Is it possible that aesthetic audio is something that can be hosted by a separate user if you run out of space? With Global Play, you two should be able to post maps in each others regions, effectively doubling the "mod space"... I think... I'm not sure how banks and mods work if it is hosted by a different user.
Completely forgot about global play there >.> So yeah, I'm guessing that means we'll be using a lot of custom music since we have practically half a GB of space now.
Mods have nothing to do with banks, so it doesnt really matter. Only important bit is that if we make additional maps that use the same banks that the same person has to upload them - uploader of mods doesn't matter.
@TheAlmaity: Go You can't use cross-region dependencies. We all have more space, but unfortunately that's only good for publishing the same stuff to each region... :-(
Yea, but the point is we now have TWO ACCOUNTS for each region (Mine and Zelda's) :p
Basically that. If Maity was working on the project alone, he'd have the same amount of space as before, but could publish to each region. He'd be able to publish up to 20 MB (I think that was the limit) in each region, just like before, except now he doesn't need to purchase different accounts for different regions. But since there's two of us, BOTH of us can publish to US, and BOTH of us publish to EU, etc.... It essentially doubles the amount of space we've got, and/ allows us to get the project up-to-date on every region easily. Even though cross-region dependencies are not possible, cross-account dependencies are. So maity could publish the actual game, and I publish all the dependencies, for example.
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He'd be able to publish up to 20 MB (I think that was the limit) in each region, just like before, except now he doesn't need to purchase different accounts for different regions.
The limit is 100mb total, divided in up to 20 files of a size not to surpass 20mb each. Per account. So you guys have 200mb for any team creations.
http://us.battle.net/sc2/en/forum/topic/2674528413
I did think they raised it a third time, but I can't find proof.
Hi guys just saying that this looks really goooooooooooooooooooooooooooooooooood, icantwait for the beta! Speaking of betas is anyone whose a Mac user and has a beta key for hots having a locale issue upon login to the 2.0.3 editor and does anyone know how to fix it?!? Dying to make something soon!
Good actually! Route 1 is 75% done, just needs prettifying. Did 10% of the 'lake' zone next to it and already have plans for the Forest zone. Not behind my pc right now, but expect a screenie or two of finalized route 1 tomorrow.
Edit: I'd really like a 'wooden fence' style model, though... Maity said you might be working on one?
@Mozared: Go Good to know. Wood fences already done, check the Assets section. Ahhh and tell me if you need other doodads, I might be able to make them. ;-)
Well, splitting up the mentor into multiple NPCs kind of defeats the purpose (He's supposed to be guy you go to if you don't know what to do), but once we have a good amount of side-quests, we can probably set up some NPCs to make you aware of certain ones that share specific characteristics.
Not sure whether I mentioned it already, but as we're not going to have more than 1 city I would like to make the "outside" starcenters sort of outposts / Camping sites where NPCs would gather as they travelled the world. Some of those could mention if there are any random events/side quests currently active in the zone they're in / came from (Don't think we'd actually have NPCs move like that, but if there's a star center between the forest and the cave, the bug catcher would tell you about the forest zone while the hiker would tell you about the cave zone.)
Quest log itself is not currently implemented, but shouldn't be hard to do. I'd like to use the objectives system that the sc2 campaign uses, but if that gets too cluttered we could just easily move it to a custom dialog.
But yeah, I don't want to split up the mentor. The entire purpose of him is that there is one person you can always go to if you need pointers. Also, as I said multiple times, there are no other towns - Arena City is all there is. There'll be Starcenters/Outposts, and maybe a hut or two, but no real towns, we just can't fit that much into an sc2 map.
Anyway, screenshots!
Having your first starmon follow you is just absolutely awesome =D
Starcenter inside the city! SoulFilcher made some neat models for the Storage PC and the healing machine, visible on either side of the medic/nurse (For now all NPC models are placeholders)
@TheAlmaity: Go I think the storage PC shouldn't be positioned inside the.... ohhh I forgot the word, the area where the medic is. Lie something trainers can access directly at their leisure and unlike the machine, which is handled by a "trained person"
Overall the interior of the center still needs work to make it look like a comfortable place trainers go and realx a little. Maybe a couch at a corner? :-) Also I think you guys can use one of the doors from the Hyperion's cienmatics... search the SM setsa and props, it would look more like a building than an alley ;-)
Yea, nothing about the city or starcenters is even close to finalized at the moment. It looks pretty horrible in there to be honest :p But we'll be working on that soon (Moz, mostly)
EDIT: Was bored! Imported a ton of SoulFilcher's doodads and reorganized the Starcenter a tiny bit. Definitely not the final version, but it's a prettier draft than it was before.
It's a terrain editor shot, so the healing machine is white instead of blue.
Also, in the pokemon games the main color was red, here it's blue, which is why the tiles are blue. Might end up changing it though.
Very nice. In case your some what interested I've used wall models somewhere on this website and a gate/door model for the door. I had these objects block the line of sight and the door actually opened. I even eventually added windows after I someone else do something similar. It looks fairly decent and looks like actual buildings rather then alleys. Anyway If you're interested I'll post a map with a demo of that stuff.
