🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!
A variation of an widely know game. An Image is shattered into fragments. The fragments in the right order would display the image.
You swap 2 fragments of the shattered image until the image is restored. Can be played in multiplayer to compete in speed and steps used. Offers quite simple Puzzles in which the image is splited into 9 parts upto an puzzle with 400 parts.
Credits:
Contains imported Images from the Blizzard press Site.
TriggerHappy (playercolor string array)
ChangeLog:
1.5)
The host can now select an image used for the puzzle alternative to random
The host can now End the Puzzle regardless of votes.
From 9x9 and 16x16 the gap between Fragments becomes smaller.
Added images from Hearthstone.
1.4)
Added Boxes to Chat, Score and Puzzle.
When the Puzzle is finished the gaps between the Fragments are removed.
The Puzzle now has a Teal Background, correct fragments are a little bit teal.
One can now always end the current puzzle and start another one.
The amount of Puzzle fragements are now seleceted with buttons.
Disabled The logo Images, Images with Transpareny are kinda bad for the new concept in 1.4.
Fixed a Bug with End Puzzle and leaving Players
Yeah 20x20 is difficult and with the small command buttons extended to that screen size one can hardly differ them. It is better with the reforged icons, cause they are much bigger then the tft ones.
That map uses new features provided with 1.31: manipulate the UI of Warcraft 3 and also one can create new custom defined UI elements so called Frames. But that Puzzle uses a subType of Frames SIMPLEBUTTONs which have the ability to only display a fraction of an given image quite handy for such a gameType. Each Button was given such a fraction of a Image inform of Texture also a Frame, that Texture knows to which Button it should belong and where it is. If all Textures are at there right place the puzzle is complete.
This feature is not revealed to GUI, hence one requires to use (v)Jass or Lua to perform that UI-Frame stuff, for now (who knows how blizzard might change Trigger Editor and port yet not revealed jass/Lua only features to GUI).
Man are talking english.. Haha.. Ohh i dont have a lvel of knowledge about that.
But youve answer sounds you know so much in that function.. I was not able to explore 1.31 yet.. Keep it up..
Woah this game is incredibly cool. This is one of the more original games i've seen in a very long time. I really like how you give the number of moves and the time taken as a stat. This map is an incredibly showcase of what one can do with the new UI manipulation. I played this with with 5 other friends and we all had a blast.
I have some minor suggestions.
First I think it would be nice if the host could end the puzzles, without everyone voting. Sometimes as we waited on a player to finish, it was annoying to get everyone to click "end puzzle".
Second, the lines that separate the puzzle might be a little too wide when there are many puzzle pieces. It would cut off part of the picture.
Third, I wish there was some way to prevent getting the same picture over and over.
Overall, this is a wonderful game and I give it 5/5
It's exactly what it's supposed to be and impressive that you can stretch the images. However, it needs high resolution pictures because stretching the current images too much will make them pixelated and thus it will be hard to decipher the parts to properly position them.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.