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    posted a message on Anyone still care?

    I would really appreciate an extension to Galaxy. However, what I'd prefer the most is if it was easy to use. Some kind of integrated editor like the JNGP for WC3.

    Posted in: Galaxy Scripting
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    posted a message on HotS 2.0.2 Editor Updates
    Quote from Taintedwisp: Go

    @DeltaV: Go

    No they dont, I talked to someone at blizz about it a few months ago, and they said that there are major problems with doing it, They are considering making it so we can link maps together on battle.net.

    Really? Who did you talk to?

    As far as I know, it's been said in interviews that it's something they want to do in the future, but it's not prioritized. Also, someone already cracked the editor or something to support 512x512 maps. If I recall correctly, it was playable in multiplayer without a big change in performance. The problem is that you cant use it in battle.net so they used some cracked version I think.

    Posted in: General Chat
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    posted a message on (Hijacked by Siretu): [Solved:] Issue with overly dynamic tooltips

    @Deadzergling: I'm not sure why damage effects would work better. Also, what I meant was "I'm assuming it was never meant to be dynamically updated while the tooltip is visible". I want to update the tooltip, while the tooltip is visible. This doesn't seem to work with data references, at least not for me.

    @SouLCarveRR: I'm talking about normal data buttons, not dialogs.

    Posted in: Triggers
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    posted a message on (Hijacked by Siretu): [Solved:] Issue with overly dynamic tooltips

    Sorry for hijacking the thread, but I have what I think is a similar problem.

    I have a lot of upgrades with different max levels. I want to update the tooltip to show the level of the upgrade. I do this with data references in the button tooltip. Since I don't know of a way to use data references to get the current level, I use a dummy behavior's duration field instead. The upgrade adds to the duration and the tooltip references the behavior duration.

    This works fine, but there's one issue. If I move the mouse over the button, it'll show something like: "Increases movement speed. Level: 0 / 5". If I press it once and keep the mouse over the button, it'll still show "Increases movement speed. Level: 0 / 5". However, if I move the mouse away so the tooltip fades and once again move it over, it'll update to 1 / 5 correctly.

    I understand why this is happening(I'm assuming it was never meant to be dynamically updated while visible), but is there a way to fix it or a workaround that doesn't require several buttons for each upgrade.

    Posted in: Triggers
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    posted a message on Sixen, Curse, Sc2mapster and IE9

    Sometimes I get a weird determination to test out if something works in IE9. It ALWAYS ends the same way. IE9 crashes before I can even test it.

    I installed it because microsoft made some nice ads and I decided they've had enough time to improve it by now so it should be at least okay. It crashed within 2 minutes of starting it the first time.

    Posted in: General Chat
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    posted a message on Do you consider yourself part of an organized religion?

    Born as a christian and considered myself one until recently. Went over to agnosticism. Sure, a god might exist, but at this point in life, I don't need the spiritual comfort that religion can provide. I am fully capable of living without faith, but I don't blame people who believe.

    Posted in: Off-Topic
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    posted a message on Cruiser Command

    I'm sorry for taking over 2 months to reply. I try to be everywhere at once and it makes me forget some places. I'll try to update the main post soon, it's so outdated :D I'll add all the information about the forums and blog and everything.

    I'm iNsOmni, yes.

    You'll be able to do some stuff besides hacking when boarding. If you have purchased some good equipment, you can pose a threat to enemy marines. You can also steal minerals that miners return to the ship as well as blow stuff up.

    The green minerals problem seems to have been fixed. I added flying asteroids at start which fly around the map and never stop. They contain green minerals as well. This means you get some green throughout the game.

    We'll see about the modes. I want to keep the core gameplay(managing a cruisers with your team). I wont add game modes for a long time anyway.

    Edit: Updated the post with new info.

    Posted in: Project Workplace
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    posted a message on Why do you map?

    I enjoy creating things and since I'm not really good at creating other stuff, I create maps. I have to create stuff regularly or else my brain just starts classifying everything else as boring. I would never be able to spend a longer time just playing games on my free time. I have to work with the editor as well or else I get horribly bored and unfocused.

    And then there's everything other people have said already. I like the technical challenge. I like the fact that it's an easy way to do game development without having to do all the different art/sound assets and publishing framework yourself. I enjoy the fame and the community that is growing from a game I created. I enjoy reading the reviews(which are mostly 5-star these days) which praise the game I spent so much time on. I enjoy thinking about the future of my game and how to develop it further.

    But most importantly. I enjoy using the editor. The feeling when you're "in the zone" while developing some system. You know what you're trying to accomplish and you can see it slowly taking form in front of your eyes. That is an amazing feeling.

