Baneling Bobble
This project is currently in the Beta stage and is currently on Battle.net
This is a map that I've been working on inspired by the Bust-A-Move games, but with SC2 style! I've tried to recreate the feel of the classic multiplayer arcade game with the layout and the ability to still see all the player's screens. As mentioned above, the game is still in Beta but is open for play on Battle.net. Try it out and please let me know what you think so far of the progress!
How to play:
Control a baneling sitting at the bottom of the screen that launches units. Aim the baneling to the top of the screen toward the other units. Matching three or more of the same type will destroy the units from the field. Outlast your opponents to win!
Moving the mouse aims your baneling and the left mouse button will launch your next unit.
Connect three or more units of the same type to destroy them. Any units no longer connected to the top will be sent to your enemy's screen.
If your units go below the board, you lose.
Features:
- Up to 4 player arcade action!
- Unique in game music (courtesy of Indigo Rain).
- Rating system.
- Single player gameplay.
Upcoming Features:
- Improved AI.
- More game modes.
Twelve thousand years later... I can only still see stars passing without seeing a Jentzsch.
@Jentzsch: Go
I'm happy that you're back. However I was hoping something more Galaxy related game than Wii... Well, if your game is playable on PC for testing it, I might give it a try, but I'm not sure that I'll fall in lvoe as I did for baneling bobble, haha. I would say, when you're ready just PM me here on mapster and I'll try to answer asap.
Good luck coding everything ;)
Hey!
Yes you are right, you check here more often than I do lol. I haven't even logged into SC2 for quite some time.. Sorry for the massive delays here, because of the lack of SC2 work I've been doing, I just never got around to checking here, especially with work and our game projects getting in the way.
I do have some updates for you concerning our projects if you are still interested. Firstly, the rpg mentioned earlier has been put on hold for the time being. Since this is a brand new project built from the ground up, we quickly realized that it will take 2-3 years at least to complete that project with it being our first attempt at such a feat and with us only able to work on it in our spare time. So we decided to working on a smaller scale project that will allow us to hone our still and also create reusable assets at the same time for our rpg. The game will be an action puzzler scheduled for completion by fall of 2014. The main platform for this game will be the Wii U and we might branch out to other platforms in the future (PC is the next most likely candidate). We will have alpha testing for specific features of the game (mainly the online multiplayer) in the next 1-2 months or so. Testing for these features will be on a PC version of the game and won't contain Wii U specific features.
For more information on what we're up to and how we're progressing, we'll be updating our blog with more info here: http://andrecca.blogspot.com/
Hope to see ya there! :)
One day you will laught at me for beeing here so often haha.
Yep, I'm sure about that... Oh... last login June 6. =/
I feel like I'm looking more often here than you do...
Need any help? =P
Anything new? =P
@Jentzsch: Go
Sure, whenever you want to test something I'm all for ;)
It's a non-sc2 project. it's a snes style 2d rpg that we're developing, similar to Secret of Mana or Zelda in style. We're not quite ready for outside testers at the moment, but when we are, I'll keep you in mind if that's something you're interested in!
Double post (stupid phone)
I sure had fun ;)
What is your other project? =P If anyhow i can help i would ;)
Sorry for the delay, I've been caught up with another project. I hope you had fun!
It has been a long time since last update... You know what... I'm gonna play it right now to remind me how freaking fun this game is.
I remember the patch where you made it slightly easier to pass between the units. Though, I still feel like it shouldn't in this case. It is so hard to make it works that actually I would still count it as a bug even though it's technically not a bug. I feel ike, if it is intended to be possible, it should be easier than it is right now, if it is intended like I think, it should not happend.
@Scbroodsc2: Go
Hey Fenix!
As I mentioned before, the AI in place at the moment is pretty basic and is a building block for more to come. The next patch should include an improved AI, it has been my focus recently to get that to a respectable level and then create tiered difficulty levels from there. Currently the AI is fairly slow (like you mentioned), doesn't even use abilities or strategize really, and I hope to fix that in the future ;)
As for your illegal moves, those are actually intended, I don't remember in which patch for sure this change was implemented, but it was sometime last year. The 'stickiness' was toned down slightly to allow players to be able to get around piles of units that are basically right on top of the Baneling. It was also made to allow players to have a chance at squeezing a unit into a tight place if they have the proper precision.
I will look into the trash overlapping issue though, that definitely shouldn't happen.
Stay tuned for the next patch, I'm hoping to have it out next weekend or so, if everything goes to plan!
Ok so, I've tried the AI. I would call him medium-hard. He is doing some good moves that can make him win and he is not stupid at all. He is not as fast as a player can be, like me, but still, he won one of the games, haha. I made a bunch of bad moves =(
Oh and about the issues I've found, I got a bunch of illegual moves and a bug. I did not checked if the AI made some illegual moves too. I'm kind of bored at the moment, and wanted to try the map just before leaving.
So, I'll leave you my replay and the replay time where everything happends. If these are not illegual moves, then, this is new to me. Haha.
4 times in a game means this can happends pretty often. And the bug, I've no idea about it. I used a bomb to prevent me from receiving trash on the death line, but then the trash moved up overlaying other units.
Hope this will help you. Might play a little bit more eventually.
AI added! It's still fairly basic, but is a good building block. Try it out!
No problem ;)
@Scbroodsc2: Go
Hmm, so you must be playing single player then? I honestly haven't tried that yet, been having pretty decent luck with multiplayer :) But I'll check out that problem, like you said, it'll probably be pretty obvious. But you should try some multiplayer! ;)
Also, thanks for the heads up on that RTT PiP concept! That's something I was originally trying to do when I made this game but I didn't find a way to do it at the time. I'll keep an eye on that method. From what I was reading in that thread, there isn't a way to put those cameras in dialogs yet, I'll keep an eye on that patch that should fix that. Also it sounds like the different channels have varying quality, so one player would looks high quality but the others would be lower? Not sure how that all works yet, but thanks again for the tip! Definitely something to consider :)
Edit: I've fixed the singleplayer issue, it will be fixed in patch .14, thanks again for the tip!