Trigger editor GUI is slow as balls, as always. Somehow slower than it used to be. (And before you say "hurr use Galaxy" let me remind you that I don't want to memorize an API with well over a thousand function names. Nor do I want to rewrite my entire map.)
At least assets lists are faster.
Trigger validation also takes bloody ages, which is supremely annoying.
A like-dislike bar would have been better, IMO. The fact that Blizzard had to actually code in 1-pixel differences between 4.9 and 4.8 really goes to show how much this system will stagnate in the coming months.
Depends on what you want models of. If it is mechanical stuff with simpler animations, you can get around 10. If it is a full character model with textures and everything, you'll barely afford 1.
Generally around $15-$30 per sprite and then $5-$10 per frame of animation per sprite, depending on who you commission.
Yes, I did my research. And trust me, I've got it way worse; my game, being multiplayer arena, needs a shitload of animation frames for the characters. We're talking thousands of dollars for each character.
(3d models are no more or less expensive than 2d sprite sheets, by the way.)
A / B * C
ex. 1200 / 1250 * 200 = (int)0.96 * 200 = 0 * 200 = 0
After:
C * A / B
ex. 200 * 1200 / 1250 = 240000 / 1250 = (int)192 = 192
Indeed, the second option is the most wise because it does not have typecasting and does not lose integer data in this case. However, it's still better just to use real values.
You'll have to make some serious breaks from canon gameplay to get this playable. Fighters are ungodly strong and beam weapons are way better than everything else in FreeSpace 2. Shivan capships (Demon and onward) are also way, way stronger than the equivalent Terran/Vasudan ships because of the LRed beams.
However, all of it should be doable in SC2, given enough scripting. The data editor alone will not be enough.
Because the GUI editor is better than the Galaxy editor. Keep in mind that I started Mafia well before things like galaxy+ + or any decent galaxy tools were made. It was convenient for me to use GUI primarily because in in-built Galaxy IDE is a cruel joke.
Most of the new code I make is in Galaxy, though. Such as the RSA library I wrote for Mafia.
Still, most of the stuff I code in Mafia would be better off being done through a scripting language like Lua and/or loaded from XML data files. Since neither option is feasible in the SC2 engine (for the purpose I would want), I was stuck with GUI.
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I win.
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Trigger editor GUI is slow as balls, as always. Somehow slower than it used to be. (And before you say "hurr use Galaxy" let me remind you that I don't want to memorize an API with well over a thousand function names. Nor do I want to rewrite my entire map.)
At least assets lists are faster.
Trigger validation also takes bloody ages, which is supremely annoying.
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A like-dislike bar would have been better, IMO. The fact that Blizzard had to actually code in 1-pixel differences between 4.9 and 4.8 really goes to show how much this system will stagnate in the coming months.
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Everyone has this. Battle.net is shot to hell right now and you'll just have to wait until it's fixed.
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Depends on what you want models of. If it is mechanical stuff with simpler animations, you can get around 10. If it is a full character model with textures and everything, you'll barely afford 1.
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@egodbout: Go
Yeah, it's roughly 4x larger, if I recall.
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@jaxter184: Go
I think the point is that you can design the art/layout without going in-game over and over for trial and error. You still need to do your own coding.
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Generally around $15-$30 per sprite and then $5-$10 per frame of animation per sprite, depending on who you commission.
Yes, I did my research. And trust me, I've got it way worse; my game, being multiplayer arena, needs a shitload of animation frames for the characters. We're talking thousands of dollars for each character.
(3d models are no more or less expensive than 2d sprite sheets, by the way.)
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In plain English:
What you did before was:
A / B * C
ex. 1200 / 1250 * 200 = (int)0.96 * 200 = 0 * 200 = 0
After:
C * A / B
ex. 200 * 1200 / 1250 = 240000 / 1250 = (int)192 = 192
Indeed, the second option is the most wise because it does not have typecasting and does not lose integer data in this case. However, it's still better just to use real values.
0
You'll have to make some serious breaks from canon gameplay to get this playable. Fighters are ungodly strong and beam weapons are way better than everything else in FreeSpace 2. Shivan capships (Demon and onward) are also way, way stronger than the equivalent Terran/Vasudan ships because of the LRed beams.
However, all of it should be doable in SC2, given enough scripting. The data editor alone will not be enough.
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Well, it increases the script limit...
Anyway, I got in and can confirm it's an improvement. Not like that's a difficult task or anything, but it's better.
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Most games are just a load of nested while loops. I wouldn't worry about it.
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That is only useful for certain situations. It really wouldn't be of any help for Mafia, unfortunately.
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Because the GUI editor is better than the Galaxy editor. Keep in mind that I started Mafia well before things like galaxy+ + or any decent galaxy tools were made. It was convenient for me to use GUI primarily because in in-built Galaxy IDE is a cruel joke.
Most of the new code I make is in Galaxy, though. Such as the RSA library I wrote for Mafia.
Still, most of the stuff I code in Mafia would be better off being done through a scripting language like Lua and/or loaded from XML data files. Since neither option is feasible in the SC2 engine (for the purpose I would want), I was stuck with GUI.
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Here you go. Don't worry about the errors; just delete the stuff that points to outside libraries.
http://www.sc2mafia.com/junk/Stuff.7z