    Posted in: Off-Topic
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    posted a message on triggers getting corrupted in game

    You could start out by copying the triggers related to respawning. Select the entire trigger(Ctrl+A) and copy it as text(Ctrl+Shift+C) and paste it here.

    Posted in: Triggers
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    posted a message on Hiding item hotkeys.

    The button doesn't have a hotkey. I think it's linked to the item slot. If I recall correctly, the hotkey changes from N 1 to N 6 depending on where you put it.

    Posted in: Data
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    posted a message on Hiding item hotkeys.

    I am trying to hide the hotkeys shown on the item button. The "N 1" part in this screenshot: hotkey

    I found the "UI: Tooltip Flags +" field in the item's button where you can uncheck "Show Hotkey". Unfortunately, it doesn't hide that hotkey, but the hotkey shown in the tooltip when you mouse over the button.

    Posted in: Data
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    posted a message on Library: Improved GetResolution

    Since I can't try this out myself right now, could you explain how this works behind the scenes?

    Posted in: Triggers
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    posted a message on Steam Summer Sales

    Limbo, bioshock 1 + 2, spacechem and Amnesia. Total cost: Less than 19€

    Posted in: Off-Topic
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    posted a message on Hatchery Havoc

    Neither me nor Bloodcount are good terrainers, so we did the best we could. We'll probably do something about it later on. It's available on EU only right now, but I might publish it on NA later this week. I'll update the main post with this information.

    Posted in: Project Workplace
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    posted a message on Hatchery Havoc

    Hatchery Havoc

    A custom SCII map made by Siretu and Bloodcount.

    Recommended player count: 4+

    Mode: FFA

    Map Version: 1.0 (fresh out of beta)

    I Win/Loss mechanics

    II Core Gameplay mechanics

    III Gameplay enhancement mechanics

    IV Terrain features

    V Final word

    I Win/Loss mechanics

    These mechanics are relatively simple:

    In order to win you must control all the hatcheries on the map before the timer (25 minutes) expires. Regardless of the outcome when the game is over the players can regame without having to leave the current game.

    The mode is FFA, but after you kill an opponent, his last hatchery will remain his and he will be allied with you. That way no player will be out of the combat until the very end of the game.

    II Core Gameplay Mechanics

    The hatcheries on the map give you supply cap. From them you can train queens. The queens summon the rest of your army, they are your most important unit. The queens will degenerate mana at a rate of -0.5 per second. This means that the longer a queen isn’t in action the weaker she will become.

    The same can be said for her summonings, however they lose 1 hit point per second. Upon killing a unit they restore their health to maximum.

    III Gameplay Enhancement Mechanics

    1 The queen would be rather worthless after running out of energy. In order to restore her usefulness she has 2 other abilities which make her useful and give her more strategic depth. In exchange for 50 hitpoints, the queen can restore her energy to max. She can also tranfuse allied units, for a mineral cost.

    2 Upon killing an enemy unit the queen’s summonlings not only restore their health but they gain the ability (for a small amount of minerals) to morph into a stronger version of theirs. The stronger version still loses hitpoints but it is significantly stronger. 2 of the morphed units merge into a different unit type. Although the merge is costly the newly formed unit is very strong and has a special role in the game.

    •The Roach for example has insane movement speed and it can chase down and wear out and chase down any unit. It is tanky and armored, with enough transfusion it is nearly impossible to kill.

    3 Every hatchery can be upgraded into lair and hive. These upgraded forms have a lot more hitpoints than its predecessor. They are very good for fortifying key positions on the map. The Lair and Hive summon stronger queens with stronger spells. Their summonings are stronger than the Hatchery level queens. Upgraded forms also give more supply.

    4 If a hatchery is not taken by a player it will turn into a hive after 5 minutes.

    5 The map has AI.

    IV Terrain Features terrain

    The map is open, there are hardly any choke points, due to the lack of AoE. There are a couple of places of interest that players will want to control.

    1 Restoration Pools. Remember warcraft III’s health and mana fountains ? They have been left out of any maps in SCII... can’t imagine why. Well, we are the first ones to fix this mistake because they are making a comeback in Hatchery Havoc! They give a small health and mana regeneration to all units in their range. They are the only way to heal your units without losing minerals.

    There is a total of 4 pools on the map. The regeneration matches the summonlings deregeneration, so a summonling’s life will stay the same if they’re close to a restoration pool.

    2 Xel’Naga watch towers- there is 4 of them, each one of them is on highground and the ramps are blocked by destructible rocks (500 hp) The strategic value that the Xel’Naga towers give on a small map like this is very big, that is why we feel that the player must first invest time into capturing the tower before being able to use it to plan his offence/defence.

    V Final word

    We would love hear your feedback and watch your replays. Thank you for reading and enjoy the map.

    Posted in: Project Workplace
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