this topic and next time I'll post icons I will most likely post all of the finished icons at once. Right now I just want to make sure I have right direction
>Is it okay to have somewhat painterly style for icons?
Yes. The icons I've used so far are painterly icons as well. So this would fit them perfectly I think.
>Is it okay that I decided to pretty much mimic Orianna's icons? (icons I have painted were done from scratch and I've used Orianna's icons as references/inspiration)
That's totally ok. As long as you don't copy someone else's artwork and just make some modifications to it, it should be fine. Btw Flashmans R (Superspectrallazor) is pretty much the Ulti of Lux from LoL.
>Also, I think I've picked wrong colors for Ballsman Q, it won't be very hard for me to adjust the colors to either match color scheme of other icons or ingame sfx, however I felt like if I'd use red/orange colors for this icon, it'd suggest that the spell is offensive.
The colors are fine. If the majority of players will say it doesn't fit the spell, we can change it anyway. But for now it's fine in my opinion.
>Last thing, I won't constantly spam icons in this topic and next time I'll post icons I will most likely post all of the finished icons at once. Right now I just want to make sure I have right direction
You do.
Some icons were really challenging, like Great Leader man. I went a bit further with these icons and painted pretty much a scene on his Q. It's rather experimental and I didn't really finish his icons - some parts of them could use a bit more work. Let me know if icons that I've painted for great leader man are acceptable or not. If you think I should step away from painting pretty much a scene in these icons, then that's what I will do!
Anyway, let me know what you think I should change or improve and I'll be sure to do my best.
Each img is 200x200 so you can shrink them or crop differently, if you want.
I hereby license the file icons.rar under the CC-BY license
Edit:
The only thing that looks a little off is the E of batman - to me it looks like a smoke grenade while the actual skill is more like a jammer that prevents struck targets from using their abilities.
One thing that bothers me personally about batman icons: most of the icons sets have their own color pallete that usually consits out of 2-3 colors, but that's not the case for Batman (black and white, no colors at all, high contrast). I'm afraid his icons might stand out a lot and feel like they don't belong to this mod, so let me know if that is an issue!
Batman's E should feel more like an EMP greande or whatever.
Both Timeman and Great Leader have got mainly color updates:
Previously, timeman had 3 icons with not matching colors and it was bothering me a lot. I tried to match the colors of each icon and I think I got colors right this time.
Great Leader man's Q - background colors are less saturated and a bit washed out (just so they're less irritating), R - peon is bigger in size, horizon is higher and is now washed out further away, also I included hills in background because straight line was really awkward. Also, I worked a bit more on R peon shading, narrowed and mirrored the bow so it doesn't look out of place
I hereby license the file updated.rar under the CC-BY license
I experimented with the icons for champs and decided to go for icons similar to Hearthstone class icons. Some of the icons are a bit blurry, but after resizing they should look alright.
Also, I included a couple of updated icons for some spells! (Ballsman Q on previous version has green background, while rest of his icons have black background and it looks a bit weird ingame)
Last, but not least, I included a file called "icon ring.png" just in case if I won't be around to make an icon for whatever character, someone else could do that
I hereby license the file classicons.rar under the CC-BY license
The champ icon he has right now is just a thing I painted in a minute or so (I'm bad at drawing). That was just to have something there while testing.
Edit: please, update the icons for Ballsman and Earthman, I've included the updated icons into the previous package (the class icons.rar), so unless you deleted it, you shouldn't need to download anything. I know the changes are really small (earthman's E and ballsman's Q background is black on new versions, but green/brown on old versions. also, ballsman e is polished up on new version)
I think I might paint unique icons for every class spell and at some point I would probably polish up every single icon so they look a bit more "professional". I think this isn't really urgent, so I'm probably not going to do that any time soon. However, perfectly, it'd be a nice thing to do at some point!
Also, I have updated some class icons - the iceman icon is a bit more saturated and polished, the earthman icon looks a bit more like a floating rock rather than some weird geometric shape, the flashman icon has a lot more rainbows and the batman's icon edge is cleaned up, before it had white smoke around it (btw ingame batman icon is still a bat model)
I hereby license the file archmanicons.rar under the CC-BY license
If you have any extra sounds you want to use for the champ, you could include them to the champ, I'll move them to the Sounds folder then. Make sure you name the source if you didn't make the sounds by yourself.
I'm already struggling with one little thing and it doesn't seem like I'm any close to figuring it out.
So thing I'm struggling with:
I want Q to have really low cooldown, but with each shot it becomes less accurate for a while. I think about creating an effect each time Q is pressed and changing fire angle by random amount depending on how many effects are applied to the Clonk. Also, casting E isntantly makes Q accurate (removes all of the effects at once). I'm sure there are better ways to approach this mechanic, but effects seem to be the easiest way
The exact thing I'm struggling with is actually applying the effect to the Clonk. I've tried a few things, like calling "AddEffect" and "CreateEffect" from the Clonk in function "Launch" of the spell as well as in function "Special1" but nothing happened - can't really figure out why
Edit: I think I figured it out
Edit 2: I didn't.
