#DRM-DY \"Carry Bay\" [136]

49 messages · Page 1 of 1 (latest)

grim oysterBOT
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#136 : DRM-DY \"Carry Bay\"

Welcome, trainee! The Seminar has only just begun - if you're quick, you can probably slip in without causing too much disturbance.

What seminar, you ask? The inaugural demonstration of the DRM-DY Carry Bay, of course! Go on, head inside, I'll make sure the door closes light behind you.

#irpl #customunits

Tags

IRPL, CUSTOM UNITS

pastel topaz
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Accidentally made the final chamber a bit rough. Should be a fun showcase, at least.

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This is my first map, so, y'know. Be gentle.

wheat iris
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how i can use the hip

plain spruce
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You have to select the ship and press one of the custom keys from custom0 to custom3 which should spawn a smaller ship as long as you've provided the main ship with power

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Custom0 is a cannon, Custom1 is a rocket, Custom2 is a particle gun, and Custom3 is a lathe

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Collecting gems increases the main ship's capacity so it can support more of the small ships

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And the custom keys mentioned can be set in the hotkeys tab of the options menu if you're not familiar with them

wheat iris
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Thanks

wheat iris
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waht is lathe for

arctic quarry
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If you save and load this level, the sprites that make up the carriers' UIs are reset. To fix it you'll have to create new ones every time the game is loaded.

stuck nymph
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Both points already made (final chamber and UI).

I'll leave this as "done" since that will take a while 🤠

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Mainly came here to spread awareness.
(relevant carrier theme song)

devout flame
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I don't know if this is optimal, but I only built Rockets from the carriers

sweet adder
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Same. Maybe could have shaved some time off right at the end with very last bit of creeper cleanup by swapping to cannons but otherwise rockets seemed to always be the obvious choice

devout flame
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in retrospect, there were likely moments where a particle gun would've been a good play

pastel topaz
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The mission is designed with using the versatility of the carrier in mind, but there isn't meant to be a right or wrong way to play through it

arctic quarry
# pastel topaz I'll have to look into that.

Also you can spawn ships while the carrier is en route, and those ships spawn instantly at the carrier's destination, meaning you can basically create ships out of thin air anywhere on the map that's accessible to the carrier by ordering it to move there, immediately spawning up one or more ships and then ordering the carrier to move back to its original position.

You can use GetAllPixelCount to check if the carrier is moving if you wish to prevent this exploit going forward.

pastel topaz
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Interesting

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Leave it to players to find bugs I wouldn'tve even considered looking for (affectionate)

arctic quarry
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I went looking for these ones specifically because I've stumbled across them before with my forcefield ship.

pastel topaz
arctic quarry
# pastel topaz Do you have any advice on getting stuff to run when the game is loaded?

Personally I'd use the :Awake built-in function, first calling DestroySprite on every named sprite variable and then CreateSprite to rebuild them. When it runs the first time and there are no sprites yet, DestroySprite won't do anything, but on subsequent loads will prevent your map from being littered with little white squares as the sprite names get reused for newly-created ones.

devout flame
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one annoyance (not sure if it can be 'fixed'); the carrier can't really be used while paused

arctic quarry
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I've tried and failed before, I had to use a global UI script to interface with the units because it seems unit scripts can't be set to run while paused.

pastel topaz
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The script is currently set not to run while paused
I could probably change that?

hushed bloom
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interesting method to decrease the amount of creeper in the final set of chambers before engaging, using this to divert the creeper maker into it's own chamber, as the creeper can't travel the diagonals made

pastel topaz
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Interesting

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I'd imagine that'd work for a lot of missions with "standard" emitters

plain spruce
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Yep, it's one of the most common cheeses

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You can use a similar setup to drop sands into a creeper chamber, which lets you do silly things like dropping boomzene and blowing up an enemy from complete safety

hushed bloom
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on the other hand, particles can travel diagonally

plain spruce
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Yeah you can sometimes take advantage of that as well to slowly trickle particles out of a densely packed chamber

ebon isle
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I can't figure out how to clear that last big chamber. Even with 2 carriers full of missile ships and all the other ships, the average change in creeper level is still positive. So even if I was able to keep the creeper indefinitely from getting out, I still wouldn't be able to destroy it faster than it is refilling.

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Is there something I'm missing?

plain spruce
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Can you post a screenshot of your current situation?

ebon isle
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I did manage to cheese it a bit by getting one of the emitters to fall into the shield and drift over to where I could nullify it.

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Once I did that, I was able to sloooowly start chipping away at the total creeper. But prior to doing that, no matter what I did, the total creeper just kept going up.

plain spruce
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The particles seem to be the main problem here. Your initial goal when breaching that chamber should be to kill as many particles as possible. If you open from the top you can cut down the particle density much more quickly since you're entering near the particle emitter itself. Ideally you also don't want to widen the narrow path between the two rooms until you've cleared one side. When you fully connect both rooms right away you're just making them more capable of supporting each other

ebon isle
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I think the problem still remains that even if I were to make a narrow opening, I wouldn't ever actually clear one side, because it's filling up faster than I can destroy

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(even prior to when I cleared out that narrow bit between the 2 chambers)

plain spruce
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Yeah, the narrow path is a secondary concern. The main problem was the particles, you really want to position yourself to kill them as quickly as possible when attacking a particle chamber. They produce quite a lot of creeper when there are this many of them.

devout flame
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Particulate amplifies creeper, so reducing their count dramatically helps

ebon isle
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Wait, particles make creeper? lol, I went through the entire game and never put that together

devout flame
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Small nuance... They don't make creeper... They multiply creeper that already exists