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    posted a message on [Library] STARCODE v1.4

    @alfx01: Go

    I had to use the "save multiple values in one string" myself recently, and I figured it out. I've attached a map explaining each step to this post. It's the same map as the example map in the first post, expect for my own trigger which goes through each step of saving and loading multiple values.

    I hope that helps you and a few other users who're stuck with this!

    As for the second question: In theory, you totally can add a new value and still make the code work with your other stuff. You just have to add and retrieve the value after you save/before you retrieve everything else. See my example map and toy around with it a bit to understand this process better.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Experienced Mapper wanted!! (Data-Editor Pro)

    I'm pretty good with triggers and data, as I've worked with it for a while now. I've even completed and finished a map of my own last Summer.

    I've played Mafarazzo TD myself a few times - and never could finish it myself. I think it was the wave after the first air units. If we could make it just a little bit easier, it would be perfect.

    Send me a PM and I'll see what I can do.

    Posted in: Team Recruitment
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    posted a message on [singleplayer campaign] A Journey Too Kind
    Quote from Draxacon: Go

    i am interested in how you made or put the command card on the top left corner??? could that method be used to make custom ui?

    btw nice game, its pretty awesum :D

    I achieved that by using some custom layout code (see here for getting started on the subject). That moved the buttons to the upper-left corner. The border is an image I display via triggers.

    Posted in: Project Workplace
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    posted a message on [singleplayer campaign] A Journey Too Kind

    A Journey Too Kind - Title Card

    Greetings everyone, and welcome to the development/discussion thread for A Journey Too Kind.

    Update

    As of November 2014, this project has been put on hold. I realized that this is a bit too much work for my first campaign project. In the same way Blizzard is cancelling and/or recycling old projects in order to create something better, I decided to re-evaluate A Journey Too Kind, and I realized that I had too high ambitions with this.

    Maybe one day I'll return to this project, but not anytime soon.

    Introduction

    In this singleplayer campaign, you can explore underground caves and fight a lot of monsters. It's essentially a dungeon crawler which features bosses, a level-up system, a shop and an overall hard difficulty (not unfair, but hard).

    At the moment, there's nothing playable available, but I've got a short video showing the thing in action (see below).

    Development History

    The campaign originally started out as an RPG Maker game (yes, BasharTeg isn't the only user in this forum who appreciates this editor) but due to various reasons, I had to put the project on hold. In April this year, I started re-playing StarCraft II and worked on a new map - it was in this moment that I realized that the game would be doable in the galaxy editor as well.

    A few months later, I got myself a custom HUD, some music tracks, a few custom abilities and some custom-made sprites (in addition to the overall gameplay and story plan which is almost complete).

    Demonstration

    Embed Removed: https://www.youtube.com/v/G0YPqUGVMrQ?fs=1

    Note: Please forgive the lack of sound effects.

    As you can see, it doesn't look like StarCraft II at all. I may use the terrain and special effects from the base game, but the characters and story are completely original. Since I can't create models myself and couldn't find a modeler, I decided to use 2d sprites instead. I created my own sprite engine based on rrowland's work.

    Instead of adapting it as a StarCraft story and using the models from the base game, I decided to stick with my creative vision for A Journey Too Kind, and use 2d sprites which I can edit together myself if necessary.

    It may not be flawless, and yes there are no sound effects yet, but at least it's something that works out for me. Way too often, a project fails because it depends on unreliable people - but this way, 90% of the entire work is up to me, so I have only me to blame if it fails :P.

    That's All Folks!

    There isn't much else to say or show about this project, but I'll keep working on it. In the meantime, feel free to ask any questions you might have!

    Posted in: Project Workplace
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    posted a message on Is the arcade dead?

    Today's players can choose from a plethora of games (Minecraft, League of Legends etc.). Back in the WarCraft III days, the custom games were one of the better options to experience vastly-different multiplayer stuff. Now, it is just one out of many options.

    Considering all that, the "dead" Arcade is still going strong. Heck, people are even giving new, unknown maps a try (my map didn't get a full house of 12 players yet, but I'm still grateful for the few that joined at all).

