It will still need a lot of time, I don't know if Malu wants to release something a bit earlier, but I'm in the process of rewriting everything to fit it into a real Modengine. Makes it a lot more comfortable to work with it, shrinks down the mapsize, makes it easier to patch things .. and... it will make it possible to release the engine sometime so you can create your own maps based on this (with multiplayersupport :) ). But prior I need to catch malu again, had no contact for days.
One problem I have though... I don't know how far we will go with this. Personally I want to create a whole game with several maps, an exiting story, voiceacting, some videos, interactive gameplay including riddles, bosses, inventory and shopsystem etc. Pretty gigantic project so we'll have to see if we can afford the time to do this or just release a short singleplayer map :-/ .
Some time from now on we'll maybe need some more people to work on this,for example to create assets and models, I don't know yet if we keep the spectre. A custom 'avatar' can easily support more animations and weapons though, creating a more fluent and visual gameplay.
So support me with this to encourage malu to create a game with me, instead of a map :) but be sure you want this... it will take it's time.
Personally I want to create a whole game with several maps, an exiting story, voiceacting, some videos, interactive gameplay including riddles, bosses, inventory and shopsystem etc.
exactly, I thought about the SM Briefing screen as ingame display for ... briefings and other stuff yeah :)
Another question is, if RTT can be used to display an inventory on them too? or other things like a numberpad. so it's not directly a video, more like a dialogsystem rendered into the RTT channel of this screen. Rendering something from another camera onto this screen should be possible, why not this?
What do you mean with RTT, its video texture. Not rendering anything from other camera to the screen, you must have the texture beforehand. And I doubt it can be easily interactive, unless you apply hidden unit in front of the screen unit for mouse highlight/clicking.
why so complicated? Mousedetection is not needed, arrowkeys or wasd are sufficient for selection. using or dropping items can easily be done with other hotkeys. The complicated thing here is how to generate it so interactive? i mean, if you have an 8x5 inventory for example and enough items to fill it, well, how to arange videos for that? somehow this 'video' has to be created on the fly. But maybe there is another way to do this.
€: Oh, and RTT = Render to Texture, I'm sure I have read something about that and there are some Functions which seem to use this feature of Objects with said RTT-Channel.
If so then its pretty simple, you don't need a whole screen, model some flat plane that allows play texture and place them so they appear on the screen, play them accordingly. (like 8x5 unit) That's my way. Apprantly blizz campaign create some video on the fly, but the action record movie was unauthorized for us also. But play an existing texture is fine.
I'll talk with malu about that... well if I somehow catch him and he does not slip through my fingers again. Don't know, seems like he has much to do in RL.
Didn't you say as soon as you finish ac130k "Ruins" demo, you were going to release it in your downloads section? If you still need to clean up the code, I understand, I'm just telling you that you said your game is finished, and since your game is finished, which probably means you cleaned up the code, why haven't you released AC130K "Ruins" demo in your map section? I understand your a busy person and working on Project Vector, but is it that hard to release your "Ruins" demo in the map/download maps section?
Oh, hello, sorry for being so impatient. I am very impressed at you and your partner Malu05's Project Vector, through all of your earlier works. Yes, I should've talked more politely, but he did say he was done, maybe not. I have no experience in map editing or anything that has to do with the starcraft 2 editor. I would like to start making my own maps, but I can't even get the basics of map editing right, other than raising land, adding water, and adding objects. I doubt you would, but could you give me a few starting tips on how to make basic maps, I'm sure you started making basic maps when you first began. Like all things, you become better at them over time. I'm sure if I really try hard, i could start making awesome maps. Though, the games you are making must take over days to make. Are you planning to become a video game designer? You have a lot of talent, and so does Malu05. You and Malu05 should use your talents to your advantage. I don't know what careers you all are going to choose, but just make the right choices and decisions. Good Luck on your map!
Sincerely,
XLGhost
P.S. Do you think I could be a beta tester for project Vector? I may not fit your description as a suitable beta tester, or you want to use certain people of your choice that you have already decided, but I always wanted to Beta Test a game. If you can allow me to test project Vector, I will be grateful for your invitation. If I can't test for the beta of Project Vector, I will understand you have chosen already certain people that you find suitable. Well, at least I tried to ask you for an invitation for your Project Vector beta, but I am still amazed at your spectacular work. Keep up the good work! You and Malu05 are the best!
hey, making a map is not for designers,dude. its quite easy and it needs you only understand some meanings that are not the same in english vocab. and some how to use triggers and changing datas.
the real designer is the creator of the Galaxy editor and that is also not the most difficult. none of Sc2mapster users can make animations or some stuff that dont exist in the editor itself. like that fuckin' problem about how to make the mouth of a portrait move.
hey, making a map is not for designers,dude. its quite easy and it needs you only understand some meanings that are not the same in english vocab. and some how to use triggers and changing datas.
the real designer is the creator of the Galaxy editor and that is also not the most difficult. none of Sc2mapster users can make animations or some stuff that dont exist in the editor itself. like that fuckin' problem about how to make the mouth of a portrait move.
