Starcraft Tactics

Version 15

Think Final Fantasy Tactics except as a Starcraft 2 map!

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  • Avatar of loion loion May 26, 2011 at 15:23 UTC - 0 likes

    Look awesome, keep up the good work! Maybe make an single player story to it. Maybe with the characters from the games

  • Avatar of xenrathe xenrathe Aug 22, 2010 at 19:34 UTC - 0 likes

    That's a good suggestion, but right click activates mouse-look. And I consider smooth/easy control of the camera the higher priority.

  • Avatar of KaimanOriginal KaimanOriginal Aug 22, 2010 at 00:48 UTC - 0 likes

    Just a suggestion: Why not make right click to cancel/undo? A lot of computer games do this and it would make it a lot easier for a highly menu based game such as this.

  • Avatar of InsanitySektor InsanitySektor Aug 11, 2010 at 22:23 UTC - 0 likes

    Amazing! :D

  • Avatar of Legendstormcrow Legendstormcrow Jul 27, 2010 at 00:05 UTC - 0 likes

    Sounds fan friggen tastic

  • Avatar of xenrathe xenrathe Jul 25, 2010 at 00:47 UTC - 0 likes

    After all the work we've put into it... I hope so too! (It will come to fruition)

  • Avatar of townkrier townkrier Jul 20, 2010 at 00:23 UTC - 0 likes

    combines my two favorite games of all time. I hope this game comes to fruition!

  • Avatar of xenrathe xenrathe Jun 26, 2010 at 04:11 UTC - 0 likes

    The development stage = alpha.

    Feedback is still always appreciated, but I don't know what you mean by gigantic text block space (it's never happened to me) & the second part I purposefully ignored because it becomes a non-issue once we implement our custom UI.

  • Avatar of LunarisDream LunarisDream Jun 26, 2010 at 03:38 UTC - 0 likes

    Still somewhat buggy, like when the turn switches to the Siege Tank. This gigantic text block space just pops out of nowhere and takes up over 75% of my screen.

    Also, when moving, hitting another command (such as "Attack") instantly causes the unit to stop moving, regardless of whether it's in a "block" or not.

  • Avatar of xenrathe xenrathe Jun 26, 2010 at 02:54 UTC - 0 likes

    I ended up just creating my own height system... and my own pathing system to go along with it.  But I have optimization issues right now; have a max move distance of 7 tiles.  More than that and the pathing has a tendency to time out.

Facts

Date created
Jun 13, 2010
Categories
Last update
Sep 24, 2010
Development stage
Alpha
License
All Rights Reserved
Downloads
5,531
Recent files

Authors