Sounds absolutely cool, but Mozared is the main terrainer. It's incredibly rare that I manage to do something not-horrible in the terrain editor :p I'll tell him to check this thread and reply to you the next time I see him (tomorrow probably)
EDIT: Just took a look at the triggers that handle our quest system, and I must say Zelda did a really neat job ^.^ 90% of the actions necessary for quests seem to be the conversation box related ones :) He even made the phasing system really easy to use!
I should start making some quests myself soon :) Just need Mozared to finish up a couple of zones (or at least get their basic layouts done) so that we have space to make the quests in.
EDIT 2: SoulFilcher, right now we're using an ugly sensor tower as our Teleporter. You maybe have some ideas for something you could make for us to use? Some form of platform could be pretty neat.
@TheAlmaity: Go A teleporter huh? I'll think of something. Made me remember of Chrono Trigger... I wonder if your teleporter had a chance to malfunction and send the player to a new secret zone, with some never-before-seen starmon... that would be an awesome secret in this map ;-)
I like it, really! The pain-bench should go, the walls are a bit empty and the right side could use some props, but overall it feels good. A door would be interesting as well, but since that is so 'detailed' I haven't looked into that yet - I've literally only been doing basic areas like the outside-City area (from the 2 screenshots Maity posted before the new Starcentre) and the lay-out of stuff like Route 1 and 'the Forest zone'. Any suggestions are welcome, though! Jack, feel free to post your showcase map so I can take a look.
Sorry I didn't deliver yet, but I'll post you some route 1 screenies asap: got kind of caught up fixing some stuff and doing some other shit and didn't get around to it yesterday. Maybe today.
Well, getting night-time screenshots was problematic: these two eggheads implemented some kind of trolling day/night system where day lasts for 3 hours game-time and night lasts about a minute, meaning that even with a speed up function it was tricky. In the end I ended up only using editor shots 'cause my in-game screenshots seem to be gone from my hard drive. Regardless though, I've got something for you to look at!
All of this is Route 1; some at day-time, some at night-time. The lighting is still WIP, but it'll give you an estimate. The zone is now about 99% done, with me only wanting to make some smaller adjustments that'll pop up later.
day lasts for 3 hours game-time and night lasts about a minute
Nooo! I actually prefer the night, and those screenies look nicer than day IMO. Day looks ok, but I like night better. Though, IDK why the footpaths are light up by street lamps, it gives a nice park effect.
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@TheAlmaity: Go
Is it possible that aesthetic audio is something that can be hosted by a separate user if you run out of space? With Global Play, you two should be able to post maps in each others regions, effectively doubling the "mod space"... I think... I'm not sure how banks and mods work if it is hosted by a different user.
Edit: And ok, that makes sense.
@OceanFlex: Go
Completely forgot about global play there >.> So yeah, I'm guessing that means we'll be using a lot of custom music since we have practically half a GB of space now.
Mods have nothing to do with banks, so it doesnt really matter. Only important bit is that if we make additional maps that use the same banks that the same person has to upload them - uploader of mods doesn't matter.
@TheAlmaity: Go You can't use cross-region dependencies. We all have more space, but unfortunately that's only good for publishing the same stuff to each region... :-(
@SoulFilcher: Go
Yea, but the point is we now have TWO ACCOUNTS for each region (Mine and Zelda's) :p
Basically that. If Maity was working on the project alone, he'd have the same amount of space as before, but could publish to each region. He'd be able to publish up to 20 MB (I think that was the limit) in each region, just like before, except now he doesn't need to purchase different accounts for different regions. But since there's two of us, BOTH of us can publish to US, and BOTH of us publish to EU, etc.... It essentially doubles the amount of space we've got, and/ allows us to get the project up-to-date on every region easily. Even though cross-region dependencies are not possible, cross-account dependencies are. So maity could publish the actual game, and I publish all the dependencies, for example.
The limit is 100mb total, divided in up to 20 files of a size not to surpass 20mb each. Per account. So you guys have 200mb for any team creations. http://us.battle.net/sc2/en/forum/topic/2674528413 I did think they raised it a third time, but I can't find proof.
EDIT: happy 4,000th post Zelda!
Hi guys just saying that this looks really goooooooooooooooooooooooooooooooooood, icantwait for the beta! Speaking of betas is anyone whose a Mac user and has a beta key for hots having a locale issue upon login to the 2.0.3 editor and does anyone know how to fix it?!? Dying to make something soon!
@zeldarules28: Go Yeah, I understand that, I just thought he meant he had more space because fo global play & publishing, not because of your account.
How's terrain going? I want more screenshots XD
@SoulFilcher: Go
Good actually! Route 1 is 75% done, just needs prettifying. Did 10% of the 'lake' zone next to it and already have plans for the Forest zone. Not behind my pc right now, but expect a screenie or two of finalized route 1 tomorrow.
Edit: I'd really like a 'wooden fence' style model, though... Maity said you might be working on one?
