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    posted a message on 3v3 Melee Map: Dusty Bucket

    @Hegemuffin:

    The copy paste method lags the hell out of me, especially for bigger terrain.

    Posted in: Project Workplace
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    posted a message on 3v3 Melee Map: Dusty Bucket

    How do YOU even mirror mapping? because I find it hard to create something only to find it uneven because it isn't mirrored, or rather, the editor doesn't allow you to do that.

    Posted in: Project Workplace
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    posted a message on Storm the Base!

    I feel that the game is too short, for it's RPG element at least.

    There should be a Dynasty Warrior style, with both sides having a HQ maybe, or maybe better if both computers have "mobile assault bases" that flies around the map with it's army.

    Posted in: Project Workplace
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    posted a message on Starcraft 2 Serialization

    I meant complex as in a mod using only object oriented designs I mean, not with this small test.
    Because object oriented modding would require several objects to be functional at once, and this might be laggy.

    Posted in: Project Workplace
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    posted a message on Cat N Mouse Hills (need testers)

    Basically, to end my post with more notes:
    - Try to give the two teams different approach to battles.
    - Try to make the perspective of strength and weakness to be shown visibly (cats bigger than mouse).
    - Try to use attributes to further balance unit types vs unit types, heck even a 0 (+ bonus) can still work.
    - Make the players use strategy over pure power struggles (it isn't fun when mice are toe to toe with cats using only simple units).

    More ideas:
    Give cats the option to use traps, and label them "mouse traps", and they can function like one. They should cloak and require detection to be destroyed, but only attacks and immobile 1 unit.

    Mouse Trap - Item/Unit - 10hp - Cats can buy and drop a mouse trap on the floor. Deals 15 (vs 30 to light) and immobile 1 unit for 30 seconds. Cloaked, and reveals to cats if a trap goes off. Lasts 180 seconds (3 minutes).

    This makes mouse traps deadly and requires mice to be smarter about roaming the map. Especially useful when cats lay this outside a mouse hole and scares the moues into it by charging in from another direction. Just make the item cost a decent amount of minerals.

    With the Cats being able to use traps, have mice be able to salvage traps and other sorts of items laid around the map. Salvaging items gives either allows them to gain some minerals, or allow them to construct counter traps.

    What about cheese? As a item, maybe you can implement some sort of resource called cheese, that is used for creating advanced unit? So traps can be managed by disguising it as a piece of cheese? This mean from time to time, random number of cheese items should appear on the map, forcing the mice to venture out and gather them.

    Heck, maybe all these ideas can work if someone made a Cat & Mouse: Mansion or something, where most of the food to be collected is found in the kitchen...

    Posted in: Project Workplace
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    posted a message on Cat N Mouse Hills (need testers)

    You should focus on balancing it not to fixed mineral amounts, but to how much minerals the mice team gathers within a certain period of time.

    Costs:
    Every units that the mice can buy should fit in the multipliers of 5 mineral, seeing how normal minerals gives 5.
    Be sure to balance such amount so the mice can't just share resources and spam units to win instantly.

    Note on Cats:
    Since mice are tiny and aren't meant to attack cats, have a working attributes set up so...

    Normal units (anti-cat-minion units) = Low base damage to Cats (+ bonus to minions)
    Power units (anti-cat units) = decent base damage to normal units (+bonus to Cats)

    So in general:
    1) Give cats bonus attribute to light or armored units.
    2) Give mice bonus attribute to light or massive units.

    This is so you don't have mice gathering heaps of zealots that do heaps of damage to all units, including cats, for a decent price. Be sure to give a good amount of armor to cats to balance out the initial early game (so early game would make cats seems powerful and impervious to attacks).

    Also, make sure end game units aren't uber powerful just to smack the cats in the face, just make them strategically powerful in some kind of end, so the mice can "trap" a cat using their intelligence I guess.

    Posted in: Project Workplace
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    posted a message on Starcraft 2 Serialization

    If basic variables takes up to 0.001, and standard and the more complex variables ranges from a estimate of 100 -> 10k times that amount...

    I see very very laggy coding using object oriented designs, not because the designs are bad, but the source of SC2 isn't designed for using object oriented coding.

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe

    To make a game work on other maps, you'd have to make a mod, or a core game in form of a mod. But everyone here is working on maps that nobody knows how to make or make mods work.

    A alternative melee mod might do, and people can replace things in it to make it interesting. This means you can "use" this mod with melee maps, or use compatible maps that might be set up (special forces, or mmo related).

    Posted in: Project Workplace
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    posted a message on Fallout-inspired Post-Apocalyptic RPG

    What about a post-apocalyptic SRPG?

    It'll be a semi-strategy role playing game with base building to some extent, but your base is always managed by an AI.

    Think of it like raising a army but you only really control a hero.

    There can be a lore to it, like war occurring in a post-apocalyptic planet, and the 3 factions become stuck on it because of the condition of the planet (they are trapped on the planet).

    So this means, resources will be scarce the entire time, while at the same time you'll be dealing with 3 factions in SC2, and you'll also find events like mercenaries or supply ships appearing in the game (they got sucked into the planet too).

    There can be a main story plot to get to the center of the planet (under a mountain) and solve the mystery of the planet, while at the same time fend off the mutated zerg (being confined on a planet and having no connections to the swarm made them go crazy).

