• 0

    posted a message on [LF ppl\help] working on Tactical RPG maps
    • BUMP* Soz about that, but I'm still looking for ppl to join me ;)
    Posted in: Team Recruitment
  • 0

    posted a message on [LF ppl\help] working on Tactical RPG maps

    - please don't steal -

    I've been working on a map for one week already, and while I have little experience with editors and anything related to them (other than 1 year of Java from school, and the second year will begin soon ofc) the project is fully planned out with ideas, story (which I'm taking very impotently), cinematic, and the gameplay aspects. The problem is that alone I can probably only do part of that and with too much time investment as well. I am not necessarily only looking for people that will join my team, but rather look for people who are interested in this project and would like to help (and ofc, will be part of it). If all goes well, there are already 2 more projects I have in mind (that continue the story of this one).

    The project - (aiming to be similar to the SC2 maps, like the secret level)

    A SP Tactical RPG map, you control two heroes (Nova, and a Protoss Dark Templar which would be an original character). Levels, inventory, abilities, its all (going to be) here. The aim of this map is to be story wise true to SC lore (but in an alternate starcaft universe, the scale of the story is a bit "too epic") AND INTRESTING. Gameplay wise its a lot like DA (only with the SC less "stone dead" feeling), with tactical pause (thanks to RileyStarcraft and s3rius help), and a set up of two heroes that completely complement each other (skills, items, buffs, everything). In other words, think of a similar level to those of SC2 single unit levels, only with more depth and an original story.

    What I am looking for mostly are people that can work with:

    • - Data (items, abilities, that sort of stuff). That also includes working with animations to some degree (modifying more or less, some skills aren't pretty, like domination). Creating the item system, items, and the likes (not too complicated).
    • - Cinematics. While short, some of the cinematic are rather heavy on action. The others are just dialogs with portraits (which isn't very special to make). I can handle the dialog itself.
    • - Triggers. Well that sort of puts everything together right? Mostly nothing too complicated (things like disabling skills until a certain condition is met and mostly stuff on that level, maybe put together a story related event like spawning a unit which does something then goes or whatever).

    What I will be happy to get opinions on (well actually everything, I'm very open for ideas especially good ones but feedback on those would be nice)

    • - Terrain. I'm pretty good at it (if I may) but anyone that is talented, good with brushes, or maybe just would like to help (the map is quite big) is welcome to take part, PM and ill show you what I have so far and where I need help.
    • - Story. I planned it out in general guidelines, its pretty original and I have good feedback from close friends, but it never hurts to add depth. So if you have ideas, good with dialog works, or (very important) know a lot of SC lore please PM me and ill tell u what I have so far (SC lore - don't know too much about it, so validating if my story is true to SC lore would be nice).

    The map currently has enough content to be playable, but this is really WIP so I'm not sure about making a preview yet (at least before some cinematic work and abilities are done). I will post photos instead, please remmber capturing gameplay is hard with photos... At least one shows the DT using blink and Nova using Snipe at the same time (can only be done with tactical pause), this gives you the ability to fully utilize both heroes.

    (PICTURES) http://img831.imageshack.us/gal.php?g=sc22010083116430453.jpg

    If you like the idea, of a story driven, cinematic, tactical RPG and would like to help, please contact me in PM with how you can and want to, and I assure you that this thing will rock if ill get the help I need. Thank you. Oh and yea, a CO-OP version (with more stealth gameplay and focus on CO-OP dynamics, more than just both the players shooting at the same target or anything flat like that) is planned for the second map (in addition to the SP cersion) if, again, all goes well with this one (I really want this project to get CO-OP focused in the future).

    == PM ME :> ==

    Posted in: Team Recruitment
  • 0

    posted a message on [Pause System] is it possible? like DA

    Thanks for the explanation. I also just saw the Pause All Units Action (how stupid of me not to even search for something like that), and add it. Everything works good now, all animations pause and resume together with the units themselves. Lucky no units or enemies use missile, and for now no ability as missile as well :)

    You sure its superfluous? I didn't test the action by itself but even with my little knowledge I think ur code doesn't have anything superfluous about it. And ill use the code tag next time sorry for the inconvenience.

    Thanks for ur help guys!

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Pause System] is it possible? like DA

    s3rius thanks for the heads up, the first won't be a problem, ill find some ways to bypass the second :)

    RielyStarcraft thank you so much for writing the triggers however, I can't get it to work well, mostly the problem is with "Variable - Set Paused = true" and "Variable - Set Paused = false" I think since you didn't (seem?) to create the varible, so I created one myself (but probably not right, just a boolean named pause set to false) anyway this is how it looks in my map how do I get it to work?

