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    posted a message on Side Scrollers (Platformers)

    @diggyspiff:

    He only need to include cliffs/platforms now and make that workable... Because the kind of 2d platformer is more of a "action" game.
    Think Contra and Bionic Commando.

    Posted in: Project Workplace
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    posted a message on [WIP] SC2 CTF (Capture the Flag)

    @Bobby5589:

    Nah, I'm just like that, going to forums and sources, and suggesting ideas.
    Been doing that for years to if I think about it...

    I'm just not into long term heavy modding unless there's a big team to work with efficiently, since I'm lazy at times. I get better at doing something if there's more people doing it too.

    Posted in: Project Workplace
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    posted a message on Side Scrollers (Platformers)

    @ThisIsSpoofed:

    That doesn't necessarily make it a 2d game though... 2.5D and side scroller yes.
    But the important aspect is making the jumping function actually work, because if someone does get that to work, it brings forth new ideas and development for the game engine, which if what I aim for.

    I'm really good at providing ideas and changes, but not so great at doing some of the work myself (because I'm a noob programmer in that sense too).

    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released

    Have you guys even bothered to research Action RPG MMOs?

    Blade & Souls, Dragon Nest, Vindictus (Mabinogi Heroes)...
    And all the other foreign mmos are out there...

    Being a gamer doesn't mean your limited to your country or your language you know.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Builders And Fighters 2.0

    @varkarrus:

    Would be even smarter if you can have a structure that "manufactures" modified units...

    It should have a cargo slot of 4 slots, and allows up to 4 different units in it. And then, a simple eject or FUSE button.

    Once the fuse button is hit, it starts producing the unit as if it's making a normal unit.

    Take a bunker cargo system, mod it.
    Take a factory, add the bunker system into it, then reattach the unit system into it.

    Maybe as a extra functionality, it can tell you if the outcome of the unit is "Null" or "[Unit Icon Here]".

    If Null, the fuse button is kept dark and unusable.

    Posted in: Project Workplace
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    posted a message on [WIP] SC2 CTF (Capture the Flag)

    @Bobby5589:

    Remember to allow the flag carriers to reveal themselves on the map, maybe a ping every few seconds and everyone gains visibility of that unit (Although the visibility should be tiny).

    OTHERWISE....

    Use the sensor beacon's way of detecting those enemies as red circles, and use that effect for revealing the flag carrier, so the other team doesn't know what class the carrier has, but knows his location.

    For the map, be sure to add safe zones (for spawning) with shortcuts so the team can protect their base, and add defenses to these safe zones, like turrets.

    Might help if you can adjust the 1x1 movement blocker, to block only opponents.

    Posted in: Project Workplace
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    posted a message on Side Scrollers (Platformers)

    I wonder if anyone has come up with this idea yet, using a horizontal view to give side scrolling games a possibility.

    Of course the map has to be entirely horizontal, but the point is to have fast paced action within a 2D / 2.5D plane.

    If it does support up to 8~16* players, I can imagine Super Smash Bros. style of side scrolling action.

    Of course, that will mean you'll have to reconfigure the controls to more than a simple WASD and mouse clicks... It'll be much more focused on the keys rather than the mouse. The use of side scrolling makes the jumping feature pretty important to be developed. As a extra note, dashing or quick movement with a touch of a button could be implemented to.

    I like making threads on new ideas and see what kind of response people come up with. XD

    Possible games from this:
    Fighters (Street Fighter, Super Smash Bros., Tekken)
    Adventure Games (Castlevania)
    Side Scroller Shooters (Contra, Megaman, etc.)

    Posted in: Project Workplace
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    posted a message on [WIP] SC2 CTF (Capture the Flag)

    Give them the usual class, but make the engineer class important to prevent and protect the flag.

    A limited range of turrets and the ability to build barricades can help.
    Since it's an engineer, it probably can't shoot, thus is just your regular SCV.

    But it needs an offensive perk, like a 10 (+40 to structures).

    Summary:

    SCV becomes your Engineer: 10 (+ 40 to structure) / Builds / Range 1
    Marines becomes your Scout: 5 (+10 to light) / Rapid Attacks / Range 6
    Marauders becomes the Soldier: 15 (+15 to armored) / Armored / Range 6
    Zergling is a Berserker: 5 (+5 to light) / Very Fast, Rapid Attacks / Range 1
    Ghost is a Sniper: 15 (+15 to light) / Snipe ability / Range 7
    Dark Templar is a Spy: 15 (+25 to structure) / Cloaked from a range / Range 1
    Medivac is your Medic: Can't attack / Heals + Buffs units / Range 3 / Detects Cloaked

    DT is cloaked from a range is to show that you can notice it from afar, but need to be very close up to hit it. This makes the berserker useful in engaging spies.

