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    posted a message on The best map is now on EU!
    Quote from Qancakes: Go

    I like the voting results. ;p

    How much you want to bet that the single "yes" is actually Rodrigo...?

    Posted in: General Chat
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    posted a message on The best map is now on EU!

    Is that the real intro screen with swearing in it? Have you really not learned a thing?

    If there really is swearing in the intro, I encourage everyone in EU to report it.

    Posted in: General Chat
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    posted a message on Why do not people upload maps on sc2mapster?
    Quote from RodrigoAlves: Go

    I bet no one knows the maps I made.

    I'll give a hint of one: It starts with D. It ends with ates.

    Not everything is about debates, Rodrigo. You are wildly off-topic.

    Also, how could anyone possibly not know what maps you have made? You won't shut up about them.

    Posted in: General Chat
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    posted a message on Pokemon Yellow, general help?

    @ctccromer: Go

    I use "Unit in Unit Group" ( "Idle Units for Player" ) == false. That's how I check if a unit is moving or not.

    Here's the whole trigger actually:

    Random Encounters
        Events
            Timer - Every 3.0 seconds of Game Time
        Local Variables
            iPlayer = 0 <Integer>
            Region = 0 <Integer>
            Hero = No Unit <Unit>
            Combat Instance = 0 <Integer>
        Conditions
        Actions
            Player Group - For each player iPlayer in (Active Players) do (Actions)
                Actions
                    Variable - Set Hero = Player Data[iPlayer].Hero
                    Variable - Set Combat Instance = Player Data[iPlayer].Combat Instance
                    Variable - Set Region = Player Data[iPlayer].Encounter Region
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            And
                                Conditions
                                    (Random integer between 1 and 3) == 1
                                    Combat Instance < 0
                                    (Hero is in (Idle Units for player iPlayer)) == false
                                    Region != -1
                        Then
                            Generate Random Encounter(iPlayer, Region)
                        Else
    

    As you see, I also check no make sure they're not already in combat, as well.

    Posted in: Miscellaneous Development
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    posted a message on Pokemon Yellow, general help?

    @ctccromer: Go

    What I do isn't pretty, but it's fast.

    I have a bazillion regions on my map, and two triggers for each. When a play enters a region, I mark the region they are in. When they leave, I unmark it only if it's the same one he's currently marked as being in. This handles over lapping regions.

    Then I have a timer that runs every few seconds. I check for a random between 1 and 3 being 1 (for example), and I check that the player is in the grass.

    The alternative method, checking every few seconds to see if the player was in a grass region, was very slow. Unit in Region isn't particularly fast, especially when you have a lot of them. It can be a pain setting up all those triggers, but it really goes by pretty fast, it's just a lot of copy and paste.

    Have a seperate action definition for HeroEntersRegion(int RegionNumber) and HeroLeavesRegion(int RegionNumber), so your triggers are only 1 line long. That way, if you make changes later, you need only change it in one place.

    Posted in: Miscellaneous Development
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    posted a message on NA Map Nights
    Quote from Mandrilx: Go

    Hey guys! Having one the 11th? :D

    Yes, absolutely.

    I'm sorry, I've had a very busy week and haven't had a chance to cut the VODs. The uncut VODs are available from the stream page under the "Videos" section. I will cut them as soon as I get the chance.

    Busy as my week was, I have Friday night set aside for map night! I'm excited. Let's have some fun!

    Posted in: General Chat
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    posted a message on Pokemon-style game with SC2 Units + Full Banking

    I am looking for an artists who is interested in creating some textures for the game. Please check this thread: http://forums.sc2mapster.com/development/artist-tavern/requests/19370-looking-for-texture-editor/. Contributors will be credited, along with the possibility of having and in-game unit named after you!

    Thanks,

    Jamin

    Posted in: Project Workplace
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    posted a message on Looking for Texture Editor

    Many of you may already be aware of my project. If not, I am working on a Pokemon game with SC2 units: http://forums.sc2mapster.com/resources/project-workplace/16942-pokemon-style-game-with-sc2-units-full-banking/. The game is a complex, long-term project, but the engine is about 50% complete. I will see this project through to completion.