    Sure, eventually even StarCraft II will be reduced to a sizable playerbase, but not anytime soon. At the very least, there's still Legacy of the Void to look forward to, which might bring in one last surge of activity (and hopefully, FINALLY proper campaign support). So not all is lost.

    Posted in: General Chat
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    posted a message on [SC2 Arcade] Sanctuary Guardians

    I've just released a big update for the map ( v0.09). This update fixes the Drone and the Archon for good (I admit the Archon was a bit useless before - but it's all good now!).

    This update also completely changes the enemy spawn system. The enemy group constellations are now different, as is the maximum number of enemies that can spawn at once (each altar adds one more enemy per wave, meaning that a total of 10 enemies can show up at the every end!).

    The creep also has received a revamp: I've nixed the idea of trying to destroy the creep tumors - instead, destroying the creep tower will cleanse an area of the creep automatically. However, the towers now will receive backup via nydus worms as well - and their destruction add to the increasing difficulty of the enemy spawns as well.

    There also is a sort-of penalty in place for players dying too often: A one-time nydus worm will appear and send a few troops towards the Nexus. The difficulty of this group isn't as high as the others, but it can add up quite fast, so avoid dying needlessly if possible!

    Lastly, the enemies will now regularly attack the nexus (it was only triggered at certain points for beta testing purposes before). Their difficulty increase together with the altar and creep tower assault groups - meaning, the further you advance in the map, the tougher everything gets.

    All of these changes will make the map considerably harder - but that is the way it was intended. I mentioned how this was inspired by Terrania, and it is close to that feeling at last: Only experience and good teamwork will result in victory.

    To make things a bit easier, the overall difficulty is decreased if 7 or less players are present at the beginning of the map. This way, a few people can get the hang of things in a small group, and veterans can attempt to create a full house with 12 players and win the map on Hard Mode.

    I thank, and apologize, to everyone who experienced the first few versions of this map. Now it is getting closer to maturity, so please give it another try if possible.

    As always, feedback for the new update is welcome.

    Posted in: Map Feedback
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    posted a message on [SC2 Arcade] Sanctuary Guardians

    Sanctuary Guardians Title Cover

    Current Version: 1.11

    Americas: starcraft://map/1/241759

    Europe: starcraft://map/2/168609

    Suggested Number of Players: 6-12

    Introduction

    Sanctuary Guardians is a Hero Survival map in which you pick a class and try to free the area from the Zerg's influence. It was created by me (game design, triggers) and wargirl (terrain), with Tobyfat adding some neat teleport circle art (which I didn't use in the end, but I want to thank toby for doing this anyway).

    The map is inspired by the WarCraft III map "Terrania Hero Survival". The cleansing the land aspect is strong here, as is the need for working together as a team. However, unlike Terraria, it isn't quite as hard to newcomers.

    There are plenty of maps out there that require some prior knowledge of the map and some high level to get the required class and stats just to survive at all. I decided to do my own thing, and while the map is still challenging, the classes are all combat-focused and are easy to play. The map still has many moments where an unprepared team can lose, but at least every player starts on equal footing.

    Story

    You and your playmates are Terran prisoners who managed to escape from a prison complex that was under attack by the Zerg - unfortunately they catched up to you and your shuttle is burning. The crew manages to land before it explodes and seeks shelter inside a nearby cave.

    That cave turns out to be a Protoss sanctuary. A guardian greets you and tells you that the cave is threatened, and if the prisoners hope to survive to live another day, they must become Protoss guardians themselves and clean the surrounding area from the Zerg.

    Game Modes

    The map features three game modes: Classic, Exploration and Base Defense.

    -Classic is the original game mode which features only temporary leveling. It is similar to Gauntlet in that regard.

    -Exploration is the same as Classic, expect that there are permanent stat boots to be gained. When the game ends, your progress is saved. The more games you play, the stronger you become.

    -Base Defense is the ultimate challenge, as countless enemies are attacking the Nexus. Not even easy difficulty is finishable unless there are some experienced players present.

    Classes

    SG offers a total of six classes: Zealot (Melee), Dark Templar (Spellcaster), Immortal (Tank), High Templar(Support), Drone(Builder) and Archon (Single-Target Damage Dealer).

    -The Zealot is a melee fighter. He has high health which allows him to survive longer when his shield is down.

