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    posted a message on Default Dialog Button Text Style?

    Does anybody know which Text Style is used for Dialog Buttons if you don't change anything? Can't figure it out, there are StandardButton, StandardButtonSmall and StandardButtonAlternate, which are all wrong. Also there is StandardValue, which looks like the buttons in the editor-preview but is something totally different ingame :|

    Posted in: Triggers
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    posted a message on [Release] Storm's Keep

    I get the ParamValue/-Stuff. Missing localisation or something, i don't know ;) I use the german version of SC2.

    Posted in: Project Workplace
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    posted a message on [Release] Storm's Keep

    Want to play. Can't find it, wtf?

    EDIT: Found it, seems like it isn't accsesable via the Create-Game-Button. Would be cool if this would be working. And the texts are fucked -.-

    Posted in: Project Workplace
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    posted a message on [Release] The Sorcerer's Defense

    This is truly the most epic TD SC2 has seen so far. And i think it will be pretty hard to beat. I have to mention two things. It was really hard to keep the overwiev over all my towers.

    So first it would be cool if the strongest tower so far would be highlighted (meaning the highest tier tower). Something like a little glow or something, so i get an idea which tower to empower. Second, and thats a much bigger wish, it would be cool if all towers i am able to upgrade this round would be highlighted. It sucked to click through all towers searching for upgrades.

    Posted in: Project Workplace
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    posted a message on [Card Game]Settlers of New Haven

    @Ludwigvan1: Go No, i am not willing to do a full conversion. I really like SoC - The card game. But it exists, and there is an online adaption, so i don't see the need to do a full conversion. I will add my own ideas to the game, including some gameplay changes!

    I will use the Only-Dialoge-Style. It will be a little bit more work, but i like the clean looking end product ;) Thanks for pointing out the resolution-problem, didn't thought about it so far, i will keep that in mind.

    At the moment i am doing the trade menu and started working on a first layout idea for the cards. Screenshots are coming this evening or tomorrow.

    Edit: Trade-Dialog done. At the moment i feel a little bit sick about the dialog transparency, but this seems to be a Image-Problem. Adjusting transparency via trigger didn't help :( Except trading with other players everything working so far. But that will be able in 10 Minutes :D

    http://www.lupiupload.de/images/2010/09/28/046e84e2e351e934dda73ab034b45fed95b2f7d4.jpg

    Posted in: Project Workplace
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    posted a message on [Card Game]Settlers of New Haven

    Hey SC2Mapsters, because i need your mental input, some testers and, of cause, because i want you fame and honor ;) i am starting this thread really early. I am at the moment working on a map which is looseley based on The Settlers of Catan - The Card Game. There are some remakes in central game elements, but over all you can say that this map is an adaption of the game. [Note: I will refer to Settlers of Catan as SoC from now. Italic Text shows the original game element in the card game, so non-players get an idea of the differences].

    1. Story
    After beeing safed by James Raynor the colonie New Haven was settled by four different communities. Of cause each of the community wanted the most advantages out of the situation, so a little cold war started. There were no frontal attacks with huge armies, but manipulation, intrigue and lying was the main instruments in the politics of the four countries. Be one of the presidents and shine above your competitors!

    2. Gameplay
    The world of New Haven is divided into 25 equaly sized parts. At the beginning you own one of them. By using your cards (which can be seen as technology, instruments of manipulation and interaction) your goal is to reach 12 victory points. Victory Points are gained by owning a new part of New Haven and building up your existing parts.

