This topic is just about dev on remaking old map test or old FE2 btw.
Old Map Test: (Goes back to the last version of old map test)
This topic is just about dev on remaking old map test or old FE2 btw.
Old Map Test: (Goes back to the last version of old map test)
Oh cool the game has 420 visits.
sadly map test 2018 has 67 visits. Would’ve been an epic gamer moment
This is what I mean lol.
Also there might be stolen maps in the game so please don’t hate me ok. The fan game copy contained it. It will be removed soon
Looks neat so far.
Just how it oringinal was, keep it up!
oh this
that’s cool
it really looks like the old one
Got the ui from browsing this Fe2 copy I found. It does uses Fe2 assets anyway, but I’ll not use them for bad thing anyway like bad fangames or stealing maps.
But the ui is really broken. And I don’t think i can fix it
oh i hope you can fix it
I have the copy of a file containing Fe2 assets (which was get rid of liquid obvoiusly, so I had to edit the assets because it contains fan game stuff.)
but I don’t have a copy of FE2 map test assets. which will make map testing tough to make.
ok ___
aight bm remaker here
here’s some advice to how to overcome these obstacles
fe2 2017 rem
In most FE2 clones, Crazy difficulty is recognized as 4. Remove all mentions of said difficulty and rework the difficulty mechanism.
On CL_Main_GameScript (I believe on the changeMenu() function), one line changes the ImageRectOffset of the menu icons. Change them up a bit.
This is most noticeable on the close buttons. Create 2 ImageLabels with the same image, change the ImageRectSize’s Y setting to half of the original image’s size on the left image and resize the UI element’s Y dimension to {0.5, 0}. On the next one, do the same but use ImageRectOffset since it has to connect with the left one and set the reposition its Y dimension to {0.5, 0}.
(bonus) wrong close button color
fe2 mt 2017 rem: (wait i never actually worked on an fe2 map test thingy before i am not prepared)
(warning: i am trash at naming stuff)
(name of table or whatever) = {}
. (KEEP THE TABLE BLANK!) Rewrite most of the function.ok maybe i should’ve joined the project instead of writing a speech that would most likely overwhelm someone
I may be wrong. Hey, I’m not on computer. I can’t be right when it comes to these long messages.
About that. I can never find the true color of it anywhere.[quote=“R2OTR20XX, post:11, topic:29393”]
Crazy difficulty is recognized as 4
[/quote]
Isn’t that what number is insane supposed to be on. Well this remake already has Crazy difficulty as 5. But tried removing. I’ll probably remove everything that references it.
About the FE2 2018 Map Test Remake:
Umm, by default like what map test does. When you first join, there is always the specific map kit provided by the game, which is the right map kit you are supposed to use to make a map. Well I believe the default difficulty is set to Normal obviously. But when I leave map making kit as the only map, the lift just breaks. As it was trying to look for a easy map when it’s supposed to load up and find a normal map. Idk these scripts are confusing me. The only way I find errors is the output panel.
You can join if you want to. Its basically your choice.
I am Really looking forward on fixing the game itself and getting the maps to get remade (which will take a while obviously)
The numbers I mentioned were relative to a number called CurDif. It is offset from the difficulty numbers used in the Difficulty value on a map’s Settings by -1. 5 was actually a custom difficulty made by someone else called “Quarrow.”
There was another uncopylocked FE2 I found while searching on Google, containing a Close button with the true color of the image. It is invisible as it was replaced with regular buttons. Also it was actually the one I used to make Retro Escape 2 back in my hayday.
fe2 map test:
the curdif at the early lines of the script is set to 0 (Easy).
also, write a few lines that automatically raises the difficulty if said difficulty contains no maps. when it reaches the cap (intended is 3, or Insane) and still contains no maps, it instead subtracts the difficulty. during the re-configuring thingy, if it finds a difficulty with a map on it, it automatically breaks and sets the CurDif value to that difficulty.
Also I’m gonna take a break developing this since it is taking alot of time. Also closing FE2 Map Test 2018 because it currently doesnt function at all. But it will be back open with a working whitelisting system, and how map test in 2018 should be. Will be open once it works.
Also as for the next update. Will be a major one.
Will be released once 3 easy maps (lost woods, castle tides, and Axiom) get fully remade.
Also working on the shop anyways.
Basically if I get most of the core stuff finished for the game. I can go ahead and do map test. And attempt to script the whitelisting. Crazy probably used insert service. But idk how whitelisting maps and the queue will work. Hmm. We’ll see I guess.
Basically. The game is going well but I do have some struggles. Which involves scripts.
1, when a camera is in water, the character cam offset is moved when the cam is taken out of the water. Which I cant really seem to find what is causing the problem
3, Get map testing to work, which is the biggest struggle. Mostly the Testing Script that came along with the gui doesn’t seem to work like you would expect. I can’t really find an actual working FE2 copy game as most of them are broken of course. Or just messy. But map test copies, looks like I can’t find them. Basically I know inserting maps did use Insert Service which the script doesnt mention it at all. So uhh yeah.
I should probably get the scripting to be done for now.
Oh than I need to do nothing.
Now that is what I don’t have.
I have them.