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    posted a message on Inspiration?

    @MLGAzrael: Go

    Not to get all metaphysical but nothing's "original". One of the coolest, most unique maps I've ever seen on this website was Malu05's Origins map [ ] (to say nothing of mappers like programmer), but even Origins has taken inspiration (it would appear) from other games like Spore, or what have you.

    I'm not trying to be negative, just trying to say don't get hung up on trying to create a mind blowing map that no one's ever seen before... because I guarantee there's already someone who's thought about it or done it. What you should focus more on is having a combination of elements (potentially inspired from other games) that make your game replayable, fresh and fun. Those things will make it original, and stand out.

    Posted in: Miscellaneous Development
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    posted a message on Destructible to invincible

    @Batomys: Go

    Unit State handles the flags, invulnerability, selectable, highlightable, etc.

    Posted in: Data
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    posted a message on Issue Order to Load Bunker

    The Issue Order action looks fine, I can only guess it's in your integer action...

    You could just set a wait for condition (bunker construction progress == true), load all units from unit group into bunker?

    Posted in: Triggers
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    posted a message on Inspiration?

    There are a lot of great little flash games on websites like addictinggames.com or New Grounds, or play some Multiplayer customs, or browse this website for inspiration. Or play the single player campaign. I personally think Blizzard did an amazing job on the campaign.

    .......should never have taken 12 years though.

    Posted in: Miscellaneous Development
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    posted a message on [Showcase] Custom Protoss RPG UI [WIP]

    @s3rius: Go

    Thanks, yea you're right, maybe I'll move it up a bit or choose another button...

    I set the text myself, but the width for all the Objective labels is the same. Wide enough that they span from the edge of the Quest icon to the edge of the "X" button. 2 lines of text is plenty for an objective... anymore could be placed in a tooltip, or potentially another popup if the Quest icon is clicked.

    The only thing I change is the vertical offset. Took a while to setup the first time, but it's actually fairly easy to update. I would just refer to the quest_dialog_item[#] in the future and modify the text. :)

    Posted in: Artist Tavern
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    posted a message on [WIP] Custom Protoss Hero Voices

    Placeholder for future updates

    Posted in: Project Workplace
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    posted a message on [WIP] Custom Protoss Hero Voices

    Just a few Protoss voices I made this afternoon messing around with a sound recorder, any ideas on how to improve/feedback would be great. EDIT: Oh, and if you have suggestions for things you'd like to hear from a unit, let me know and I'll do it. :)

    Posted in: Project Workplace
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    posted a message on Dialog Assistance

    @DaemonicKing: Go

    Have you tried using Screen Buttons? I find them way easier than messing around with Dialog Item buttons. And it's a fairly simple trigger, this is from my custom UI (attached at bottom):

            ------- Quest Dialog - Button
            Dialog - Display button 5 of size (160, 55) with text "Items" at Bottom Left of screen with offset (490, 15)  (run Inventory Description UI when button is clicked)
            Dialog - Set screen button 5 border image to Assets\Textures\ui_button_navsmall_right_normalpressed_protoss.dds and hover image to Assets\Textures\ui_button_navsmall_right_normaloverpressedover_protoss.dds with border type EndCap
    

    Every button on my UI is a Screen Button, and they're all functional.

    Posted in: Triggers
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    posted a message on Tips for a SC2 beginner, anyone?

    What's cool about SC2 is that every single unit has at least 2 other units that it is strong against, and 2 which it is weak against. I believe the help panel (press F12) shows every unit's strengths/weaknesses. Learning these will be extremely helpful for counter-attacks and even initial build orders depending on how you scout.

    Posted in: Off-Topic
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    posted a message on [Showcase] Custom Protoss RPG UI [WIP]

    @QMJ3: Go

    Updated:

    • Setup Quests panel
    Posted in: Artist Tavern
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    posted a message on [Showcase] Custom Protoss RPG UI [WIP]

    I've been working on a custom UI for a Protoss RPG/potential campaign, and I'm going to showcase the UI here. If I can get videos of it in the future I'll update the post, for now, just enjoy the screens. :) Keep in mind it's a work in progress, but here's what's functional so far:

    • Quests button/frame
    • Skills button/frame
    • Items button/frame
    • Unit Info tabs (which change depending on which unit is clicked)

    In the near future:

    • Functional skills hotkey bar (highlighted selection in screenshot)
    • Functional quests frame (multiple pages, active and completed quests)
    • Functional skill tree frame (showing, obviously, skill progression/requirements; ability to select abilities and assign them to the hotkey bar)
    • Functional XP bar
    Posted in: Artist Tavern
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    posted a message on RPG UI Question(s)

    I'm playing around making a generic custom UI for an RPG type map... I'd like some input as to what you think is essential for an RPG UI layout. What type of buttons would you like to see, what type of health bars, etc. Right now I'm planning:

    • Quests button
    • Skills/Skill Tree button
    • Inventory button
    • Health/Shield/Energy progress bars
    • (map specific) Left-click action
    • (map specific) Right-click action
    • (possibly) Button-bar (4-5) for hot-keyed spells/abilities

    Anything you would add/remove? I'm just brainstorming, be as creative as you want. When I finish I'll share the map. :)

    Posted in: Miscellaneous Development
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    posted a message on What kind of maps do you like?

    I've toyed with the idea of creating a RPG but I feel like the replayability of them is minimal, or that everyone's doing it now; the market is a bit flooded, so to speak. What kind of maps are people looking for? What would make you play a map more than once?

    Posted in: Miscellaneous Development
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    posted a message on [Storymode Cinematic] - The Final Preparations

    @lnsidious: Go

    Pretty cool use of the tools at hand. My critiques will sound redundant, but the mouths not moving obviously takes a lot away from it. Other than that, the speech sounds strange at times, like they weren't in the same place when they were speaking... (which they weren't originally lol)

    Well done though!

    Posted in: Project Workplace
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    posted a message on [Contest] Epic Battle Scene

    @Eiviyn: Go

    Very cool! Nice camera work... and the warping in looks great.

    Posted in: Project Workplace
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