@Mozared: Go Good to know. Wood fences already done, check the Assets section. Ahhh and tell me if you need other doodads, I might be able to make them. ;-)
@Trieva: Go
Well, splitting up the mentor into multiple NPCs kind of defeats the purpose (He's supposed to be guy you go to if you don't know what to do), but once we have a good amount of side-quests, we can probably set up some NPCs to make you aware of certain ones that share specific characteristics.
Not sure whether I mentioned it already, but as we're not going to have more than 1 city I would like to make the "outside" starcenters sort of outposts / Camping sites where NPCs would gather as they travelled the world. Some of those could mention if there are any random events/side quests currently active in the zone they're in / came from (Don't think we'd actually have NPCs move like that, but if there's a star center between the forest and the cave, the bug catcher would tell you about the forest zone while the hiker would tell you about the cave zone.)
Quest log itself is not currently implemented, but shouldn't be hard to do. I'd like to use the objectives system that the sc2 campaign uses, but if that gets too cluttered we could just easily move it to a custom dialog.
@Trieva: Go
Nah, feel free to keep suggesting. I like it :p
But yeah, I don't want to split up the mentor. The entire purpose of him is that there is one person you can always go to if you need pointers. Also, as I said multiple times, there are no other towns - Arena City is all there is. There'll be Starcenters/Outposts, and maybe a hut or two, but no real towns, we just can't fit that much into an sc2 map.
Anyway, screenshots!
Having your first starmon follow you is just absolutely awesome =D
Starcenter inside the city! SoulFilcher made some neat models for the Storage PC and the healing machine, visible on either side of the medic/nurse (For now all NPC models are placeholders)
@TheAlmaity: Go I think the storage PC shouldn't be positioned inside the.... ohhh I forgot the word, the area where the medic is. Lie something trainers can access directly at their leisure and unlike the machine, which is handled by a "trained person"
Overall the interior of the center still needs work to make it look like a comfortable place trainers go and realx a little. Maybe a couch at a corner? :-) Also I think you guys can use one of the doors from the Hyperion's cienmatics... search the SM setsa and props, it would look more like a building than an alley ;-)
Yea, nothing about the city or starcenters is even close to finalized at the moment. It looks pretty horrible in there to be honest :p But we'll be working on that soon (Moz, mostly)
EDIT: Was bored! Imported a ton of SoulFilcher's doodads and reorganized the Starcenter a tiny bit. Definitely not the final version, but it's a prettier draft than it was before.
It's a terrain editor shot, so the healing machine is white instead of blue.
Also, in the pokemon games the main color was red, here it's blue, which is why the tiles are blue. Might end up changing it though.
@TheAlmaity: Go
Very nice. In case your some what interested I've used wall models somewhere on this website and a gate/door model for the door. I had these objects block the line of sight and the door actually opened. I even eventually added windows after I someone else do something similar. It looks fairly decent and looks like actual buildings rather then alleys. Anyway If you're interested I'll post a map with a demo of that stuff.
@JacktheArcher: Go
Sounds absolutely cool, but Mozared is the main terrainer. It's incredibly rare that I manage to do something not-horrible in the terrain editor :p I'll tell him to check this thread and reply to you the next time I see him (tomorrow probably)
EDIT: Just took a look at the triggers that handle our quest system, and I must say Zelda did a really neat job ^.^ 90% of the actions necessary for quests seem to be the conversation box related ones :) He even made the phasing system really easy to use!
I should start making some quests myself soon :) Just need Mozared to finish up a couple of zones (or at least get their basic layouts done) so that we have space to make the quests in.
EDIT 2: SoulFilcher, right now we're using an ugly sensor tower as our Teleporter. You maybe have some ideas for something you could make for us to use? Some form of platform could be pretty neat.
@TheAlmaity: Go A teleporter huh? I'll think of something. Made me remember of Chrono Trigger... I wonder if your teleporter had a chance to malfunction and send the player to a new secret zone, with some never-before-seen starmon... that would be an awesome secret in this map ;-)
I like it, really! The pain-bench should go, the walls are a bit empty and the right side could use some props, but overall it feels good. A door would be interesting as well, but since that is so 'detailed' I haven't looked into that yet - I've literally only been doing basic areas like the outside-City area (from the 2 screenshots Maity posted before the new Starcentre) and the lay-out of stuff like Route 1 and 'the Forest zone'. Any suggestions are welcome, though! Jack, feel free to post your showcase map so I can take a look.
Sorry I didn't deliver yet, but I'll post you some route 1 screenies asap: got kind of caught up fixing some stuff and doing some other shit and didn't get around to it yesterday. Maybe today.
Well, getting night-time screenshots was problematic: these two eggheads implemented some kind of trolling day/night system where day lasts for 3 hours game-time and night lasts about a minute, meaning that even with a speed up function it was tricky. In the end I ended up only using editor shots 'cause my in-game screenshots seem to be gone from my hard drive. Regardless though, I've got something for you to look at!
All of this is Route 1; some at day-time, some at night-time. The lighting is still WIP, but it'll give you an estimate. The zone is now about 99% done, with me only wanting to make some smaller adjustments that'll pop up later.
Nooo! I actually prefer the night, and those screenies look nicer than day IMO. Day looks ok, but I like night better. Though, IDK why the footpaths are light up by street lamps, it gives a nice park effect.