    The game starts pretty simple. You are allowed to draw three cards and can use them right then. In SoC you was allowed to select your starting cards, but this element was changed. In SoC you needed to upgrade a Village to a City to build most buildings, what is removed in Settlers of New Haven. Every City can place what ever building you want, so i think it's not that hardly needed to select your starting cards. After building and using action cards you end your turn and the next player continues. The following rounds are a little bit different, instead of drawing three cards you just draw one (or more, some action cards and buildings allow this). The original drawing mechanism @ SoC was totally different, you ended your turn by drawing the number of cards you needed to fill your hand. I changed this, because i never liked this. There are two types of cards, Action Cards and Buildings. Buildings are built into a part of New Haven, where every part can hold three buildings. Buildings generate Victory Points and almost every building has some special abilities. Action cards contain various action like trading, stealing ressources or cards, destroying or building things, searching, drawing or changing cards... whatever comes to my mind will be possible ;D I am at the moment not sure if I will adept the Trade Advantage and the knights from SoC.

    The game ends when a player reaches 12 (may change, we will see) Victory Points.

    3. I want YOU
    Yeah, guys, the reason why i am here. First of all, i need some testers. I just have four guys in my friendlist (forever alone :(), two of them never online, the other two playing 2v2 all day. So i want you to just add me to your Friend List and send me a message when i am online. I will add you and contact you if I need a tester and you are online ;) my ID is Kopfnuss.896

    On the other side i need LOTS OF IDEAS. I will adapt some of the SoC-Cards, but still there is many space for totally new ideas. A massive amount of creativity - which is clearly not my strength ;) So, if you get any interesting content in mind while reading this thread, feel free to write it down and click the Post-Button. Every idea counts!

    4. Visuals
    The section you all wanted... At the moment there is not much to see here, sadly. At the moment i have the interface. Some things are missing, on the right there will be space for your hand cards, and the Ressource- and Point-Texts are missing, but everything else is working fine so far. On the left portraits and data of your enemies is shown, but it only shows up when the players are in the game. Sadly i just have a single player screenshot, but after meeting some of my future testers i will provide new material ;) And i will update this section whenever something exciting happens :)

    Field http://www.lupiupload.de/images/2010/09/28/046e84e2e351e934dda73ab034b45fed95b2f7d4.jpg

    Posted in: Project Workplace
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    posted a message on String Parameter Problems

    Hey Forums, i made a funktion, lets name it ActiveButtons(whichPlayer,type). whichPlayer is of course an integer, while type is a string. Now no matter if i use:

    gf_ActiveButtons(1,asdf)
    gf_ActiveButtons(1,"asdf")
    gf_ActiveButtons(1,'asdf')

    i always get a Syntax Error. If I remove the type-Parameter or change it's type everything works fine, so i wonder what i need to do to use a string as a parameter.

    Posted in: Triggers
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    posted a message on [Release] Special Forces: Elite

    It is up in EU, yes. Played it twice today. We failed hard both times, but had a lot of fun at failing. A lot better than Special Forces: Night. Good job.

    Posted in: Project Workplace
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    posted a message on What not to put in a TD?

    <<quote 103369>>endless waves of streaming mobs that do absolutely nothing.

    This is the point. I thought about creating a Tower Defense and had some ability concepts in my head. At the moment i am building an other map, so i am willing to share them.

    Overlord: Generates Creep upon death.
    Overseer: Casts Corruption, generates creep
    Queen: Lays an egg when under 50% health which spawns a zergling after some time
    Roach: When under 30% health the roach will burrow, move some times underground and uses it's high regeneration
    Zergling: Uses a dash-like ability which increases movementspeed greatly over a short period
    Broodlord: Generates two broodlings upon death

    I think it would be cool to have this fixed abilities together with some general randomly added like Speed, Armor, whatever comes to your mind.

    Quote from Vexal: Go

    Do people like TD's with mini games between rounds (such as hero-creeping). Or do people prefer to not be bothered by such things.

    No. Just Round, Short Building Time, next round

    Quote from Vexal: Go

    Do people like the need to micro their towers and their abilities, as well as macro the traits or attributes of their towers? Or is that too much of a hassle?

    No. Use Autocast/passive abilities mainly

    Quote from Vexal: Go

    Do people prefer to be on their toes the entire game in order to win, or do they prefer to sit and relax during the time the mobs run through?