Edit 3: I have no idea how new effect syntax works
Here's the code I'm trying to work with:
local CoolingTime = 16;
public func Launch(object clonk, int x, int y)
{
//obviously this function isn't 100% empty
clonk->CreateEffect(FxInaccuracy,100,1,this.CoolingTime);
}
local FxInaccuracy = new Effect
{
//what should be in here?
//something like this:
Construction = func(int CoolingTime)
{
this.CoolingTime = CoolingTime;
return FX_OK;
},
Timer = func(int time)
{
if (time >= this.CoolingTime)
return FX_Execute_Kill;
return FX_OK;
}
}
Edit 4: I FIGURED IT OUT
I present to you MLG Man - the hero nobody wanted but everybody deserved! Has a few references to MLG memes in ability names and VFX and is centered around 2 mechanics - inaccuracy of rapid Q mashing and headshot mechanic of Q and R. Obviously this hero is inspired by shooters
Few things I want to clarify:
Headshot mechanic is a bit wonky, but I couldn't figure out a better way to approach it. You could possibly rewrite it at some point if necessary.
Also, R might turn out a bit too strong, however I still think it should deal 100 dmg on headshot and there are a lot of possible ways to nerf the ability without touching the "oneshot potential" - reducing base damage and increasing headshot multiplier, for example (20 dmg base damage, x5 modifier = 100 dmg headshot is what I would do - I didn't test the ability in battle because none of my friends play OC). Other options - increasing cooldown and/or charge time. The ability is supposed to be hard to land, but if you land it perfectly, then you get rewarded
I rushed through the icons, which is a bit sad, I might revise R and champ icons later as well as polish E up a bit more.
You can play the defense scenario to test it in battle. It seems to be quite strong and both shots are straight, is there a reason for this? What is the E ability supposed to do?
Both shots were made straight intentionally because the champ is supposed to be like the guy from shooters - very accurate and precise.
He shoots bullets, rather than any other projectiles - which is the main reason why shots are straight and have high velocity.
E ability instantly refreshes player's mana and removes Q inaccuracy. Really basic skill, but I think the Q inaccuracy removal is what makes it special. If you want I could change it to something a bit more complicated/interesting.
If the champ proves to be too strong, there are a lot of things that can be done to nerf him properly. Through simply manipulating base dmg and headshot modifier of his spells he can become a lot more fair and interesting to play.
Winner is MLGMan.
===========================
MLGMan: 10
ArchMan: 0
===========================
You see how strong it is. You can add this for the MLGMan AI and then run ChampRankings.ocs yourself! (change
static const rank_champs = [MLGMan, ArchMan];
to include the champs you want to let battle).
/*-- AI --*/
public func IsSpecial1Shot() { return true; }
public func IsSpecial1ShotStraight() { return true; }
public func IsSpecial1ShotSpeed() { return Special1Spell.Speed; }
public func ExecuteAISpecial2Spell(effect fx)
{
if (!fx.Target)
return false;
if (fx.Target->GetMagicEnergy() > fx.Target->GetMaxMagicEnergy() / 2)
return false;
if (fx.Target->LaunchSpell(Special2Spell, 0, 0, 0, 0))
return true;
return false;
}
public func IsSpecial3Shot() { return true; }
public func IsSpecial3ShotStraight() { return true; }
public func IsSpecial3ShotSpeed() { return Special3Spell.Speed; }
I will do a few changes to the champ's spells, probably shift more power towards headshots, rework E into something more interesting. I still want to keep the inaccuracy mechanic and focus Q+E spells around it
Since I couldn't run the test I can't tell if R is alright or not (I doubt that it is though)
I formatted the code a bit, probably not enough, though.
Q deals nonexistant damage unless it hits head, has higher cooldown a few changes to spread (a.k.a. inaccuracy). Basically, Q is overall less acurate and relies on headshot modifier to deal relevant damage.
E is now a 3 seconds buff. For the duration of the buff mana regen is significately increased and Q loses spread (a.k.a. inaccuracy) - it always fires where player aims
R can't oneshot anymore - I decided to step away from it since it probably would be rather unfun to play against
Changes are primarely focused on creating "windows of power" for the champ. When E is active, he's most effective and strong, but in exchange, when it's not active champ is a lot weaker.
The nerfs are pretty big and I can't really tell if the champ is any close to balanced state because of the issue I have mentioned earlier (bots refuse to use magic and prefer sword fighting, this applies to any champ, not only the MLG Man)
Lastly, I feel like E could make use of some SFX and/or better VFX - but I can't come up with anything that would be appropriate for such spell.
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