    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released

    @SCMapper:

    And not to mention a good way to store data for Zombie shooting mmorpgs too.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Zombie Base Builders

    I sorta came up with a idea recently:

    What do you think of "instanced, server based rpg"?

    It means that players can use blizzard to connect like usual, but maps are basically in use of "instances" or channels.

    If SC2 makes it possible for a player to independently change map, and join another channel, it can make a mmo possible since you can enter and exit servers at will.

    If there's a method to extend the player count to a greater amount (say 32 or 64), then this idea becomes even more likable.

    Say...

    Server has 3 maps:
    Outpost, Field, and Dungeon.

    To go from a outpost map to a field map, a player basically transfers the character from a outpost exit to the field.

    On the server side, there can be a character-run SQL servers, that manages the info from the characters. So players logs in a account, retrieves character, and logs into the respective map. Since it's a zombie survival game, this means that to log out and in, would have you stay at the outpost server, in order to save.

    There can also be item SQL servers, etc. to provide other features too... But going on about this would make the idea too complicated to even implement (in the case of my skill level, as I'm a newbie programmer)...

    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released

    In the lines of computer programming, and from what I've have seen... Nothing is impossible when your talking about a video game...
    Just depends on how much you can endure when they throw tons of information at you... Can your brain handle all that?

    Posted in: Trigger Libraries & Scripts
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    posted a message on World of Starcraft - Public Engine Released

    @SCMapper:

    It's possible to have a larger player limits, but not known how to do so until the game is released, so the full editor can be used entirely for modding.

    Possible that, if fits in a premium standard, can use a 3rd party client to connect to the server, using the SC2 game as a in between engine.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Builders And Fighters 2.0

    @varkarrus:

    Zergling(x2) + Marine(x2)...
    A fast, machine gun totting unit!

    Hellion + Viking(x2)...
    Fast machine gun toting vehicle! Capable of flight!

    Viking(x2) + Thor + Battlecruiser...
    A transformable giant mech!

    Battlecruiser + Carrier + Raven(x2)...
    A heavy duty air assault unit, capable of defense or attack using it's portable drone system.

    Thor + Siege Tank (x2) + Void Ray(x2)...
    A long range artillery unit, that sends down a timed beam of energy, using a satellite cannon! (Similar to a nuke but a beam comes down and does 100 damage per second for 5 seconds).

    Posted in: Project Workplace
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    posted a message on Herocraft - 3rd Person Dota + Zone Control + Hydra Ranchers

    @ephixa:

    You do know there is a larger capacity for players shown in the editor right?

    So technically it's possible to make 2 teams, with 2 players leading the army using tactics and triggers, whilst he has 6 heroes under his army to help.

    Summary:
    CPU Slot - 2
    Player Slots - 10 + 2 Leaders

    14 slots used, 1 for neutral, 1 for hostile/anything else.

    Posted in: Project Workplace
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    posted a message on Zombie Base Builders

    Rather than player vs player kind of zombie maps, I always prefer pve maps, where you are tested against a real horde of zombies, rather than a intellectual player.

    You can try to combine the movement WASD of the top down shooters, with that map, to make a seamless rpg survival shooter.

    Maybe like Dead Frontier's way of making a MMO styled horror game.

    Well if someone can make a mmo using starcraft 2 engine, it'd have to be a entirely new game, and if done well, might even gain a premium status from blizzard.

    My Idea on this kind of thing:

    - Zombies are computer controlled. Always.
    - Only 1 player per character, and each character gets 8 slots of inventory.
    - There can be towns or sanctions for survivors to save their progress.
    - Loading a character can be the same way like Warcraft 3's save/load, but if possible, SC2 can allow physical character to be saved on a server, so it traces a player's ip/client file to load that character.
    - Zombie to player ratio is ALWAYS, 75:1
    - Zombies are attracted to noise.
    - Players can enter and exit safe zones at will, and at times, players would have to cooperate to defend the safe zone from a horde.
    - Dead players cannot revive, thus turns into a zombie with that character's name, that wanders where the character dies.
    - Players who remake their character because of death, can recollect their items in time if they find and kill their zombified old character.
    - All items holds little to no value, so losing items can't be a big deal.
    - Characters uses adjustable perks rather than stats, and earn achievements/titles, rather than level up.
    - Perks makes a character better in a role, achievements/titles gives a boost to what it describes ([character] the strong = melee damage).
    - The game must have a strong foundation so future contents can be added onto it easily.
    - Non-combat related features is possible (farming, scavenging, delivery), and can lead to jobs.
    - Ammunition can be used as currency in some ways (like metro 2033).

    Posted in: Project Workplace
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