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    posted a message on Starlock - Warlock remake

    Sight....just have to do everything the hard way then...trough error and mistake

    Posted in: Project Workplace
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    posted a message on Starlock - Warlock remake

    The custom health bar and spellcasting bar is really cool.

    Question: Can you add random spell with any hotkey? Like Q for fireball, lightning or whatever?

    That spell system/bar is propably something I need too. Give some tips how to make it? :)

    Posted in: Project Workplace
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    posted a message on Contests & Challenges Listing

    The contests should deffinetly have THEMES. It would make comparing submissions easier and also makes the contests more interesting and chalenging.

    Example. Spell contest could have themes like:

    Elements (fire,water...)

    Support

    Holy/Dark/Demonic

    Nature

    Im not too good with the themes :/. Im sure you could think of plenty of them.

    Posted in: Project Workplace
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    posted a message on Some creative twists for a sort of DOTA style map?

    There has been many maps with similar kind of idea. You controll some area and get something in return, so its not anything amazing. I dont think with that you can make your map stand up from the other maps.

    Still, its not a bad idea so go for it if you feel like it. Good map is a good map.

    Posted in: Project Workplace
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    posted a message on Combo Arena (Working Title)

    .....................

    Posted in: Project Workplace
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    posted a message on [Trigger/Data]

    thank you!

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/Data]

    thank you sir...

    camera problem remains

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/Data]

    Two questions. Need answer fast pls...

    1. How can you aply stun to unit? Is there some option on effects or behaviours? I couldnt find anything like stun

    2. How can I make camera follow unit same way like you would be playing yourself, but the camera follows. If I use Make camera look and follow unit action, it gives a really weird view point of the unit and its no good :<.

    I LOVE HOW I ALWAYS FORGOT TO ADD TOPIC AFTER TRIGGER/DATA :DDDDD

    Posted in: Miscellaneous Development
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    posted a message on Combo Arena (Working Title)

    Allrighty. Spells for beta are almost done. Im hoping I can find some testers here to help me.

    The testing will propably be on this or next week. Before that I need to make revive triggers and some terraining (maybe leaderboard too). And before private testing Im gona try making a gameplay video cinematic with triggers and post the video here. And if something doesnt look good or doesnt work well with the system I might redo things.

    Hopefully I can get the video out today

    Posted in: Project Workplace
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    posted a message on Combo Arena (Working Title)

    Thx for all the comments. I think I will be making a minimap for private testing to see how the systems work (will take a while).

    dra6o0n -> wow you read my mind. I have already made spell that makes AoE pushback/damage with 3xnormal strike. And 4th normal spell will be evansive/counter spell, that will work differently in different situations.

    As for the afterimage. I will propably test it out with and without it when the map is ready for testing. The afterimage does hide some of the flaws that would be easier to see if it wasnt there (might try to fix those flaws, tought). Like units animation and the little bit choppu leap spell. Sc2 doesnt really have a good unit with lots of animations to make all attacks look natural. In wc3 I worked on samekind of map before quiting map making (so didnt release it). Blademaster had good animations for the map and It looked pretty good to me, so I might post a video about it if I can find my tft cd and re-instal the game.

    Oh and does anyone know how to play specific animations for unit with triggers? Like Attack 3. All the spells there use attack animation that mixes all attack animations of dark templar, so there is also room for improvement in that.

    Posted in: Project Workplace
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    posted a message on Combo Arena (Working Title)

    So I was thinking of creating a really unique hero arena. Take a look at the video and tell me what you think.

    Embed Removed: https://www.youtube.com/v/_Z89og4kVTg?fs=1

    The idea is to create a hero arena with combo spell system. In the video hero has 3 spells which can be used to make 5 different spells.

    Basic Spells:

    1. Attack, damages units infront of the caster.

    2. Strong Attack, sends the enemies flying.

    3. Leap, The hero jumps.

    Combo Spells:

    1. Leap + Attack = Aerial rush, damages air units.

    2. Leap + Strong Attack = Downward slash, damages units in the ground.

    I would like to know what you think of this concept. I could create more combos and different spells, but I want to know does it look good or bad before proceeding any further with the map. In this test map all the spells doesnt do damage, I only wanted to show and test how the system works. The Downward slash could do damage based on the height unit uses is, so you cant abuse it so easily.

    The hero also has after image effect. I think it makes the spells look a bit better, but normal attack becomes a bit messy (Dunno if I can fix that).

    And the marine in the end is just messing around with data editor. You can add turrets to any unit with the data editor (its kinda hard to do).

    POST IDEAS TO IMPROVE THE MAP! And all negative and positive feedback is welcome! Are the effects fine? Does the spells look smooth/choppy? Im not totally happy with the jump spell, its not 100% smooth.

    Posted in: Project Workplace
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    posted a message on [Data]Is sc2 lacking special effects?

    That is kinda cool if you can make new effects by combining...I will look into that. thx

    Posted in: Miscellaneous Development
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    posted a message on [Data]Is sc2 lacking special effects?

    Im finding hard to find proper special effects. In wc3 there was effects for everything. My personal favorites were: phoenix fire, ilidan missile, nerubian missile (because they leave trail when you move unit that has that buff). There were also tons of explosion and lightning effects which I loved.

    but I quess you have to work with the tools given.... :<

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/data]

    Im trying to make a jump spell. I made one with triggers and its not looking totally perfect (you can somewhat see when you move unit)

    Anyway

    1: Is there a way to turn off collision on unit with triggers/adding behaviour our something? Couldnt find it....

    2: Is it possible to make jump spell with reapers ability? I tried using the jump behaviour and adding it to unit, but it didnt do anything. Not sure how the reaper jump works....if you know, pls explain.

    • edit*
    • lol forgot to add topic, how do I add one?
    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Simple Leap Function

    I think this looks quite bad...Its not as smooth as I hoped.

    Im not sure how could you make the ability smoother, since you dont want to be too slow and it should look like a natural jump.

    I quess that would work for a tutorial anyway. You can propably figure way to make the jump look better with changing the values.

    • edit* If you want to make leap spell look like a half circle instead of triangle, you can also use mathetmatic functions like sin. Then you dont even need to detect when unit starts to go down.

    example:

    5*Sin(4*tmpReal) = units flying height;

    where 5 = amplitude(how hight the unit will go),

    (4*tmpReal) = how fast will the unit rise/lower itself (tmpReal is used inside the loop to increase the value, like this; tmpReal = tmpReal + 1).

    I dont remember too mucha bout math, but I think this formula produces good results too and simplifies the leap spell.

    I dont bother explaining how the sin works, but you should test it out. NO NEED FOR DETECTING UNIT GOING DOWN/UP

    Posted in: Tutorials
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