Here is a demo of the engine I've been building for Starcrafter [SCR].
It's a little bit jumpy due to the screen casting, but it's completely smooth when actually playing it.
It's a very basic demonstration on my test map of the movement system, running, turning, strafing, moving back, sprinting and moving with the right mouse and camera. Also shows right clicking an enemy to begin auto attacking it. Meaning the unit the player is controlling will attack the enemy while moving and even after moving away and back again.
The first attack the unit begins to move towards the enemy, this is something I must disable. But enjoy the demonstration. There will be more (prettier) ones to come.
There's about a 0.5 - 1 second delay after pressing a movement key on Battle.net. And that's with our shoddy latency here in Australia. It still felt quite playable though.
Offline it's as smooth as any other game you might play. programmer's solution is a very good one, but there's a slight pause between pressing a key and the unit(s) moving offline, otherwise I'd probably incorporate it. You should all check it out though, it's very impressive. But since the main part of Starcrafter will take part offline, I'm happy to continue developing and wait to see if Blizzard ever find a solution for similar game types. :P
If they don't...i'm sure the online entertainment value will outweigh the problem of the lag.
I will definitely try to improve my version since all melee abilities dont lag like that. Even online. If your map is offline, then it has potential :)
I've been playing with your system a bit further and I really enjoy it. I had to change the mover to Cliff Jumper to prevent path finding around walls. Lag online is a tad less than what is seen with most systems too, but unfortunately still a factor for anyone wanting to create any twitch mods.
My question is this, I would really like to implement your system, but is movement as dynamic as seen in the video above possible with it? i.e. The sprinting, the strafing and the rest (using data editor of course)?
I'm glad you enjoy it. I'm not that good with data editor, just a guy who has the idea. However all of these things sounds plausible. And I will definitely update my system for some more feature.
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Here is a demo of the engine I've been building for Starcrafter [SCR].
It's a little bit jumpy due to the screen casting, but it's completely smooth when actually playing it.
It's a very basic demonstration on my test map of the movement system, running, turning, strafing, moving back, sprinting and moving with the right mouse and camera. Also shows right clicking an enemy to begin auto attacking it. Meaning the unit the player is controlling will attack the enemy while moving and even after moving away and back again.
The first attack the unit begins to move towards the enemy, this is something I must disable. But enjoy the demonstration. There will be more (prettier) ones to come.
Looks Pretty Good actually! Cant wait to see more.
Looks pretty good.
Too bad it'll suck over battlenet just like any other movement system >.<
But good stuff for solo-games.
@s3rius: Go
No s3rius, you havent checked out this one
http://forums.sc2mapster.com/resources/tutorials/10104-tutorial-lagless-wasd-system-using-data-editor/
And you map is still in development so that's also my suggestion.
There's about a 0.5 - 1 second delay after pressing a movement key on Battle.net. And that's with our shoddy latency here in Australia. It still felt quite playable though.
Offline it's as smooth as any other game you might play. programmer's solution is a very good one, but there's a slight pause between pressing a key and the unit(s) moving offline, otherwise I'd probably incorporate it. You should all check it out though, it's very impressive. But since the main part of Starcrafter will take part offline, I'm happy to continue developing and wait to see if Blizzard ever find a solution for similar game types. :P
If they don't...i'm sure the online entertainment value will outweigh the problem of the lag.
@Huesy: Go
I will definitely try to improve my version since all melee abilities dont lag like that. Even online. If your map is offline, then it has potential :)
@progammer: Go
I've been playing with your system a bit further and I really enjoy it. I had to change the mover to Cliff Jumper to prevent path finding around walls. Lag online is a tad less than what is seen with most systems too, but unfortunately still a factor for anyone wanting to create any twitch mods.
My question is this, I would really like to implement your system, but is movement as dynamic as seen in the video above possible with it? i.e. The sprinting, the strafing and the rest (using data editor of course)?
@Huesy: Go
I'm glad you enjoy it. I'm not that good with data editor, just a guy who has the idea. However all of these things sounds plausible. And I will definitely update my system for some more feature.