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    posted a message on [Library][Galaxy] Orbit v0.2

    @CTSAE: Go Sounds like there are some glitches in the path finding code or something like that, pretty interesting though.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Get Region's ID?

    @CTSAE: Go There's no way to do this and it is incredibly frustrating. If you are hand coding things and want to figure out what the region IDs are, take a look at the Regions xml file in the import/export manager.

    Posted in: Galaxy Scripting
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    posted a message on [Library][Galaxy] Orbit v0.2
    Quote from mothmann: Go

    would be cool to see units orbiting units which are orbiting other units. from what I gathered from the movie this isn't possible... yet? example. The moon orbits earth. earth orbits the sun. then you give units a variable called ?density? then multiply density with the size of the unit in pixel width or scale or whatever sc2 uses. then you could have simulated weight based on how largely scaled the unit is. then add some kinda text based command that involves you selecting a unit and typing Set size to 30. that would change the size of the unit in real time in the game and you could show how the lighter units orbit heavier ones. Grey archons could represent planets made of rock which would be very heavy and have a high density and blue ones could be made of water and lighter. or whatever. just rambling.

    This is possible if you give the simulation the right configuration values. Figuring out those numbers could be pretty difficult though. In the future I'm going to implement a second algorithm which might make this a bit easier to do.

    Most of the examples were done out of convenience to me, meaning I made it so that one or more of the bodies didn't move. To make an orbit stable, the two bodies involved would both need to be able to move, though the heavier one will move significantly less. Likely the orbits will slowly drift, meaning everything would need to be centered in order for it to not end up on the simulation boundary. It's something I plan to add in the future (centering).

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library][Galaxy] Orbit v0.2

    I've released a GUI driven version of the Orbit library.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library][Galaxy] Orbit v0.2

    http://static.sc2mapster.com/content/images/23/852/orbit.png

    Orbit v0.2

    If you've played SpaceBound or looked at the Sc2Mapster news recently, you may have seen mention of Orbit, a library I am developing for N-Body simulation in Starcraft II.

    An N-body simulation is a simulation of a dynamical system of particles, usually under the influence of physical forces, such as gravity. For more information on that, see Wikipedia.

    The algorithm utilized in Orbit is a fairly simple solution to the n-body problem. There are several reasons why a simple algorithm was used in favor of a more accurate but more complex one:

    • Galaxy does not offer floating point support and the fixed point in galaxy cannot handle very small numbers.
    • This isn't a scientific piece of software - it only needs to look good, not be tremendously accurate.

    What can I do with Orbit?

    Orbit allows you to have objects interact with each other in ways that mimic gravitation and magnetic repulsion. If you've ever taken two magnets and brought the same poles close together, that's what you can expect out of Orbit. Alternatively, you can use Orbit to have things attract each other, like a planet orbiting a star.

    What features does Orbit have?

    • Orbit supports an arbitrary number of simulations (barring memory restrictions).
    • Each simulation supports an arbitrary number of objects (barring memory and time restrictions)
    • Orbit objects (masses) can be tied to units, points, or arbitrary locations
    • Simulation objects can either interact with terrain or not

    What does Orbit look like?

    Embed Removed: https://www.youtube.com/v/hoqOeYNDu2c?fs=1 Embed Removed: https://www.youtube.com/v/F58M-GfBYNs?fs=1

    How can I use Orbit?

    Orbit is available both as a raw Galaxy script and as a GUI library.

    Where do I get Orbit?

    On its asset page! Right here.

    You can find a demonstration of Orbit used in a map here.

    Orbit Documentation

    Orbit documentation is provided on the asset page, located here.

    Posted in: Trigger Libraries & Scripts
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    posted a message on SpaceBound

    @AzothHyjal: Go

    Also I released another update (I get in a mode of doing a lot of small updates really quickly) that fixed a few issues and added Hard mode. Hard mode is available for each of the three basic modes (solo, coop, hardcore) and increases the movement speed of all units by 25%.

    Posted in: Project Workplace
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    posted a message on SpaceBound

    @criss123: Go

    Quote from criss123: Go

    So can I just say that I love you! I always loved bounds from both Starcraft and Warcraft 3 and its amazing to see someone redoing bounds again! How do I find this map on Battlenet though? Do I type your name or search its name or what?