Making a good project needs solid understanding of basic Game Design. Trust me, that's the reason why you find Vector so intriguing. It works a lot with that (be it knowingly or not). Game Design applies to every stuff related to developing games. And I studied that, so you can trust me on this one ;)
As for the Galaxy Editor... that's just practical. Like the UDK or the Sandbox. It might increase the use of programmers, but reduces the time to develop a cool mission by about 50%. Some games are fully done in 3D Studio Max, without any Level Designer to lay his hands on the terrain.
The statement about animations is not true. We have at least 7 people (me included) that know how to do animations and I've already worked with the Highpoly Models for my BlizzCon entry (didn't finish it though). Mouth animations work just fine, when you know how to do it (its a shitton of work).
One tip for you, make yourself familiar with the editor and then try some things. Once you have done that start to imagine greater things ( a whole map for example), make a plan, how should it play etc. get some inspiration from other games, movies and even books (your brain can be pretty creative if you feed it a bit :) ). Then start, try to get as close to what you have imagined, then work on another project and return after some time, then you rework all of it. This way you can improve your skills pretty much. Just try it, even if it seems impossible, you'll find new ways which will help you to get better and better.
As for betatesting ... mhh yeah, thats far off, vector is not even near a stage of betatesting, maybe some alphatesting, but that's all. Depends on what's happening with TSOF now.
Making a map is all about design, it's gameplay design, content design, level design, story design etc. What you talked about is the job of programmers and artists, they create the engine/tools and the assets/animations the designers use... and you know what? All of these people need to work together closely, the designer tells the programmer what he wants to do, the programmer tells the designer what is possible in the set timeframe (if there is any). The designer needs to talk with the artists about what he needs for the game and the artists provides additional ideas for this or developes the artstyle for the game.
So you may be right that the galaxy editor provides us with alot of stuff but it's the designers job to use it the way he wants.
@Eiviyn: Go
Ah, I just like the way they're pushing the limits of sc2's graphic engine capabilities.
Where do I find a playable download of this? It looks awesome!
@Steenar: Go
u have to wait for it :[ but. . . . its going to be awesome trust me :]
It will still need a lot of time, I don't know if Malu wants to release something a bit earlier, but I'm in the process of rewriting everything to fit it into a real Modengine. Makes it a lot more comfortable to work with it, shrinks down the mapsize, makes it easier to patch things .. and... it will make it possible to release the engine sometime so you can create your own maps based on this (with multiplayersupport :) ). But prior I need to catch malu again, had no contact for days.
One problem I have though... I don't know how far we will go with this. Personally I want to create a whole game with several maps, an exiting story, voiceacting, some videos, interactive gameplay including riddles, bosses, inventory and shopsystem etc. Pretty gigantic project so we'll have to see if we can afford the time to do this or just release a short singleplayer map :-/ . Some time from now on we'll maybe need some more people to work on this,for example to create assets and models, I don't know yet if we keep the spectre. A custom 'avatar' can easily support more animations and weapons though, creating a more fluent and visual gameplay.
So support me with this to encourage malu to create a game with me, instead of a map :) but be sure you want this... it will take it's time.
Do you mean this :)
http://forums.sc2mapster.com/resources/trigger-libraries/13090-library-star-movie-play-a-video-inside-map/
Or at least for the tutorial of the game, best way for a single player game.
I don't have the artistic skill to make maps, but I can help make the game happen. If you need help, feel free to contact
@progammer: Go
exactly, I thought about the SM Briefing screen as ingame display for ... briefings and other stuff yeah :)
Another question is, if RTT can be used to display an inventory on them too? or other things like a numberpad. so it's not directly a video, more like a dialogsystem rendered into the RTT channel of this screen. Rendering something from another camera onto this screen should be possible, why not this?
I'd suggest a joined forces for TSOF and Vector at this point :p
@TheKC: Go
What do you mean with RTT, its video texture. Not rendering anything from other camera to the screen, you must have the texture beforehand. And I doubt it can be easily interactive, unless you apply hidden unit in front of the screen unit for mouse highlight/clicking.
@Gorandor: Go
somehow i had expected that xD
@progammer: Go
why so complicated? Mousedetection is not needed, arrowkeys or wasd are sufficient for selection. using or dropping items can easily be done with other hotkeys. The complicated thing here is how to generate it so interactive? i mean, if you have an 8x5 inventory for example and enough items to fill it, well, how to arange videos for that? somehow this 'video' has to be created on the fly. But maybe there is another way to do this.
€: Oh, and RTT = Render to Texture, I'm sure I have read something about that and there are some Functions which seem to use this feature of Objects with said RTT-Channel.
