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    posted a message on [Release] Evolution Wars

    @Eiviyn: Go

    I haven't heard of that game, but it most likely was based on Civilization Wars as well.

    Posted in: Project Workplace
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    posted a message on [Release] Evolution Wars

    It's on US and yes, it is based on wc3 Civilization Wars.

    Posted in: Project Workplace
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    posted a message on [Release] Evolution Wars

    Evolution Wars (Beta v1.0)
    by JACofNoIdea and Xritam

    Basic Game Premise:
    - Two teams of three battle for control of the map.
    - Each person on each team picks a lane to build in (top, middle, or bottom).
    - Build spawn buildings to send units.
    - Take over energy points in lanes to gain bonuses (certain buildings require the Alpha, Beta, or Gamma points located in the middle of the lanes). There are also “bonus energies” in each lane.
    - Build transformers, which give you income depending on how much of a lane's energies you control.
    - Income and unit spawn occurs every 30 seconds.
    - Top lane is air only.
    - Make sure to read the loading screen and read the tooltips for all buildings, units, and upgrades so you know what they do and how they work!

    First Builder and Start Location

    Special Features:
    - Custom armor types and damage types.
    - Large variety of tactics and units to upgrade to to counter your opponents.
    - Large number of upgrades and research opportunities. Learn how to tech!
    - Requires a bit of practice to get the hang of it.
    - Progress through 4 stages of your evolutionary existence!

    Lane Control

    The game is now live on Starcraft 2. Check it out!

    Posted in: Project Workplace
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    posted a message on Editor Crashing Due to Abilities or Buildings

    I'm making a game with buildings that spawn units on a timer and can be upgraded to other buildings. I made the buttons and upgrade (from one building to another) abilities for about 60 buildings. Nearly every building works, except for 5 of them randomly. For some reason, these 5 buildings, when they have the upgrade abilities added onto them, cause the game to crash before the load into it is complete.

    When I remove all abilities from these buildings, the game loads and runs fine. Adding on abilities from working upgrade buildings to these broken buildings makes the game crash on load. Adding on the abilities to upgrade for the broken ones to working ones causes the game to crash before load.

    I first remade the abilities for the buildings, that didn't work. I remade the buttons, that didnt work. Then I remade every ability again and that didn't work. I recreated the buildings. I changed their models, I compared the broken abilities and buildings to working ones and there is no difference. I did not make the buildings or abilities any different either.

    The upgrade ability I am duplicating is "Lair - Morph Building (Lair -> hive)". I then change the "Ability - Commands +" and "ability - info" to the desired building and button associated with the upgrade. I also change the cost, race, and UI - Alert, if that matters.

    There are several abilities that cause buildings to upgrade to the same thing. (i.e I have an "Infested Marine Spawn Upgrade to Marauder Spawn" ability and a "Kerrigan Spawn Upgrade to Marauder Spawn Ability". Both abilities call upon the same buttons, but that doesn't cause the game to crash for these.

    A version of the game right before the ability creation works fine. Again, when these buildings don't have abilities they load fine, when they do the game crashes. When the associated abilities are used on other buildings, it crashes.

    This is one of the last steps on my map and I have been trying to fix it for all of yesterday and today. If anyone has any ideas (I don't care how absurd) PLEASE PLEASE post.

    Thank you.

    EDIT: Deleting the upgrades to the broken buildings allows for the broken buildings to use their upgrades just fine (no crashing)for some reason. There is then the issue of those lower tier upgrades though.

    Posted in: Data
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    posted a message on Changing One Building into Another Scaling Issue

    I figured it out. I was changing the actors scale, which should just be kept at 1. The scale for the model of the building (min and max) should be changed.

     (just in case anyone else has the same problem).

    Posted in: Data
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    posted a message on Changing One Building into Another Scaling Issue

    I'm working on a map with someone and sent them this e-mail (below) for instructions on changing one building into another.

    Everything works except for some reason the buildings aren't changing to the scale they are set for. For example, my hatchery is at .5 scale and my spawning pool is at .75 scale. When my hacthery upgrades into my spawning pool, the spawning pool has a scale of .5.

    Looking at what I did below, is there some reason this is happening? Or is there some morph command under events to change scale?
    (it was colorcoded somewhat before, so sorry if its confusing)

    Email:

    Under Buttons
    - Right Click -> Add Object
        - For its Name: Upgrade Building 1 to Building 2  (i.e. Upgrade Drone Spawn to Upgrade Zergling Spawn)
            - Once created:
                - Change Alert Icon and Icon to the icon of the upgraded unit (search for the units name)
                    - You can copy paste this over from 1 to the other
                - Categories = Race of the upgraded building
                - Hotkeys = First letter of upgraded unit (don't have to do this, but it only takes like a second)
                - Alert Name + Alert tooltip + Name + Tooltip to Name. (just do it for 1 then copy paste to the rest)
    Under Abilities
    - Search for "Lair - Morph"
        - Duplicate "Lair - Morph Building (Lair -> Hive)"     (only the name (which is by default) should be checked. so don't duplicate anything else)
        
        - Rename to Name.
            - Click on Ability Commands then on Execute
                - Set Default button to Name.
                - Remove requirements (click on any one of them and click the red X on the bottom right)
            - Then click on Ability Info
                - Info Unit = Building 2
                - Set all the 100 values to 10
            - Set Editor Prefix to nothing
            - Set UI Actor to Name
            - Set Cost Refund All to 0
    Under Units
        -Search for Building 1
            - Set all values under Cost to 0
            - Abilities +: Add on upgrade ability (Name)
            - Command Card: Select a square and add on your button (search Name)
                - Set Command Type to "Ability Command"
                - Set Ability: Name
                - Select another square and add on the cancel button
                - Command Type: "Ability Command"
                - Ability: Name
                - Abilitity Command: "Cancel"
            - Select Building 1's Actor
                - Search "Events" then open
                    - Find AbilMorph * Finish
                        - If it doesn't have that event then:
                            - Right click -> Add Event
                                - Set Msg type: Ability Morph
                                - Sub Name: Finish
                                - Right click Event and add 2 terms
                                  - Set First Term to MorphFrom Building 1
                                  - Set Second Term to MorphTo Building 2
                                - Set ActionImpact under the Event to "Destroy"
                            - Right click -> Add Another Event
                                - Msg Type: Ability Morph
                                - SubName: Cancel
                                - Right click Event and add 2 terms
                                         - Set First Term to MorphFrom Building 1
                                         - Set Second Term to MorphTo Building 2
                                        - Set ActionImpact under the Event to "Animation Play"
                                    - Name: Morph Cancel
                                    - Animation Properties: Cover End A
                                - All these can be copy + pasted when adding on multiple abilmorphs to a building

        - Under Units, Search for Building 2
            Set all Cost to 0
            - Go to its actor
            - Search events
            - Create the abil morph just like you did before with adding 2 terms, same MorphFrom and morphTo. The only difference is set ActionImpact to "Create"

    Posted in: Data
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    posted a message on Morphing: Depot to Fusion Core

    I'm upgrading a hatchery (at .5 scale) to a spawning pool (.75 scale). everything else works perfectly with the upgrading except that the spawning pool retains the scale of the hatchery. Is there some extra morph command for scale?

    Posted in: Miscellaneous Development
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