    Space Pressed Events UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow Local Variables Paused = false <Boolean> Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If Paused == false Then Debug - Display "Paused" as debug output using Type 1, and Do display it in the game window Variable - Set Paused = true Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions) Actions Actor - Send actor message "AnimSetPausedAll" to all actors contained by game region (Entire map) Else Debug - Display "Unpaused" as debug output using Type 1, and Do display it in the game window Variable - Set Paused = false Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions) Actions Actor - Send actor message "AnimSetPausedAll 0" to all actors contained by game region (Entire map)

    Currently all the animations stop, but the game continues to play normally, and also I can't "unpause" it (each press of Space shows the "pause" message and nothing changes). Sorry this is the first time I mess with "real" triggers :)

    Posted in: Galaxy Scripting
  • 0

    posted a message on Aftermath RM

    Sorry but, what is Brainstormers?

    Posted in: Team Recruitment
  • 0

    posted a message on [Command Card] One for two?
    • bump* If only I could find that vid \:
    Posted in: Data
  • 0

    posted a message on [Pause System] is it possible? like DA
    • bump* at least give me a no :P
    Posted in: Galaxy Scripting
  • 0

    posted a message on My environment work (Picture Heavy)

    Oh there is, they are so close to the fog I kinda didn't notice sorry. Anyway looking forward to see the improved version, too bad you can't show it before the project releases.

    Posted in: Terrain
  • 0

    posted a message on My environment work (Picture Heavy)

    wow that last map looks amazing, how did you do sky and the low clouds? is that fog? maybe you can also put snow on the other mountains unless it would look wierd?

    Posted in: Terrain
  • 0

    posted a message on [Pause System] is it possible? like DA

    Is it possible to create a pause system through scripting like the one in DA:O? (for a SP map) As if you pressed F10, but you can still move camera around, select units, and queue 1 order for each unit in your control. Well, yea, like DA:O. Is it possible with scripting? (doesn't seem so with triggers).

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Command Card] One for two?

    I saw its possible somewhere, I just can't remember where (and it was pretty complicated), issuing orders to a unit from anther units command card. I'm making a SP mission, with two heroes and I thought it would be a nice game-play touch if you could command abilities for both of them from the same card (say, 1 has blink and the other has snipe. Right now you will need to tab between the heroes quite a lot to utilize that, if you could just use both from the same command card could make game-play much more fluid no?) Help please :)

    Posted in: Data
  • 0

    posted a message on Weekly Terraining Exercise #4: In the Mountains!

    just thought ill comment on those I liked :P

    Gurrgel your map looks very good, a lot of detail and attention. Nice mountains. CC yours have a lot of atmosphere as if taken form a machinima, nice. Mordrag my favorite, kinda atmospheric (sort of a calm valley trees well placed and everything), if it had sky it would've been perfect.

    Posted in: Terrain
  • 0

    posted a message on Terrain Artist! [Picture Heavy]

    From the first map I'm working on, currently kinda stuck (can't continue before I find some story direction for this mission would be happy to get help with that) so I figured out ill post it here and get some feedback on the terrain. The enemies are subject to change, so yea I know they don't make sense (thinking of going with Terran enemies instead and make it look like they "run to you" and not just standing there waiting for you). I plan on making it a SP RPG mission, and if all goes well, make a CO-OP "continues" (which ironically I already have a story direction for). Tips on terrain painting will be appreciated seems to be where I struggle most.

    http://img828.imageshack.us/img828/209/sc2editor20100830154755.png http://img90.imageshack.us/img90/5175/sc2editor20100830154807.png http://img202.imageshack.us/img202/1654/sc2editor20100830154820.png http://img217.imageshack.us/img217/4323/sc2editor20100830154827.png http://img831.imageshack.us/img831/2495/sc2editor20100830154831.png http://img411.imageshack.us/img411/4801/sc2editor20100830154834.png

    In-game there are pretty birds and darker lightning :>

    Posted in: Terrain
  • 0

    posted a message on RPG Map with Dungeon

    The terrain is amazing but I'm not sure if its really possible to have so much detail without losing FPS. You say its the capturing that causes FPS loss so you probably have a strong PC, but I myself have a pretty good PC and when I tried making a detailed map and play from a wow-like view the fps was extremely low unless looking down most of the time. SC2 wasn't meant for this camera angle and the FPS gets hit really bad, I think lots of PCs will have that problem. If your going to start a project like that, please remember that, and try to find ways to reduce those lags (I know that cloud effects for example increases it greatly), because the terrain is very pretty but a lot of people would have to play on lower settings and miss it... You should go on with this and find\make a team, it has potential.

    Posted in: Project Workplace
  • 0

    posted a message on [Camera] following hero(es) panned to center

    @Mienk: Go How do I create a new unit group? When trying to do "add unit to unit group" I can also select functions, none of them seem to create a new unit group, only one that "converts unit to a unit group", but than I cant select it with the "camera follow unit group" action.

    I can do it in 1 line but then only on 1 hero instead of 2. Help please :)

    Posted in: Triggers
  • To post a comment, please or register a new account.