    -The Dark Templar is a spellcaster. He excels at stopping enemy attacks by stunning them or creating illusions of himself as bait.

    -The Immortal is a tank. He can absort a great deal of damage with his increased shield capacity, and is well-suited for attacking enemies from a distance.

    -The High Templar supports his allies with a variety of defense and support spells. While he can't attack on his own, his Psi Storm can deal massive damage if executed wisely.

    -The Drone is can recharge other players' shields, as well as creating a great line of defense by positioning mines and photon cannons. He also is good at recon as he can fly up to cliffs and cloak himself.

    -The Archon excels at dealing damage against single targets, especially big ones. He can be surrounded by multiple enemies quite easily, however, which is why he needs support from others the most.

    All classes have abilities that are quite useful on its own, but excel in their efficiency when used in combination with other classes. For instance, the Dark Templar can stun enemies - follow that by a High Templar's Psi Storm and an Immortal's Mortar attack and you're golden.

    Each class has four abilites at their disposal. Some of them are of offensive nature, others are defensive or support, and some are passive buffs. The fourth ability is very strong, but can only be used when the unit is not standing on creep.

    Each ability might seem weak at first, but they can be upgraded by collecting Protoss relics from across the map. Each relic found increases the power of each ability, as well as increases the standard attack damage and defenses of each class.

    Feedback

    The map was in beta for about two months and a great many changes and balancing has been done during that time. As it stands, the map is feature complete, and only some finetuning regarding the difficulties are required.

    Feel free to post your opinion and balancing suggestions here!

    Posted in: Map Feedback
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    posted a message on Last patch made timer windows retarded?

    MaskedImposter might be onto something. I'm using the HotS dependencies for my map as well, and the timer also doesn't quite work (it's just the background though, but that's an issue nevertheless).

    I played around a bit and managed to make the border appear by using:

    Timer - set "Insert timer window variable here" border image type to border.

    But I can't get the background to work, there's nothing to fill that border. Even though I've defined the height as well, as well as used all the other timer commands, it just won't work.

    Posted in: Triggers
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    posted a message on Looking for map designer

    I'm currently working on a map which can be best described as co-op hero survival (no, not one of those zombie ones). I should be able to finish the beta version next week, but there is one thing the map badly needs: Some proper decorations aka doodads.

    I already finished the layout of the map - the functional part - but I'm very bad when it comes to making it look realistic and pleasing to the eye. This is something I've been struggling for years now. Therefore, I need someone who can pretty up my map's layout so it doesn't look quite as empty as it is right now.

    Contact me via PM and I'll fill you in on the details. Thanks in advance!

    EDIT: I've found some help, so please don't send me any more PMs. Thank you for everyone's help!

    Posted in: Team Recruitment
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    posted a message on (singleplayer campaign-related) Is there a way to call triggers from a database instead of posting each trigger in all maps?

    @Bilxor: Go

    It's not about being able to save it at all, more like the amount varablies I have to save, and the same type if triggers that are required to be present in every map.

    You see, in my campaign the player can create groups that consist of a maximum of 20 unit each, and there are six groups in total. Each unit can be defined, so you can have 20 Marines, 20 Thors and everything in-between per group. I order to save all of these individual groups, I have to do it the hard way: creating a trigger that defines a variable for each unit in each group - that's 120 unique variables. What's more, when creating the triggers I have to define what unit is saved, so I basically create a trigger set for one group, copy&paste it and change every single variable for the other groups. These triggers would check the value of the variable and create the unit. So I do a trigger for each unit type and check the value manually – then I copy the trigger and redefine the variable for the other groups.

    Yes, that is a lot of tedious work. Probably could do it easier nowadays now that I know how to handle code. Just replace the stuff in Notepad would make things a lot easier than selecting each variable in the editor. And no, there is no better way other than defining every single variable, the bank system doesn't allow it otherwise – I only got numbers to work, unit type or specific units wouldn't work at all with the bank system. So Ihave to save the value which is a number, save it in the bank and then create a trigger that loads the right unit type depending on the value - and that for each of the 120 units. There is no other way of doing this atm, which is why I'm asking if carrying-over triggers and values have become easier since my last approach.

