Apply Force effects border on near-complete uselessness; better to use Launch Missile effects. For reference, see any leap/jump ability from SwarmCampaign, such as Yeti Leap or Dehaka Leap, or even Viper's Abduct for pulling units.
One need not "switch"; given the almost-certain similarity of Herostorm's toolsets/editor, experience with one better prepares one to develop for the other. Certainly intend to tinker with it.
Custom map support was nearly guaranteed at BlizzCon, and the string dump indicates extension mods may be supported as well. That, combined with the API additions, suggests the content dev community for Herostorm will be active as SC2's has been, though ultimately it depends entirely on Herostorm's popular success.
Quote from Alevice:
I have been working for IBM as a VMware Administrator and Data Center Administrator for nearly 4 years. It's a fun job, but leaves little time and mood for hobby development.
You're still working on your projects, though, just in the most horribly, painfully, agonizingly, loquaciously slow manner possible.
Attached is a string dump from StarCraft 2 build 28667, available in .txt and (if you wanna punish your browser) .html. Feel free to use a text comparison app to highlight the differences.
//==========================// Array reference unpackingtypedefint[4]stuff;typedefint[4][4]doublestuff;voidStuffScat(arrayref<stuff>scat){inti=scat[0];}// The function below is calling the function above, providing dung to its scat parameter.voidDoubleStuffDung(arrayref<doublestuff>dung){StuffScat(dung[0]);}//==========================// Arbitrary dimensions// typedef dimension stackingtypedefint[2]fudge;typedeffudge[2]superfudge;typedefsuperfudge[2]megafudge;typedefmegafudge[2]ultrafudge;typedefultrafudge[2]omegafudge;omegafudgeOmegaFudge;// int[2][2][2][2][2]// DO NOT RUN; requires (2^32)*4 bytes memoryint[2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2][2]ShitTheBed;
Considering uploading each patch extract to github to streamline the process of identifying additions, as they have convenient source comparison tools, the whole shebang visible to anyone interested. Don't imagine Blizz would take issue if it excludes model, texture, sound, flash, movie, et cetera assets, and campaign map junk.
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Apply Force effects border on near-complete uselessness; better to use Launch Missile effects. For reference, see any leap/jump ability from SwarmCampaign, such as Yeti Leap or Dehaka Leap, or even Viper's Abduct for pulling units.
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No.
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One need not "switch"; given the almost-certain similarity of Herostorm's toolsets/editor, experience with one better prepares one to develop for the other. Certainly intend to tinker with it.
Custom map support was nearly guaranteed at BlizzCon, and the string dump indicates extension mods may be supported as well. That, combined with the API additions, suggests the content dev community for Herostorm will be active as SC2's has been, though ultimately it depends entirely on Herostorm's popular success.
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Pointers were removed in SC2 WoL beta patch 9.
Instead, one may do something like this:
Not ideal, but effective.
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The data.* files are merely zlib compressed archives, easily opened by 7zip and the like.
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You're still working on your projects, though, just in the most horribly, painfully, agonizingly, loquaciously slow manner possible.
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Attached is a string dump from StarCraft 2 build 28667, available in .txt and (if you wanna punish your browser) .html. Feel free to use a text comparison app to highlight the differences.
Regarding native function additions, here's SC2 client 28667, here's Herostorm client 29049, and here are the new Herostorm natives.
Also, new game data.
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While coding a script for handling matrices, wondered if array components could be unpacked. Pleasantly surprised at the success.
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Not the correct place to post such a question. Also, below is the solution.
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Must admit, however boring the genre, a 3D tower-defense would be amusing, and a tower-defense (or ) would be mind-bending.
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Tragic players can't browse one another's decks; would enjoy seeing their clever combos, or even their names.
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Seems like a good time* to resume development on the new version of Photon Cycles*.
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Fabulous. Looking forward to playing all the contest entries.*
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Considering uploading each patch extract to github to streamline the process of identifying additions, as they have convenient source comparison tools, the whole shebang visible to anyone interested. Don't imagine Blizz would take issue if it excludes model, texture, sound, flash, movie, et cetera assets, and campaign map junk.