Why use RTT, when you got a bunch of animators lurking? :p
Since TSOF is basically what you wrote down about doing a "game" I guess we should sit down and talk about it *g*
@TheKC: Go
If so then its pretty simple, you don't need a whole screen, model some flat plane that allows play texture and place them so they appear on the screen, play them accordingly. (like 8x5 unit) That's my way. Apprantly blizz campaign create some video on the fly, but the action record movie was unauthorized for us also. But play an existing texture is fine.
Or made animation for those small unit is good
@Gorandor: Go
I'll talk with malu about that... well if I somehow catch him and he does not slip through my fingers again. Don't know, seems like he has much to do in RL.
@TheKC: Go
I suggest a cake-trap. Worked just fine for me to catch him :)
Yeah, malu knows a lot of TSOF I guess, I talked to him about the project before.
Didn't you say as soon as you finish ac130k "Ruins" demo, you were going to release it in your downloads section? If you still need to clean up the code, I understand, I'm just telling you that you said your game is finished, and since your game is finished, which probably means you cleaned up the code, why haven't you released AC130K "Ruins" demo in your map section? I understand your a busy person and working on Project Vector, but is it that hard to release your "Ruins" demo in the map/download maps section?
@XLGhost: Go
wohoo, cool down buddy, I don't know how far malu got with his ruins map, but the version i saw was not finished.
@TheKC: Go
Oh, hello, sorry for being so impatient. I am very impressed at you and your partner Malu05's Project Vector, through all of your earlier works. Yes, I should've talked more politely, but he did say he was done, maybe not. I have no experience in map editing or anything that has to do with the starcraft 2 editor. I would like to start making my own maps, but I can't even get the basics of map editing right, other than raising land, adding water, and adding objects. I doubt you would, but could you give me a few starting tips on how to make basic maps, I'm sure you started making basic maps when you first began. Like all things, you become better at them over time. I'm sure if I really try hard, i could start making awesome maps. Though, the games you are making must take over days to make. Are you planning to become a video game designer? You have a lot of talent, and so does Malu05. You and Malu05 should use your talents to your advantage. I don't know what careers you all are going to choose, but just make the right choices and decisions. Good Luck on your map!
Sincerely, XLGhost
P.S. Do you think I could be a beta tester for project Vector? I may not fit your description as a suitable beta tester, or you want to use certain people of your choice that you have already decided, but I always wanted to Beta Test a game. If you can allow me to test project Vector, I will be grateful for your invitation. If I can't test for the beta of Project Vector, I will understand you have chosen already certain people that you find suitable. Well, at least I tried to ask you for an invitation for your Project Vector beta, but I am still amazed at your spectacular work. Keep up the good work! You and Malu05 are the best!
@XLGhost: Go
hey, making a map is not for designers,dude. its quite easy and it needs you only understand some meanings that are not the same in english vocab. and some how to use triggers and changing datas.
the real designer is the creator of the Galaxy editor and that is also not the most difficult. none of Sc2mapster users can make animations or some stuff that dont exist in the editor itself. like that fuckin' problem about how to make the mouth of a portrait move.
Making a good project needs solid understanding of basic Game Design. Trust me, that's the reason why you find Vector so intriguing. It works a lot with that (be it knowingly or not). Game Design applies to every stuff related to developing games. And I studied that, so you can trust me on this one ;)
As for the Galaxy Editor... that's just practical. Like the UDK or the Sandbox. It might increase the use of programmers, but reduces the time to develop a cool mission by about 50%. Some games are fully done in 3D Studio Max, without any Level Designer to lay his hands on the terrain.
The statement about animations is not true. We have at least 7 people (me included) that know how to do animations and I've already worked with the Highpoly Models for my BlizzCon entry (didn't finish it though). Mouth animations work just fine, when you know how to do it (its a shitton of work).
@XLGhost: Go
One tip for you, make yourself familiar with the editor and then try some things. Once you have done that start to imagine greater things ( a whole map for example), make a plan, how should it play etc. get some inspiration from other games, movies and even books (your brain can be pretty creative if you feed it a bit :) ). Then start, try to get as close to what you have imagined, then work on another project and return after some time, then you rework all of it. This way you can improve your skills pretty much. Just try it, even if it seems impossible, you'll find new ways which will help you to get better and better.
As for betatesting ... mhh yeah, thats far off, vector is not even near a stage of betatesting, maybe some alphatesting, but that's all. Depends on what's happening with TSOF now.
@kimoss90: Go
Making a map is all about design, it's gameplay design, content design, level design, story design etc. What you talked about is the job of programmers and artists, they create the engine/tools and the assets/animations the designers use... and you know what? All of these people need to work together closely, the designer tells the programmer what he wants to do, the programmer tells the designer what is possible in the set timeframe (if there is any). The designer needs to talk with the artists about what he needs for the game and the artists provides additional ideas for this or developes the artstyle for the game.
So you may be right that the galaxy editor provides us with alot of stuff but it's the designers job to use it the way he wants.
guys XLGhost was talking about programmers not designers.
he said that KC malu5 can work for that and that is programmer work right?
i am 15 and made some maps already but that doesnt mean i am a programmer.