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    • InsaneHawk

      Join our Discord !   05/04/17

      We're starting to do Giveaways on our Discord, so be sure to follow it and join it
      Here's the link to access our Discord : https://discordapp.com/invite/0y3WGMGXhd5q2lXA


Skylord of Honour
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About Ladadoos

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  • Birthday October 2

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    The Netherlands
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    Skylords Reborn

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  1. @Fauchderial I believe that since you don't have access to the forge you are unable to test the map, which is unfortunate. So unless you want to make a PVP map, which is more about map design than it is scripting, I think that you will have to wait for open beta. If you still want to give it a shot, I'd say checking the thread @anonyme0273 mentioned is a good start. If you still are left with any questions, feel free to PM me them.
  2. I know about no video. Menchrese however collected a lot, if not all the sounds in the game and they are up for download here: http://www.mediafire.com/file/s685cq27wstcy1n/ConvertedSound.zip This includes sounds like reading the loading screen text and things like that.
  3. Check this post from @InsaneHawk, there you can find it: https://forum.skylords.eu/index.php?/announcement/23-join-our-discord/
  4. @Blood212 You will have to create a new account. Check out the FAQ next time:
  5. @reasinglow As of now all cards will be dropped from boosters, promos having a very small chance to drop. You will not start with all cards.
  6. @reasinglow Hey there, I suggest you read the FAQ:
  7. The hint of the day is randomly selected from a pool of hints. One day you have one, the next day you have another.
  8. Adding a short 'warning' as a hint of the day in the loading screen could also help, @SilenceKiller99 @Asraiel
  9. @JohnMcSwag Check here for what @Dallarian mentioned:
  10. What is a small reward ? I can't give out any rewards with community maps. @Phoenix313 I might work on the evolution game next. Besides what you mentioned, are there any (other) key things that you say must be in this minigame? Does your unit reset when you die? Are you always one unit? What kind of skills do you think the unit should have? Does every new stage of the unit increase its max health and after a few stages he turns into a new unit, or how does it exactly work? Is every starting larve the same or do you somehow choose between preferring flesh over herbs or herbs over flesh (so if you choose to prefer flesh you gain like 150% extra 'skills' when you eat flesh)? Does the map pretty much just consist of some random PVE units running around (which respawn I assume) and herbs (which respawn as well I assume) or are there some kind of special places/events ?
  11. In that match I was playing agaisnt @anonyme0273. I was red, he was blue. It's currently a PVE map so that I can play the map alone for testing purposes (if it was PVP I'd have to ask somebody to join everytime I want to test the map). It's very easy to make it a PVP map so that it's a true 1v1 with a win screen at the end so that shouldn't be a problem.
  12. Happy birthday Dall :frostorb:

    Stay frosty

    1. Show previous comments  3 more
    2. EonBen


      happy b-day Dallarian :]

    3. Eddio


      Happy birthday my frost friend :frostorb::D 

    4. Asraiel


      well Happy Birthgday better late than never

  13. Here it is. Everything works fine, besides the reset switch just like with the Tic Tac Toe game (will have to look into that later too). Here's a video showing it:
  14. @SilenceKiller99 Thanks for the input. And yeah, 1000 was just an example. I'll see what I can do. @Phoenix313 Thanks for the explanation. That evolution minigame definitely sounds interesting to make from a scripting point of view.
  15. Ok, I got a question. I just quickly made something that keeps track of the power each player has, to some degree. Since there is no command to detect how much power a player currently has, I made the following: Each well in the map has a tag and the game detects whenever a player builds a well in any available spot. If a player decides to build a well, the MissionCounter is decreased by 100 (power well cost). The score is displayed in the goals section as "0/1000 power for player X" and a goal for a specific player is only shown if there's indeed a player playing that spot to avoid having the goals section filled with useless information. 1000 is the score/power required to win in this case. For each power well you have it adds 1 each 2 seconds to the MissionCounter. I made the script in such a way you can just copy paste an existing power well as many times as you want and then change one variable in the script (which says how many power wells there are in the game) to change the map accordingly. Nonetheless, long story short: It just simulates the power a player has and displays it as a MissionCounter in the goals section. One big problem though: It can't deduct costs from cards by players and add void power. Although I highly think these are possible to add (you would have to basically make a giant list of all possible cards you can play and check their upgrades since some cards cost less on a different upgrade), it all depends on if we want to have the player even use cards of his own. Basically, my question is: Should the player be allowed to destroy enemy wells and if so, should the player be able to use his/her own cards or destroy them in some other way ? Not sure if you had anything in mind. Maybe the player gets 100 power back if he loses one of his power wells?