Thanks. The money will be Crystals and will drop on any faction units (zerg, protoss, terran).
I realize the Ability Switching System is not possible for the moment, due to Blizzard limitations on the Command card.
The number of abilities for each hero will be increased to 7. The 7 abilities will appears on the Console UI. The system of customization will now use the system of glyphs in WoW. Each class have 15 different codex and 5 can be activated in the same time.
Codex will change damage or effects on abilities, making them more interesting.
Example:
Codex of Backstab: Your backstab is increased by 150% instead of 100% when done behind your target, but deals 50% less damage in all others cases.
I'm searching a name and an icon for the protoss "money" ingame. I cannot use the WoW money (it's the future!), and it seems stupid to use the terran money system.
An ORPG is an Open Roleplay Game. And this ORPG will be also Online.
With Mod systems, Blizzard gives us the opportunity to make Mods as "Servers".
Imagine having a character in SC2 you can play by lauching a Dungeon map.
Imagine explore new maps, again and again with your same character, because all of these maps include the Star World Mod. It's the dream I want to make. A huge dream. That begins in Warcraft 3 with Dungeon Challenge Maps.
Starcraft 2 is NOT a FPS, the game is not done for that. The game will be played with the same Camera as Starcraft 2. No framerate problems ingame.
Moving is with the same system as Starcraft 2. Attack has been slightly modified.
Systems
Implemented
Threat System
In/Out of combat System
Smart commands (1)
Loot System
Custom Inventory System
Working...
Trade System
Quest System
Studying...
Ability switching System (2)
(1) The target system of Starcraft 2 has been removed. Instead of that you have a custom target system. All spells using a target to be launched are automatically launched on your target. Click on Backstab button, the spell will be executed on your target.
(2) 15 abilities per class, but only 5 at the same moment. You can switch your abilities when you are out of combat. You must earn these abilities before having it in your actionbar, with several looted items.
Others things
Load or Save are not available.
Abilities are lagless, but not the interface.
Hotkeys works for your actionbar.
By using Blizzard elements for the Interface Art, the Mod size is not very big (529Kb for the moment - perhaps 2Mb when finished).
Items are stored in the mod.
Ennemy units are NOT stored in the mod.
Loot tables are NOT stored in the mod.
All included systems uses the Catalog to make editing easy.
Quests done are stored in the mod. If you leave a map without finishing a quest, your progression for this quest is not saved.
The software works, not the UI for the moment.
I'm waiting the end of my work at school... And I hope to release the first version... Middle-April if I must set a release date.
2. It seems a bug. You cannot duplicate all objects related with another object , but if you want to duplicate an object with a relativity with another dialog item, this must work. I will check this problem.
3. Truely a big problem. Searching for another idea, like add a limit of objects shown for the dropdown list and browse hidden objects with arrows keys.
4. Probably due to an update. It worked for me oO
5. Sooo bad bug indeed oO
6. Bugs on the Save & Load function can be found. I solve any problems found but it's a very long and annoying work to check every property of each dialog item type.
About exporting:
I don't want to export the dialog text values because of localization problems. If I add the text values on the export string, the text will be hard-coded and cannot be translated into others languages. It's annoying, but I cannot do any changes on that.
... But you can get any dialog item exported by using the "Get Dialog / Dialog Item from Name" functions, included in the library. The identifier of each dialog or dialog item is the same in your map and on Dialog Designer.
I will PM you next week to ask some questions about these problems you describe.
Finally, the relativity is bad-managed by the export functions, so for the moment I wish you to dodge the use of relativity when you want to export the result. This is attended to be improved, but it's not the case for the moment :)
Hi. I did a ruRU localization for Dialog Designer Beta 3
Thanks a lot !
I will add your work on the Beta 4 version. This will come first week of march with a lot of bug solving and several changes for importing :)
PS: Can I send you several locale changes due to Beta 4 ? :)
Several bugs has been found with the version 3, this is the list :
Importing progressbar doesn't work : a Cursor is generated by the library.
Campaign paths are not included into ZIP archive... Missed to add the new version -_-'
The correct category in the Texture selector is not shown as intended when you open this window.
I'm also on the 4th version for resolving problems with the custom textures with a better interface.
In addition, several tips will be included in a "Help" window. This window will be accessible by hiting F10.
Quote:
That first song sounds so familiar.
One of the best soundtrack of Chrono Cross, the following of Chrono Trigger.
Chrono Trigger, best game of the world. That's all.
Solved a bug about the save. The save saves now all information about dialog boxes, including title.
Solved a bug causing textures to disappear from the list, due to 1.2 game update.
The "Duplicate button" is now available to copy the current selected objet into another with the same configuration.
Object names are now unique.
It's now impossible to name an object if this name is used for another object.
It's now impossible to save the work if object names are same.
"Generate GALAXY Code" button deleted.
"Generate MACRO Code" button added.
Using the Blizzard API for editboxes.
Editbox are now supported.
It's now possible to edit a label from the last value.
It's now possible to edit a dialog title from the last value.
It's now possible to edit a list from the last value.
It's now possible to delete an item from a list in the list window.
Adding 2 buttons to improve the text edition : Style and Color.
Next version (1.4) will be release the next week.
I currently work with this version of Dialog Designer to other projects and my goal is really to be able to realize ALL interface with this program. I am trying to resolve problems that make use of this program tedious.
Makes only the validator when the event occurs. When the user want confirm the value of the edit box the event will occurs and you show a small error message describing the problem and set the edit box value to the last value.