    Sit, Relax, Build. Maybe a little bit action by SOME active abilities, but use mainly passives. My opinion, not peoples.

    Posted in: Project Workplace
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    posted a message on Morphing: Depot to Fusion Core

    lol, funny thing. :D Thanks a lot, everything is working now.

    Posted in: Miscellaneous Development
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    posted a message on Morphing: Depot to Fusion Core

    Hey guys,

    i already stumbled across this: http://forums.sc2mapster.com/development/map-development/698-teching-buildings/?page=2#p22 thread, which gave me a great hint. I am now able to morph my Depot into a Fusion Core, but there are two little problems. First: The fusion core has the wireframe of the lowered supply depot and it has two health bars (see picture). If i attack the unit both health bars lower the same amount and if the building is destroyed nothing is left over.

    Here are my actor events:

    @ the depot:
    AbilMorph.*.Finish
    - MorphFrom Depot
    - MorphTo Fusion Core
    -> Destroy

    @ the core:
    AbilMorph.*.Finish
    - MorphFrom Depot
    - MorphTo Fusion Core
    -> Create

    Here a picture of the problem:

    core problem

    Edit: Of course i removed all old Morph-Events from the Lower Depot thing.

    Posted in: Miscellaneous Development
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    posted a message on Forum Features

    I don't want to jump to the newest post when opening a thread. Just open it @ Page 1, Post 1. There is a button to jump to the last post, so there is no need to make it automaticly. :|

    Posted in: General Chat
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    posted a message on Defence of the Universe

    @Hartgarde: Go

    I know that those maps exist, as well as many futuristic themed maps with WC3-Units. I didn't like them, but i accept that everybody has his own oppinion about such things. Also am i a great fan of DotA, playing many games a week, beeing in a clan, active @ Dota-League and so on. But i don't see the point of a full conversion.
    It's just the fact that i don't see the point of a full conversion. If you use DotAs names and icons and then use the space marine Storm Spirit or any other hero with Starcraft 2 Model your complete style is fucked. If you import WC3-Models (what isn't possible, as far as i know?) you still have SC2-Landscape, Doodads and so on. And i guess you will fast hit the 10MB-Limit.
    I don't see any problem with a project like this, it might even be fantasy-themed. But please try to stick to one style, which, in my opinion, must be the SC2-Style, because everything else will look shitty. Make Icons, Models and Landscape look all of a piece. So I suggest to make a map with the concept of DotA, but with SC2-Themed Heroes, Abilities, Items and Creeps. That map would feel and look professional.

    Posted in: Project Workplace
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    posted a message on Defence of the Universe

    Of couse we need a 1-to-1-copy of Dota, because Warcraft 3 will stop exisiting after SC2 Release. Man, seriously, remaking a map 1-by-1 sucks. And the thing that sucks most is using WC3-Buttons, lol. Looks ugly like a fat boy. Sit down for a while, think of an own setup, own items, own heroes that fit into StarCraft 2. And then start doing your own map, that might be inspired by DotA, but uses it's own items, heroes, creeps, towers. You even used the WC3-Names, lol... "Belt Of Giant Strength, Gauntlets Of Ogre Strength, Ogre Axe, Boots Of Elvenskin" - neither Elvens, nor Giants, nor Ogres found in the SC-Universe so far.

    Sorry, i don't like your project so far.

    Posted in: Project Workplace
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    posted a message on Voliar's Revenge

    Wow, looking through the Project Workplace is a great fun today ;D I am not a big FF-Fan, just played 7 and 8, but i really get the feeling ;) Maybe a little advise: Don't get too FFesque and stick closer to SC2. I would skip the summon-thing, because i think it doesn't really fit into the StarCraft-World to call Bahamot, Doom Train or how they are called ;) Instead work out really cool abilities for your guys (like the jump attack). And make the knockback a little bit shorter ;)

    (How have you done the unit highlighting? I'm really interessted in this!)

    Posted in: Project Workplace
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