    I am in need of a texture editor. I have a number of model textures which were imported directly from various Pokemon games. I am also i need of some additional texture variations for the same models. The primary problems with the imported textures is that Pokemon runs at a much lower resolution than SC2, so the textures look low quality. Also, I don't want to steal textures directly. I'd like to add some originality to them which still maintain a consistant look-and-feel. Lastly, the imported textures use bitmaps to simulate lighting and shadowing, which is unnecessary and redudnant since SC2 has real lighting and shadowing.

    I'm more than capable of doing the textures myself, but it takes time and I'd rather spend that time working on engine development. The simple truth is: the project will be done a lot faster if I have assistance.

    The textures will be a lot of walls and floorings, as well as a few other model textures. The walls are very simple textures that must be scalable horizontally. The floors will be semi-tiled. At textures will be medium-resolution with a "cartoonish" feel. I don't want too much realism. Here's an example of one of the floor textures I've already developed, as a sample of the kinds of things I need:

    http://i51.tinypic.com/350mno5.png

    If you think you can do better, great! Get ahold of me and I'd be happy to have you.

    Please let me know if you would be interested in contributing. Any and all contributions will be credited. If you contribution is notable, we can discuss naming an in-game unit after you (so long as it fits the theme of the game). I'd be willing to dicuss other reasonable forms of compensation as well. However, I will not ever make any money off this game, so I can not possibly compensate in cash.

    Posted in: Requests
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    posted a message on I'm getting really pissed off.
    Quote from abrahamcarreon909: Go

    I'm copying everything this douchebag wrote.

    I assume you're talking about someone who volunteered their time to write a tutorial? If so, you've got a lot of nerve calling him a douchebag just because you don't understand or have difficulty following his directions. Even if the tutorial isn't good (I'm sure it's fine), that still valuable time that he spent trying to help other people. Have you tried actually working with him to resolve the problem? He might actually want to know if something is unclear. However, if you came at him like that, I wouldn't blame him if he didn't feel like helping you further.

    Try being more respectful if you want people to help you. Why would we be interested in helping you if your first line makes it crystal clear that you will only take our valuable time for granted?

    Posted in: Data
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    posted a message on NA Map Nights

    We will be using Ventrilo for in-game talking tonight. I have found a server (sc2mapster's server is down). The stream runs about 30-60 seconds behind, so talking to viewers would be very confusing. So I'm going to give out the ventrilo information in channel so that only players have it. If you'd like to join in on Ventrilo, please join "sc2mapnight" a little early so that we can get everything configured and tested.

    Posted in: General Chat
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    posted a message on IRC down?

    I need my IRC back. I'm suffering withdrawl.

    Posted in: General Chat
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    posted a message on Model Request (awsome)

    Have to agree with Keyeszx. Asking for models for a yet-unseen map will generally not net you much. It's actually a signal to some people that you're putting the cart before the horse, which isn't really a good thing. Models are details, and can be dealt with much later in the development cycle. Deal with the broad strokes first. Get a working game engine with the model you have. Once people can see what your doing, they get a little more excited, and more people will be willing to help you.

    Posted in: Artist Tavern
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    posted a message on IRC down?

    @Ice_bane: Go

    It not just you. It might just be the webchat tho. I don't know if the whole IRC is down or not. I was using webchat and it's not connecting now.

    Posted in: General Chat
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    posted a message on NA Map Nights
    Quote from Khalanil1: Go

    I propose that we have this week's Map Night on the PTR. This means that we'd need to make sure that enough authors stick their maps on the PTR for us to play them. I know there's at least 3 on the list that are currently on the PTR (maybe more).

    I really like this idea, but I think that if we do this both the player pool and the map pool will be diminished significantly. I don't think we'll be able to get enough players to join us, and I don't think we'll be able to get enough maps up to really make it worthwhile. I truly like the idea, but I think map night's a little immature as of yet to move to another location and expect people to follow. Perhaps in the coming weeks if the patch has still not fallen and we can get more players to post maps specifically for this purpose, we could do something like this. I don't think we're ready for it just yet. But thank you very much for the suggestion. I will continue to keep it in mind through the next couple weeks.

    Posted in: General Chat
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    posted a message on Queen of Hearts

    @BudSMoken: Go

    Maybe offset each of their heights by a little bit. Leave one at 0 height, the second at 0.1, the third at 0.2, and so on... Perhaps experiment with something like that.

    You can set the height in triggers or by applying a behavior.

    Posted in: Artist Tavern
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