Hi, I'm currently using Starcode to save integer variables in NOTD. What if I want to store string variables? I'm using that to store the player's SC2 ID (via Get Player Handle). Does Starcode support saving string variables? Otherwise, what can I do. Thanks.
You can store strings normally without starcode. If you want to "hide" the sc2 id in some way so that it's more difficult to edit, you can use the id as part of the encryption key or as a hash for data verification purposes.
That's what med school does to you. And you lose interest in working on the same map after a while.
Gonna have to let the community and the popularity system sort this one out. Such a game breaking glitch will cause it to dwindle in popularity.... eventually.
Underrated among most mappers and community. You see the maps on the top 3 pages of the popularity list(s)? Many of them could definitely use some visual styling to make them a little more unique. They probably don't want to bother with the artistic learning curve so just slap on some basic playable terrain and triggers and you got yourself a playable game that's "acceptable" to the sc2 custom community. There are many eager new mappers that just want to make a playable map from their idea. Triggering and data learning curves are already pretty daunting so I could see why visuals are often times put on hold indefinitely.
But I would say visuals are overrated among the more dedicated mappers with higher standards (like a few sc2mapster mappers). Seeing visual criticisms to maps that're in early stages just doesn't seem like the right constructive criticism. I often see a lot of these comments in project workplaces.
I like visuals but I don't want to bother with visuals until I get the gameplay working. I would say it's sufficient to even release a map for testing without much visuals. Unless it's a type of map where visuals are really important for gameplay, I don't see why visuals should be put on such high priority so early in the map.
No map I've seen is in the quality of a premium map. Custom assets alone shouldn't miraculously get a map to premium status if its gameplay is too similar to maps made in the past. In my opinion, every map in the top 3 popularity pages doesn't have the gameplay unique enough for premium.
So by my standards, I'd think you'd have better chances of making more money if you just create something from scratch (or using free engines as a base) instead of using the severely limiting SC2 editor. If I'm gonna spend so much time making custom assets, I wouldn't spend the time making them for SC2. I just don't trust Blizzard with these kinds of things, not to mention the horrendous security for maps in bnet. I'd imagine they improve the security for premium maps but I don't think it's gonna work too well considering they still couldn't fix basic problems with the custom map system after a year and half.
It's not a big deal but if you want a slightly more efficient solution, you can use a for loop that terminates at 1. Using a (number of units in region) function counts every unit in the region but you only need 1 unit in a region for the condition to be true.
You want income to multiplied by # of units in the region? Then you're better off looping each unit in the region every second, and then adding desired income. Or you can use the number of units function * income
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Is it ok to work on the map using the 1.5 editor and then publishing it on 1.4.3?
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Just checked my email and got in too!
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Don't know yet. How would they deal with maps already published since there's bound to be one popular map with the same name for every region?
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You can store strings normally without starcode. If you want to "hide" the sc2 id in some way so that it's more difficult to edit, you can use the id as part of the encryption key or as a hash for data verification purposes.
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Is there a way to change to a different layout for a player in-game?
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Nice find. Guess you gotta put that extra condition.
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That's what med school does to you. And you lose interest in working on the same map after a while.
Gonna have to let the community and the popularity system sort this one out. Such a game breaking glitch will cause it to dwindle in popularity.... eventually.
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I miss you complaining about the popularity system.
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Blizzard will hate you but other than that, no one cares.
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Underrated among most mappers and community. You see the maps on the top 3 pages of the popularity list(s)? Many of them could definitely use some visual styling to make them a little more unique. They probably don't want to bother with the artistic learning curve so just slap on some basic playable terrain and triggers and you got yourself a playable game that's "acceptable" to the sc2 custom community. There are many eager new mappers that just want to make a playable map from their idea. Triggering and data learning curves are already pretty daunting so I could see why visuals are often times put on hold indefinitely.
But I would say visuals are overrated among the more dedicated mappers with higher standards (like a few sc2mapster mappers). Seeing visual criticisms to maps that're in early stages just doesn't seem like the right constructive criticism. I often see a lot of these comments in project workplaces.
I like visuals but I don't want to bother with visuals until I get the gameplay working. I would say it's sufficient to even release a map for testing without much visuals. Unless it's a type of map where visuals are really important for gameplay, I don't see why visuals should be put on such high priority so early in the map.
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There are tons, don't know what you're talking about.
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No map I've seen is in the quality of a premium map. Custom assets alone shouldn't miraculously get a map to premium status if its gameplay is too similar to maps made in the past. In my opinion, every map in the top 3 popularity pages doesn't have the gameplay unique enough for premium.
So by my standards, I'd think you'd have better chances of making more money if you just create something from scratch (or using free engines as a base) instead of using the severely limiting SC2 editor. If I'm gonna spend so much time making custom assets, I wouldn't spend the time making them for SC2. I just don't trust Blizzard with these kinds of things, not to mention the horrendous security for maps in bnet. I'd imagine they improve the security for premium maps but I don't think it's gonna work too well considering they still couldn't fix basic problems with the custom map system after a year and half.
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Pretty much the same as last year. Nothing really changed. Same old genres on the front page. TDs, tugs, dota-maps, arena etc
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It's not a big deal but if you want a slightly more efficient solution, you can use a for loop that terminates at 1. Using a (number of units in region) function counts every unit in the region but you only need 1 unit in a region for the condition to be true.
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You want income to multiplied by # of units in the region? Then you're better off looping each unit in the region every second, and then adding desired income. Or you can use the number of units function * income