0
Thanks. The money will be Crystals and will drop on any faction units (zerg, protoss, terran).
I realize the Ability Switching System is not possible for the moment, due to Blizzard limitations on the Command card.
The number of abilities for each hero will be increased to 7. The 7 abilities will appears on the Console UI. The system of customization will now use the system of glyphs in WoW. Each class have 15 different codex and 5 can be activated in the same time.
Codex will change damage or effects on abilities, making them more interesting.
Example: Codex of Backstab: Your backstab is increased by 150% instead of 100% when done behind your target, but deals 50% less damage in all others cases.
0
I'm searching a name and an icon for the protoss "money" ingame. I cannot use the WoW money (it's the future!), and it seems stupid to use the terran money system.
Someone has an idea?
0
Adding some new screenshots of the UI. Inventory System is finished.
PS: Ignore the Blizzard Inventory panel, it will disappear after beta-testing.
0
What is an ORPG ?
An ORPG is an Open Roleplay Game. And this ORPG will be also Online.
With Mod systems, Blizzard gives us the opportunity to make Mods as "Servers".
Imagine having a character in SC2 you can play by lauching a Dungeon map. Imagine explore new maps, again and again with your same character, because all of these maps include the Star World Mod. It's the dream I want to make. A huge dream. That begins in Warcraft 3 with Dungeon Challenge Maps.
Starcraft 2 is NOT a FPS, the game is not done for that. The game will be played with the same Camera as Starcraft 2. No framerate problems ingame.
Moving is with the same system as Starcraft 2. Attack has been slightly modified.
Systems
Implemented
Working...
Studying...
(1) The target system of Starcraft 2 has been removed. Instead of that you have a custom target system. All spells using a target to be launched are automatically launched on your target. Click on Backstab button, the spell will be executed on your target.
(2) 15 abilities per class, but only 5 at the same moment. You can switch your abilities when you are out of combat. You must earn these abilities before having it in your actionbar, with several looted items.
Others things
Interface
Components of the interface :
Screens
In progress
Mod progress: 35%
First Map progress: 0%
Map project : http://www.sc2mapster.com/maps/orpg-star-world/
0
And /bump !
The software works, not the UI for the moment. I'm waiting the end of my work at school... And I hope to release the first version... Middle-April if I must set a release date.
0
Thanks for replies.
The map seems to be buggy with the 1.3 update. I will check that and update soon an small "patch" for the 1.3.
@grenegg: Go
Drag&Drop will be implemented for the final version.
@Grimshad: Go
Big thanks. Separatly :
1. Noticed.
2. It seems a bug. You cannot duplicate all objects related with another object , but if you want to duplicate an object with a relativity with another dialog item, this must work. I will check this problem.
3. Truely a big problem. Searching for another idea, like add a limit of objects shown for the dropdown list and browse hidden objects with arrows keys.
4. Probably due to an update. It worked for me oO
5. Sooo bad bug indeed oO
6. Bugs on the Save & Load function can be found. I solve any problems found but it's a very long and annoying work to check every property of each dialog item type.
About exporting:
I don't want to export the dialog text values because of localization problems. If I add the text values on the export string, the text will be hard-coded and cannot be translated into others languages. It's annoying, but I cannot do any changes on that.
... But you can get any dialog item exported by using the "Get Dialog / Dialog Item from Name" functions, included in the library. The identifier of each dialog or dialog item is the same in your map and on Dialog Designer.
I will PM you next week to ask some questions about these problems you describe.
Finally, the relativity is bad-managed by the export functions, so for the moment I wish you to dodge the use of relativity when you want to export the result. This is attended to be improved, but it's not the case for the moment :)
0
Thanks a lot ! I will add your work on the Beta 4 version. This will come first week of march with a lot of bug solving and several changes for importing :)
PS: Can I send you several locale changes due to Beta 4 ? :)
0
Thx =)
Several bugs has been found with the version 3, this is the list :
I'm also on the 4th version for resolving problems with the custom textures with a better interface. In addition, several tips will be included in a "Help" window. This window will be accessible by hiting F10.
One of the best soundtrack of Chrono Cross, the following of Chrono Trigger. Chrono Trigger, best game of the world. That's all.
[EDIT] New Library version released.
0
Replace the "Assets\Textures\white32.dds" by "*" in the editbox for showing all elements in the tab. The edit box works as a filter.
0
Dialog Designer Beta 3 is released !
Changes
Bugs
Changes
New
Links
Project page | File page
Any problem ?
Read the Q&A !
0
The library used by Dialog Designer is already available : Assisted Dialogs Library.
The new version of Dialog Designer (Beta 3) will be released tomorrow...
REMINDER: All saved projects before the Dialog Designer Beta 3 version are not compatible with the new version.
The most useful new feature is the ability of importing dialogs made with Dialog Designer into your map project.
H-24 ! Okay, i made perhaps a little too...
0
For the same performance MAC computers are more expensive. The most expensive apple in the world :)
0
The next version is still in work.
Several modifications and bugfixes :
Next version (1.4) will be release the next week.
I currently work with this version of Dialog Designer to other projects and my goal is really to be able to realize ALL interface with this program. I am trying to resolve problems that make use of this program tedious.
0
Advice: Read the "About" before playing. I like this concept. Good idea :)
0
@Hookah604: Go
Makes only the validator when the event occurs. When the user want confirm the value of the edit box the event will occurs and you show a small error message describing the problem and set the edit box value to the last value.