    Funnily enough I had it all done back in 2011 (), however I lost my motivation for the project when I couldn't find help. I can't do everything myself, I need mappers because my one big weakness is map design. But I wasted, like, 4 individual mappers who would become unavailable after a month or so. So I said to myself “Wait for the add-on, include all the new units and stuff and start again”. Well, and here I am now. I'm now busier than I was two years ago, so unless I can cut down work on the trigger work considerably, I have a hard time finding motivation to do all the trigger work all over again. (Sorry for my off-topic ranting about my project's failure, I promise this will be the last time).

    Posted in: Triggers
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    posted a message on (singleplayer campaign-related) Is there a way to call triggers from a database instead of posting each trigger in all maps?

    Like the title says. I used to work with triggers quite a lot a long time ago, but then I quit StarCraft 2 modding around mid-2012. I reinstalled the game recently because I want to get Heart of the Swarm as well, and who knows maybe I'll come back and resume work on my old campaign Terran Tactics.

    However, I haven't checked the modding scene at all so I don't know of any recent developments. I don't know of any new methods that might make making singleplayer-campaign making easier. So for old time's sake, how about you help an old man to become up to spec, please?

    Basically, I'm asking if singleplayer-campaign making has become easier overall. Has the add-on a proper campaign-file support, like The Frozen Throne did for WarCraft III? (it's just a few weeks away, so info on that should be available by now).

    To be more specific: Have we finally reached a point where one can transfer values and call triggers in an easier fashion expect the rather troublesome bank system? Like, can I create a big trigger and save it somewhere and just call it in the current map without the need of copying it in manually? Because for some reason, last time I tried it, triggers saved in the bank files wouldn't work. If it does work, what tricks did you do make it work?

    Posted in: Triggers
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    posted a message on Hello again!

    By all due respect, but I doubt people want to test your map at all if they even don't know the genre/game mode. If you're referring to your project that is listed on your profile, at least say so, or at least give us a link.

    Also, tell us at least if the map is available on the US or EU region, because people can't play maps hosted on the other continent and therefore won't even be able to test your map, even if they accept the "no details" policy.

    Bottom line, more info pls. If it's any good I'll promise to take a look and maybe even test it. :)

    Posted in: Team Recruitment
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    posted a message on Team yay!

    This is some impressive stuff you've got there, I'd love to use the texture effect myself. Sadly I'm not an expert with the data editor, and I have some ideas but not specifically for StarCcraft 2, but I still wish you good luck. The more crazy stuff the better!

    Posted in: Team Recruitment
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    posted a message on Terran Tactics - Recruitment

    Greetings everyone!

    After what feels like a little eternity, I've finally come around to making an update to this project. To give you the short version right away: This project will be put on hold until the time is right. For details, see below.

    Ever since I started this project last summer, I've been struggling with finding teammembers who're active on a regular basis. I found some nice and polite people who could make a map or two for me and allowed me to create my proof-of-concept videos. Unfortunately, each of them had little time to begin with and soon were not available for long-term work on the project. At least they were honest to me and said it's because of school and other real-life reasons – in earlier projects I organized or joined to, teammembers would vanish from the internet without a warning. I hold no ill will against these people, in fact I still have contact to one of them. Even so, I simply can't on this project all on myself.

    So I decided to put the project on hold until the add-on "Heart of the Swarm" is released. I wanted to take advantage of the included cutscene editor anyway, so a release after the add-on's release was inevitable. But as things stand now, I'll probably start recruiting people once it it's released and overall activity is increased.

    I'll use the time to further improve the concept of the campaign. As a matter of fact, I already have some ideas that would've been impossible to implement if the campaign were in progress at this point.

    If one of you has a burning desire to assist me in this per-production phase, don't hesitate to contact me. As for everybody else, thanks for listening! Once Heart of the Swarm is released, this project will come back, and this time with a proper team homepage instead of a recruitment thread that doubles as a project thread XD.

    Posted in: Team Recruitment
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    posted a message on Terran Tactics - Recruitment

    Since the recruitment section sees a lot of activity as of late, I figured it can't hurt to give this thread another shot as well.

    We're still looking for a mapper/terrainer. Previous work is not required, but preferred. If yor're interested, PM me. Details are in first post.

    Posted in: Team Recruitment
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