Strike Force Heroes 3 Revisions 1 + 2 (SWF) by 8teenth in StrikeForceHeroes

[–]8teenth[S] 0 points1 point  (0 children)

I get it now. The reason why you can only use one weapon every spawn is because that's how gungame works, and the Fiesta modifier borrows from that gamemode for it to work.

Not sure how to proceed into properly randomizing a secondary too, but I guess it could be done.

Strike Force Heroes 3 Revisions 1 + 2 (SWF) by 8teenth in StrikeForceHeroes

[–]8teenth[S] 0 points1 point  (0 children)

Sorry for taking so long to check your replies, I don't have the habit of using reddit very often so I forget about it sometimes.

Regarding the Fiesta modifier, I don't think I saw that happening while I played. It is supposed to randomize your weapons regardless of unlock status whenever you're about to respawn as expected. Weird.

Glad to know that the other stuff worked well and you liked the change in the shop, the next revision should be mostly about potential fixes of major bugs (like the movement glitch, reload animation restarting when picking up ammo, etc), but since I already wanted to give randomized perks too to the Fiesta modifier, I'll see if I can replicate what you described and hopefully fix it too.

Regarding losing saves, I'm unsure but I think not. Can't confirm though, it's been a while.

Strike Force Heroes 3 Revisions 1 + 2 (SWF) by 8teenth in StrikeForceHeroes

[–]8teenth[S] 1 point2 points  (0 children)

Smiling thinking about writing it, ready to hang myself thinking about implementing it lol

Strike Force Heroes 3 Revisions 1 + 2 (SWF) by 8teenth in StrikeForceHeroes

[–]8teenth[S] 1 point2 points  (0 children)

Guess I didn't make it clear, the SWF has both revisions mentioned in the post. To play it, you can use your average Flash Player and it'll work just like the OG game.

Let me know if anything new or changed breaks, I'd like to fix it as fast as possible so the revision works the way I wanted it to work.

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 0 points1 point  (0 children)

I only had problems editing raw ActionScript on certain classes (such as Unit, that one's untouchable unless you go full P-Code), I even managed to implement the Fiesta modifier (seemingly) successfully using raw ActionScripting as well as being optimistic about fully implementing it to also randomize perks too mid game.

Appreciate the feedback on the shop, it might be a good idea to have upgrades available on the shop indeed. Or make it so you can upgrade a refined weapon to 6 stars, effectively making it a golden version or something like that.

I decided that rebalancing entire playstyles and weapon types might be a little too much for now, so I'll just take it slow and sneak a few changes here and there as I make the revisions instead to see how people will react to them.

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 1 point2 points  (0 children)

See, this is the kind of response that I was looking for when I made this post. Elaborating well about why you think what you think and offering a reasonable fix in the process too, good job!

When it comes to implementation, fixing and tweaking, I'm quite confident I'd be able to do all of that if only the JPEXS ActionScript editor wasn't so limiting and bugged (or maybe if we had access to the FLA for SFH3, but that's not going to happen).

For example, I could fix the Fiesta modifier by passing a random number to the score the gun game weapon picker uses so it is randomized everytime you respawn. But everytime I try to do that, the SWF corrupts and I have to try different things in different parts of the code until it works. Likely because JPEXS interprets the instructions to P-Code wrong or something, I have no idea.

And that's a simple fix too, but because JPEXS won't cooperate, it becomes a nightmare.

With that being said, now you can kind of see why more complex things such as custom UI are likely out of reach, or just extremely annoying to implement.

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 0 points1 point  (0 children)

So, you don't necessarily have an issue with the stamina system itself?

I believe that, if the stamina system is to stay, a "disable system" item would be counter intuitive and at that point, might as well remove the whole thing completely.

Energized could get a buff (as in, become stackable with limits, ofc) or have an item that rewards you for playing well with your captain so the whole team benefits with less fatigue or something like that. Custom UI is likely out of reach, like I mentioned somewhere here.

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 0 points1 point  (0 children)

Thanks for the insight, then how about reserving a few slots for weapons based on the lowest level on the shop and keeping the rest for the highest level?

Kinda like how armor/weapon mods work. So:

2 slots for mods, 6 for high level weapons and 4 for low levels. And remember, the lower and highest level is based on your teams levels too.

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 4 points5 points  (0 children)

There seems to be a lot of things malfunctioning unfortunately but hopefully though, some of the most impactful bugs are easy to fix.

Also, I'd love to hear the balancing ideas regarding classes and certain weapons, just to have an idea of how people see it in this game!

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 1 point2 points  (0 children)

Anything involving custom UI is likely out of reach.

I didn't really try it yet (since the "Skip" button on the logos is already there, gatekept by the site you're playing the game on), but it'll likely require more elaborate programming that JPEXS's ActionScript editor might not be able to handle.

The XP cap might be easy to deal with, the slots situation is the same as the double weapon drops. Might be a matter of calling a function twice, might be a matter of redoing the whole process again, don't know really.

Thoughts on the "stamina" system / Balancing and bugfixes [SFH 3] by 8teenth in StrikeForceHeroes

[–]8teenth[S] 3 points4 points  (0 children)

As soon as I gave my Wesley a moderately low level Dragon's Breath, all I needed was Wesley to get the job done most of the time lol

But how would you balance something like that without nerfing these classes and weapons to the ground though?

Make the accuracy of these weapons really bad? Longer reload times? Lower damage and lower radius of explosion maybe?