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    posted a message on Terrain Artist for Metal Slug

    Hey guys!

    I'm finishing up my Metal Slug [Act 2] map and I'm looking for a Terrain Artist to add some detail to the background and environment.

    If you're interested please reply or send me a message!

    And of course you'll get credit :D

    http://www.sc2mapster.com/forums/resources/project-workplace/27639-metal-slug-act-2/

    Posted in: Team Recruitment
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    posted a message on Metal Slug [Act 2]

    hey guys!

    I'm looking for a Terrain Artist to add some detail to the background and environment. If you're interested please reply or send me a message!

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]

    Any feedback is appreciated! I'm trying to make the engine as foolproof as possible before getting far into the game levels.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from SkrowFunk: Go

    @ArcadeRenegade: Go

    It would also be very easy to throttle the tinting by using a custom value on the tinted unit. For example it could tint any given unit at most once every .5 seconds.

    True. I'll implement it and see how it looks.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from PFoxy: Go

    You have my support, I love this map even without the disc, although I'll be getting it next week(:

    Anyways, hope to see even more of your awesome content and special features (Maybe some stuff similar to the 'Zombie Transformation' and such in the original), so yeah looking forward to this!

    PS: Just wondering, is it possible to trigger it in a way which causes the unit being shot to like, have a brief 'white glow/tint over the unit' and back to the it's previous colour like how the original Metal Slug has? To easily tell if somebody's being hit or whatsoever, hehe just requesting...

    Thanks.

    And yes it would be possible to script it so units have a tint whenever they take damage.
    It would look something like this.

    Event:
    Any Unit Takes Damage

    Actions:
    Send Actor Message, Set Tint Color Red 25, to actor of Triggering Unit
    Wait 0.3 Game Time Seconds
    Send Actor message, Set Tint 0, to the actor of Triggering Unit

    The only problem is that since units take damage all the time I dunno if it would be too asthetically pleasing to see everyone red all the time XD

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from Forge_User_20974461: Go

    @ArcadeRenegade: Go

    It's probably a huge change that involve rewriting a good part of the netcode... probably it's not on their priority list though.
    They are dumb if they don't understand that's the most crippling problem of the editor right now, half of the maps can't be done :|

    Let's hope in HOTS

    Understandable, the netcode would be far to difficult to rewrite at this point. That would require testing and such but maybe they could do that during HOTS prerelease.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from mnadeau1992: Go

    The first one was Amazing. Wonder about this one. Is it on American server?

    Yea it's on the US server. You can download the map file and play it offline though. I *think* it is localized. If not let me know and I'll localize it.

    Also, once I finish it I'll get it uploaded to the EU server.

    Quote from MiketheSspike: Go

    You should make a side scrolling fighting game like the original Mortal Combats/Killer Instant etc. Imagine the pretty stages you could make

    I'll think of some other classic game to emulate. Maybe some type of parody fighting game. We'll see!

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from Forge_User_20974461: Go

    @ArcadeRenegade: Go

    My sidescroller brother, we should wait for the blizzard fix :P

    What's taking them so long! >:[

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from zenx1: Go

    It does look awesome, but you know what...the controls in first metal slug were absolutely horrible. The was no chance to dodge bullets. The controls were so bad I couldnt play it more than 2mins. Hopefully you have done something about this! (Even though there is little you can do with wasd and bnet delay)

    Unfortunately there isn't much I can do about the key delay. That's something that I can't work around. The best I can do is let players choose their own keybinds.

    I've played it online with 4 players and the lag isn't that bad. You get used to it I guess.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]

    Added the video.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]
    Quote from zeldarules28: Go

    Looks good. Let's get a video of this chapter up so I can news it :D

    Yessur!

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 2]

    Due to popular demand. Metal Slug finally returns!

    Project Page

    This is the sequel in a map series based off of everyone's favorite arcade side scrolling shooter, Metal Slug. Most of the game play is derived from the arcade version.

    Up to 4 players, new weapons, new vehicles, and 8 missions!

    <u>The DEMO version is up on Battle.net right now. Go online and try it out.</u>

    Please report any bugs you find. This is an ALPHA build as I was rushing it so be aware.
    Thanks.

    <iframe width="640" height="360" src="" frameborder="0" allowfullscreen=""></iframe>





    Details:

    Up to 4 Players

    Platform System

    8 Missions

    8 Boss Fights

    Enemy Randomizers

    10 Weapons (Pistol / Shotgun / HMG / Flame Shot / Rocket Launcher / Enemy Chaser / Laser Shot / Iron Lizard / Psi Blade / Psi Shot)

    3 Vehicles Types (Tank / Mech / Viking)

    Easy, Medium, and Hard Modes

    Unlockable Cheats

    Customizable Keybinds





    Default Controls:



    D - Move Right

    A - Move Left

    W - Aim Up

    S - Crouch

    Space - Shoot

    Up Arrow - Jump

    Right Arrow - Next Weapon

    Left Arrow - Previous Weapon

    Down Arrow - Throw Grenade



    All keys are customizable in-game.


    <image src="http://www.sc2mapster.com/media/images/35/217/1.jpg"></image>

    <image src="http://www.sc2mapster.com/media/images/35/218/2.jpg"></image>

    <image src="http://www.sc2mapster.com/media/images/35/221/5.jpg"></image>

    Posted in: Project Workplace
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    doh showing hotkeys on buttons is just an option in the game settings. is there any way to force this option to be on whilst playing my map?

    also, is there a way to swap UI layouts dynamically through in-game triggers?

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    I've created my own custom command card bar but I can't figure out how to get the hotkeys to show on the over the button.

    I looked at the GameButton.SC2Layout file (which is the template for command buttons) and found

    <Frame type="Label" name="HotkeyLabel">
    <Anchor side="Top" relative="$parent" pos="Min" offset="8"/>
    <Anchor side="Left" relative="$parent" pos="Min" offset="8"/>
    <Style val="GameButtonCharge"/>
    <RenderPriority val="516"/>
    </Frame>

    edit: took a look at Helral's first screenshot of his custom command bar and he's got the hotkey's showing perfectly. how did you do it? maybe i wrote something that's hiding the hotkeys?

    Posted in: Tutorials
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    posted a message on Starcraft Legends

    Thanks dude. Sucks that I can't use starcraft in the name. I guess I'll have to find a new one.

    Yea the RPG camera isn't really ideal. But I think I'm gonna keep it and just make a few tweaks to it. People can pick whatever UI they want anytime so no biggie.

    I like the idea of ghosts turning into spectres. Maybe it could have some kind of quest where you have to choose your path or something.

    An Ultralisk hero might be a little too much though. They're gigantic XD

    Posted in: Project Workplace
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