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    posted a message on Need testers

    It took me barely 2 weeks to get the map this far.

    Stuff takes so long in SC2 because you have to know SOOOO MUCH to do it fast. Most of the time is wasted learning things.

    Posted in: Map Feedback
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    posted a message on Need testers

    I got my game working nearly 100% now. It still lacks a bit of actual content, but that shouldn't stop me from going to testing.

    There is two things that need testing:

    • Bugs
    • Balancing

    Bugs have to be fixed obviously. Balancing refers not only to the units, but also a lot of other values. Are the death timers okay? Can one side harvest enough resources for it to be fair? Can the other side farm enough neutral creeps?

    I need 4 people for finding bugs and up to 10 for the gameplay testing.

    Posted in: Map Feedback
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    posted a message on Leaderboard Background

    If I had the time. It's doing what I want it to do right now, so it's not an issue.

    Posted in: Triggers
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    posted a message on Leaderboard Background

    I also have a different issue - I'm trying to update certain values, which works fine, but I want to make sure those are only updated if the unit actually feeds something.

    AKA if the unit actually gives bounty. So if you kill a building of your own you obviously don't get a bounty for that. And I want to make sure that only if enemies destroy your stuff the leaderboard gets updated.

    Making a condition is no problem, but when I destroy units with a trigger it gives me the "parameter out of bounds" error, which is obvious because there is no "killing unit" or "killing player" I could refer to.

    Can I ignore those errors or would it be better to write a better condition?

    Edit: I fixed the Leaderboard. I copied the Aiur Chef inventory, but also it's leaderboard style which of course wasn't available in my files.

    Posted in: Triggers
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    posted a message on Selection Dialog and splitting units evenly

    I'm less worried about the actual dialog. The problem comes with my selection triggers that execute your selection. It's hard to describe it if you don't have the map. But since I will go with tooltips for now it doesn't matter anyway. Just wish I would get that leaderboard to not look ... ugh.

    Posted in: Triggers
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    posted a message on League Of Legends Style Armor

    negative armor multiplier : 0

    negative damage base : 0.99

    negative damage unscaled : 1

    positive armor multiplier : 0

    positive damage ratio : 0.01

    Not sure it works well for negative armor values, but I guess that's okay.

    Posted in: Data
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    posted a message on Leaderboard Background

    Yeah, so my Leaderboard background is missing and it's just a grey/blue area that looks pretty ugly.

    Otherwise it's working fine so far.

    That seemed to be a problem 4 years ago so I'm kinda depressed that I couldn't find a solution in the whole internet... .

    Edit: Also another issue - the update works pretty well, just the first unit I kill seems to break it. E.g. a Lyote is worth 40XP 60Gold, but when I kill the first one the Leaderboard shows 1540 and 2560 - after that it works fine.

    I don't know why it starts with 1500 and 2500? It doesn't make sense, I can't seem to replicate where those values come from.

    Edit2: I fixed the above issue by setting the variables manually to 0 after the leaderboard is created, it's still strange that they somehow aren't 0. There is still the issue with the blue grey box...

    Posted in: Triggers
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    posted a message on Selection Dialog and splitting units evenly

    I guess you underestimate me SoulTaker916, I have everything working already.

    What I dont like is that my dialogs have just the buttons for the units and if you click them you get that unit (dialog disappears after that and for one side the button you chosen gets disabled since one side cannot have dublicate units, the other may).

    However I would prefer if you click a button and another dialog appears with a description and an "Choose this unit" button. However I know from a past project that this creates a ton of additional problems.

    So, if I write the whole description in the button tooltips, will it be insanely shitty to look at or can one work with that?

    Edit: I think tooltips work just fine for now.

    Posted in: Triggers
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    posted a message on Selection Dialog and splitting units evenly

    I want to do two selection dialogs. I should probably start at the beginning.

    Game starts.

    You choose a side.

    Two player groups are formed, one with 2 players (Titans) and one with 9 players (Builders).

    Both groups get seperate selection screens with different units on it. I would like if there is some sort of text field which I can use to describe the unit a bit.

    The Titans will choose a unit and their camera will be centered on an egg. After a timer the egg hatches.

    The Builders will choose a unit and spawn immediately at one of three locations. Important is that they are spread evenly between those locations (3 per).

    How to do this? I have no idea about dialogs.

    Posted in: Triggers
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    posted a message on How to make a neutral unit train units for players?

    Yeah if someone would do that for me. I really don't have time to do a dialog.

    Posted in: Triggers
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    posted a message on Need testers

    It took me just one week to make a game better than the one I worked on before which took a year.

    It all comes down to good time-management and knowing EXACTLY what you want.

    Having your game planned out, using excel sheets and word documents plus working solo can put you miles ahead in time.

    Anyways - still looking for someone who would do that cinematic-like intro for me.

    Posted in: Map Feedback
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    posted a message on Need testers

    It's not about me being unable, it's about me having to spend every minute on other things. I need to create content for the game, and that's something I cannot let anyone else do. Even if I trust someone, it doesn't mean they will design a hero that fits into the game or is in even well designed at all.

    Dialogs are something I care little about the actual execution. I just need it working. That's why I'm looking for help there. Plus I doubt I would find anyone that I can give a hero concept as word document and he would find fun in just building that hero without being able to do anything on their own (aside from the actors).

    My current hero selection is very wonky for one side and it's unnecessary complex to add new heros, plus I don't have a good idea how to improve it.

    -

    Actually, I have an idea, but it's a big project then.

    At the start there is a dialog that lets you select the side you want to play on. (This is already the case). After that players on both sides get a selection screen. One side has 2 players and once they selected, their view gets centered on an egg each. After a timer the eggs hatch and they get the selected unit.

    The other side with 9 players select their unit and shortly before the eggs hatch a dropship unloads the selected units. There have to be several dropships because I want the units to be spread over the map.

    This all should happen in letterbox screen format and with camera locked on the relevant place.

    That would be awesome if someone could do that for me.

    Posted in: Map Feedback
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    posted a message on League Of Legends Style Armor

    You guys all realize that every unit has an "Armor Formula" field in their unit tab?

    It can be used to alter the way armor works. No triggers involved, no behaviors involved.

    I have my LoL Armor working 100% without any triggers or behaviors and it's doing exactly what I want. There are no bugs and nothing, it's just perfect.

    Posted in: Data
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    posted a message on How does armor work?

    In the damage effect is a field "armor reduction" which determines how the damage effect interacts with armor.

    In case of any normal SC2 units the value is 1. Meaning 1 armor = 1 point less damage.

    If the value was 10, the damage effect would do 10 damage less per armor. This value can be 0 and it can also be negative (you do more damage the more armor the enemy has).

    A lot of units have a "minimum" damage. For example the marine. Even against an enemy with infinite armor they would do a certain amount of damage.

    Since a recent patch you can change the armor formula to work differently per unit.

    Posted in: Data
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    posted a message on Recipes

    Okay, I solved the issue, but not like I wanted.

    I wanted to find out why this happens, which I couldn't. I simply raised all arrays from 6 (my inventory size) to 7 (one more than I have inventory slots). This fixed this issue completely, however I don't know why.

    The reason I don't get it - if I put 2 Longswords in my slot 5 & 6 it would work fine. Just if Slot 1-4 were occupied by other items it wouldn't recognize one Longsword (no matter how they were arranged).

    Posted in: Triggers
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