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    posted a message on Swapping Race UI

    @MasterWrath: Go

    Well that sucks. this seems like it shouldnt even be problem when using the hook event. A bug? Since it did work fine before

    Posted in: UI Development
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    posted a message on Swapping Race UI

    Thanks MasterWrath. Has anyone been able to figure out how to fix the lighting when swapping out the UI? It just show up darker

    Lighting

    Posted in: UI Development
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    posted a message on Equation for horizontal jump

    @Prime9: Go

    Oh, umm, let's say the height, distance, initial velocity is given, what's a good equation to make that arc while making sure vertical velocity slows Dow then speeds back up. Would there have to be 2, one for x and one for y?

    Posted in: Triggers
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    posted a message on Equation for horizontal jump

    Great, thanks a lot! Really helpful. Would the parabola only look at the vertical jump? The height and distance will constantly change.What's the best way to find the right velocity so the height will hit 0 as the unit gets to the point. Trying to make sure the unit height isn't at , say, 3 when it's already at the point.

    Posted in: Triggers
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    posted a message on Equation for horizontal jump

    hey, anyone know a good equation for a horizontal jump?

    Posted in: Triggers
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    posted a message on Using sprites

    @SoulFilcher: Go

    Ha, youre right, the 2d or 3d doesnt really make a difference. I'll give paper mario a try or even something like ragnarok. . The system works sort of like a skin. Instead of creating models for each individual unit, I made a plane that switches texture sheets. There are different ways to switch the textures. You could do it in the editor which makes a mess in the actors or apply straight on to the which limits animation timings.

    Posted in: Map Suggestions/Requests
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    posted a message on Using sprites

    Well, I guess besides starcrafts and just as a skin for melee, what other type arcade game do you guys think would be cool to make?

    Posted in: Map Suggestions/Requests
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    posted a message on Using sprites

    Hi, recently I worked on a need way of using sprites that doesnt need text tags and doesn't rely on triggers, mostly data. Also it interacts with the terrain.

    Embed Removed: https://www.youtube.com/v/EEeptOsS4c0?fs=1

    Anyone have ideas for maps I can make with this?

    Posted in: Map Suggestions/Requests
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    posted a message on Showing splats on low settings

    The only splat that I found that would always show on low is the nuke one. So I guess theres something about it thats different, but I really cant figure it out. I imported into blender, didnt touch a thing, exported and then it ends up like any other splat where it will show up randomly. Guess I just have to switch textures in the editor.

    Posted in: Data
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    posted a message on Showing splats on low settings

    @Hookah604: Go

    oh okay, thanks, ill take a look at that one. I thought it was random cause I was messing with selection circles and put them on the splat layer. I would select a group of units and a few of them didnt have circles. Every time I reselected, it was different units that didnt have it.

    Posted in: Data
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    posted a message on Showing splats on low settings

    Hi. When 'effects' is set on low, splats shows up sometimes randomly. Don't get why its random. Anyway to have it always show?

    Posted in: Data
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    posted a message on Mario : New World (Working Title)

    Background

    Hi everyone. This is not a new project but an update on one that was started two years ago.

    http://www.sc2mapster.com/forums/resources/project-workplace/9192-super-mario-demo-with-sprites/

    It was a just a concept back then but from time to time i added to it and changed methods of doing things and actually got something out of it. Most of the sprites are from Super Mario World on SNES.

    So if you're on B.Net, search for "mario" and you'll see it. Right now, the uploaded version is just a test version so the only the you can do is run around.

    Screen Shots

    http://imgur.com/wPEfr.jpg

    http://imgur.com/Wztof.jpg

    http://imgur.com/24w6q.jpg

    Development

    The main goal of the map was to play around with the sprites and so far everything ran smoothly (for me at least). I switched between using triggers and data for them and some times even mixed them. The idea was just timing them to turn on and off in the form of texttags or actor text.

    All the art, I borrowed from the internet and blizzard. What you see is a top down view of the map and the background is one solid texture on a square model. With this kind of background I have a hundreds of levels.

    The movement is all my attempt at physics, but I don't know any so there's acceleration and stuff to give the illusion. Everything moves a little faster than the actual Mario games because when I started I wasn't planning to make a Mario game but sprites in general. So now I just don't feel like changing it.

    So far the map has all the systems set up (movement, ai pathing, death, platform/items interaction, etc.) and I have to do for future level is make a new level texture and plug in the variable. There are new things I need to set up, but what I have here is a mess of a library of triggers for a basic sprite based platform map.

    Limitations

    - Lighting : It's best to play on low quality because the lighting wont affect the images. I don't know how to turn off the lighting.

    - Input delay : Yeah, there's that...

    Suggestions

    If you had a chance to try it, if you like, give me some feedback or suggestions.

    Actually, if you have any suggestions about any aspect of the game please tell me. I honestly have no creativity. Three things I would like help/suggestions on. First, a story line for this game. What I have so far is Mario stuck in the SC universe. Instead of Yoshi, he'll ride an infestor (because of the eggs and neural). Also level design. I don't want to just take the ones from Super Mario World. Lastly, sprites. I planned to have Mario be a ghost or a high templar.

    Oh, and a new title too...

    PM me or find me on B.Net : KHu.852

    Thank you.

    Posted in: Project Workplace
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    posted a message on Right Click Waypoints/ Indicators

    @Kueken531: Go

    Yeah, I found it through the abilities earlier, but I changed it for the move ability and doesn't seem to have any effect. :/

    Posted in: Data
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    posted a message on Right Click Waypoints/ Indicators

    Hi :)

    How do I (If possible) remove those green waypoints/ indicators for when you right-click a point?

    Posted in: Data
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    posted a message on Dialog item button error. (Solved)

    huh, turns out that (well maybe) I destroyed the dialog containing the items with another trigger and were still trying to run. No errors before I destroyed dialogs. Anyways no more error. :)

    Posted in: Triggers
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