    Posted in: Project Workplace
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    posted a message on Advance Wars Map?

    So putting a new post to separate wikipedia info and my separate ideas:

    1) Attributes plays a major role in the game, for the battle system.

    Infantries are good against other infantries or indirect units for example. Combat works in turns, so whoever attacks a unit gets to attack first, and if the unit survive, it counters.

    Using infantries against tank is a bad idea, but that doesn't mean you can't chip off 1% of it's hp. Meaning there's either a minimum damage done, or no damage done at all (minimum is always 1%).

    Example of battle (on no defense terrain, with Kenbei CO [unit boost]): Inf[10] vs Inf[10] = Attackers doing 60+6% damage to defender = Inf[9] | Inf[3]

    I can "Probably" create a map with this kind of style but no idea how to properly trigger this all, nor can I create units effectively.

    When a unit's action is already done, it should black out or go transparent.

    Posted in: Project Workplace
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    posted a message on Advance Wars Map?

    I wonder if anyone want to make something like this?

    From Wikipedia: Advance Wars

    Gameplay The objective is to defeat the enemy army. There are two ways to defeat an opponent: destroy every one of his units on the map or capture his headquarters. However, some maps have specific objectives, such as capturing a certain number of cities to claim victory. The available modes of play include a campaign mode which carries the game's storyline, the "war room" which is a collection of maps on which the player strives for high scores, as well as multiplayer modes and a map design mode.

    Battle system The battles of Advance Wars are turn-based in nature. Two to four armies, each headed by a commanding officer, take turns building and commanding units on grid-based maps.

    All units are limited in the types of units they can attack. What dictates a unit’s ability to attack different targets are its primary and secondary weapons. For example, the Mech unit has a bazooka that can only be fired at land vehicles, but are more powerful for that purpose than their secondary weapons, machine guns, which Mechs can use against other Mechs, Infantry, and helicopters.

    The amount of damage done to the enemy in combat is proportional to the number of hit points the attacker has. The majority of the weapons have a limited supply of ammunition. Units with secondary weapons will resort to these when their primary weapon's ammunition runs out.

    Terrain The terrain on a map affects unit movement, vision, and the defense attribute of units stationed in the terrain. Weather conditions can also affect vision and movement of ground units. Fog of war may also be enabled, whereby a player's vision depends on the individual units' lines of sight, which varies from unit to unit.

    Units There are 18 different types of military units in Advance Wars. Each unit has a set amount of attack power, vision range in Fog of war, movement range and type, and fuel supply, and most units have two weapons which can be used against different types of enemy units. There are both direct and indirect attack units, as well as transport units. All of the units are either infantry, vehicles, ships or air units. Units have specific strengths and weaknesses.

    Multiplayer In Multiplayer mode, players can compete against the AI or against other human players. Multiplayer matches feature a variety of settings that can be changed pre-battle. Multiplayer comes in two forms: Versus mode and Link mode. In Versus mode, only one GBA system is used, which every participant in the game uses. One person will take their turn, then pass the system to the next person. Link mode is the same game as Versus mode gameplay-wise, but multiple consoles are used, one for each person. It can be played with just one game pak or with one game pak per player.

    Commanding officers Armies are led by Commanding Officers (COs) who control units. All COs except Andy provide units with special advantages and/or disadvantages, such as extra firepower or a longer unit range. COs also have a Power Meter which fills up by defeating enemy units or when on the receiving end of a brutal offensive attack. When the meter is full, a CO can unleash his or her CO Power, which gives a temporary positive effect to friendly units and/or a negative effect to enemy units.

    Embed Removed: https://www.youtube.com/v/oEMEGfuOwCk?fs=1 Embed Removed: https://www.youtube.com/v/IK2ARXvDEgo?fs=1 Embed Removed: https://www.youtube.com/v/XKYp29zPxMo?fs=1

    Example of a CO power:

    Embed Removed: https://www.youtube.com/v/TkSRjVeNUdk?fs=1 Embed Removed: https://www.youtube.com/v/eKi4Cx0lW34?fs=1
    Posted in: Project Workplace
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    posted a message on Drone Wars (AI Controlled Game)

    So in a way, the AI will control units you give em in a sorta "melee" way, and they act and move according to your tactics?

    So you prepare them a base, and you can "order" them to go after unit tiers to build or something?

    Posted in: Project Workplace
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    posted a message on Do NOT open your map in a "specific folder"

    Anyone know the way to just "reinstall" the editor by changing the "default" open path it has? Because mine is stuck at C:\ and I only need to redirect it somewhere else.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Do NOT open your map in a "specific folder"

    @Alcoholix: Go

    Yeah it's just my computer having huge GB of space and folders, too complex for a "complex" editor to handle. Not sure about defraging my computer, because it takes ages to get it done and will only temporarily fix the speed of the pc (eventually you'll mess it up again).

    What I really mean is if you "browse" it on a large large area, like the C:\ drive, that made it go bonkers (Freezes). I think what happens is that it tries to load ALL the files and folders it is counting, but can't count 100GB worth of files.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Do NOT open your map in a "specific folder"

    Especially core areas of your computer, like the C:\ Drive...

    Now my editor fails and freezes each time i try to open it.

    It's probably doing too much complex stuff when you choose a folder to look in, and if you choose a core hard drive it breaks.

    Posted in: Galaxy Editor Bugs and Feedback
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