    If you are on the North American server it's on the 3rd or 4th page on popularity. You can also search for SpaceBound. I don't have an EU publisher as of yet.

    Quote from xcorbo: Go

    You should make the units respawn and not just die. I played it and one time we just went suicide on the flying units and then it was all pretty easy.

    I've thought about doing this but the main reason against it is that the game is at its core still a "race" and wasting time suiciding on units makes you take longer and makes it easier for the other players to advance. You can still do it, but it makes the levels less challenging. I don't know how far you made it, but you'll find that some levels are designed such that this is not an issue or won't help you much.

    Posted in: Project Workplace
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    posted a message on Unit collision/radius questions
    Quote from RileyStarcraft: Go

    @rymonator: Go

    Set the radius to 0.5 and they will fit EXACTLY through a 1x1 gap. Large units like siege tanks and archons are still going to bunch up because their models are larger than 0.5 so without downscaling there's no way they could fit through while having a collision radius corresponding to the size of their model.

    The scale of a model and its collision radius are independent - you can have things with very large models that don't bunch up like you mentioned. You can change radius both on a unit and on a model.

    Posted in: Miscellaneous Development
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    posted a message on SpaceBound

    Minor update:

    Fixed a few bugs with cooperative mode and added hard mode, which is available for all three game types. It increases the movement speed of all enemies by 25%.

    Posted in: Project Workplace
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    posted a message on SpaceBound

    New version is out:

    -Bug fixes -Balance improvements

    Three game modes: Solo, Co-Op, and Hardcore.

    Solo is unlimited lives and everyone is on their own. Co-op is 8 lives per level, everyone advances together Hardcore is like solo with 15 lives for the entire map.

    Coming soon: high scores

    Posted in: Project Workplace
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    posted a message on SpaceBound

    I take back what I said about a final version - I have one "final" (I swear) version in the works that adds different playstyle modes (solo, coop, hardcore), fixes some bugs, and introduces a global high score system. After that I'll work on publishing Orbit.

    Posted in: Project Workplace
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    posted a message on SpaceBound

    I've released what I consider to be the final version of this map onto Battle.net. The unlocked version will be posted pretty soon.

    The final version adds one level using the Orbit library. A large "star" is in the center of the level with many obstacles rotating around it in a counter clockwise fashion.

    In addition, the end point for the level is using another Orbit simulation using negative masses.

    The net result: A chaotic spiral of obstacles with a level end that is pushed away by your ship, making it tricky to reach the exit!

    Posted in: Project Workplace
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    posted a message on SpaceBound

    Hello Everyone,

    I'd like to introduce a map I've been working on and just recently released - SpaceBound. SpaceBound is rooted in a similar map I created for the original Starcraft, which was based on the map Asteroid Race.

    At a Glance

    • Seven Players
    • Eight Levels (in current version)
    • Three Ship Difficulties
    • Three Game Modes
    • Two Difficulties
    • Game length is variable

    Details

    The objective of this map is to make your way through several obstacle laden courses before your opponents. There are three difficulties to choose from, each offering a unique ship with different abilities. Each level is designed to get more and more difficult as the game goes on.

    If you have played any 'bound' style map, the general feel of this game will be familiar - it is a game of skill based upon controlling one unit through an obstacle course at its heart. However, the additional challenge in this map is that you are competing against the other players.

    Many of the obstacles can be destroyed when you collide with them, giving your opponents an easier path. However, your collisions create violent explosions which can in turn take out your opponents.

    Each difficulty setting has a different respawn time and vastly different ships to pilot through the courses.

    Media and Errata

    Here is a video of playing through the first level on easy. The levels get much more varied in complexity and gimmick as the game goes on.

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

    This map features one level using the Orbit library, which I am currently in the process of developing. Orbit is a library that allows for N-Body simulations within Starcraft II, allowing units to attract and repel each other using mostly realistic physics. Here's a video of that in isolation:

    Embed Removed: https://www.youtube.com/v/hoqOeYNDu2c?fs=1

    I appreciate all feedback and questions!

    --

    The map itself will be uploaded to the map page (http://www.sc2mapster.com/maps/spacebound/) in the near future - for now, it is only available on Battle.net.

    Posted in: Project Workplace
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    posted a message on Are those systems possible ?

    Radar should definitely be possible. I plan on implementing one for a map I'm working on.

    Posted in: Galaxy Scripting
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