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    posted a message on [Help!] Editor camera doesn't match ingame camera

    @Telthalion: Go

    It was smart of you to point this out, but unfortunately this is not the issue here. I normally adjust the camera angles with the panels disabled before the initial test. I hope there is a simple solution like this to my problem. Thanks for your response :)

    Posted in: Miscellaneous Development
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    posted a message on [Help!] Editor camera doesn't match ingame camera

    @Ahli634: Go

    That specific example is on the edge of the map, still within the camera bounds however. I thought of this as well, but unfortunately it affects all cameras no matter where they are located. Most of these are more centered than in this example. Thanks for the tip tho :)

    Posted in: Miscellaneous Development
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    posted a message on [Help!] Editor camera doesn't match ingame camera

    This is a strange problem that i haven't experienced before. I'm working on a map project where the camera display in the editor is different from the camera display in the game. This includes every single camera object on the map! The difference is insignificant in some situations, but usually it greatly interfere with my work.

    I'll post an example below, i hope the lighting setting wont disturb the picture quality too much. The first picture shows my intended camera display as it is in the editor, while the second picture shows how it turns out in the game. Do not focus on the lighting setting, that works fine, rather watch the position of the doodad.

    Camera display in galaxy editor

    Camera display in game

    If the picture is unclear, what happens is that the camera moves a "short" distance to the right when i enter the game. There is no triggers that interfere with this camera and edits the view point, it simply changes itself.

    What i have come up with is that this could be a resolution problem, maybe the editor functions in a different resolution than my settings in game? Lowering the in game resolution seems to partly solve the problem. BUT if this is the case and there is no way to make the editor match my in game resolution, are there any way for me to adjust this so that it is playable for everyone with higher resolution settings?

    The only solutions i can think of at the moment is to either adjust the cameras so that they match in game to my resolution, even if it looks messed up in the editor, this will require a lot of tweaking and tests. And the other way is for everyone to edit their monitor and/or in game resolutions while playing the map in order to get an ideal game experience. Non of these solutions seems like a good way to approach the problem, especially not the 2nd one.

    My resolution settings (In game and on monitor): 1680x1050

    "Working" Resolution settings (In game and on monitor): 1024x768 (That's the closest similarities i've gotten)

    This problem is unique to this map. All my other projects work fine with 1680x1050 resolution and they do also include cameras.

    Any suggestions, clarifications and help are greatly appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Magic RPG

    @zenx1: Go

    I don't like UI that takes up too much screen space, i prefer having a menu system of some sort where you can click a menu button and it will display all custom dialog buttons that is currently located in top of the screen in a list format in say, top left conor. To me having this, or a similar system feels more clear. You can also link these dialogs to hotkeys for quicker access. I wouldn't mind a dialog or two, but you start to add up at this point and maybe there will be even more of these coming up later on when you add on more features to the map. Then a list system can be a good way to clean up some space.

    Custom frames is not nessesary, but it can be "cleaner" that way since you can hide the dialog box(es). Depending on the design obviously. Hope that clearifies it.

    Edit: made the front page, grats :)

    Posted in: Project Workplace
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    posted a message on Magic RPG

    Hmm looks like i replied in the wrong thread, i left a shorter story for you to read =)

    http://www.sc2mapster.com/forums/resources/project-workplace/31282-zombie-defence-development/?page=4#p78

    If you read it, leave the reply in this thread so i don't have to check two threads =)

    Posted in: Project Workplace
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    posted a message on Zombie defence development

    Recently played the map and thought i should leave some feedback, since i know it's appreciated with anything you get and that most people don't bother doing this. Being a map maker myself, and someone who has followed your work to inspire some of my own projects, i hope i can give you some constructive feedback in return. Please note that this criticism is purely constructive, no matter what i may write there is no intention of insult behind my words and also that i am very ungenerous when it comes to rating.

    When it comes to the maps fun factor i would rate it 3.5/5 (4/5 in Arcade because the lack of options) in it's current state. I like how the AI works, you've done a good job with that and the boss battles are interesting. Most of the hero abilities that i've tried out are visually appealing, which is an important part of gameplay to me. Abilities has to be good looking and fun to use, especially in an RPG. On these two subjects i think you've done very well.

    What drags down my rating the most is the environment and UI Design. Environment in an RPG has a major impact on the gameplay, having great terrain and lighting design can make up for a lack in gameplay quality because it makes the player want to "explore the world" rather than focusing on the actual content, such as leveling and progressing in the story line. When deciding to use custom UI objects for an RPG it's important to focus on the design, i've seen a lot worse but you may want to experiment with custom made frames created in photo shop or similar programs.

    To me, the terrain design of this project feels blank and boring, i wouldn't say that it's a complete failure but i think there is a lot of room for improvements. There are parts of it that i like, but most areas feels like they lack doodad and all areas lack lighting. Just adding simple things such as foliage at the side of the roads, a variation in terrain and doodad would do a lot. To clearify this, you over-use trees and rocks and you construct the playable areas by creating different shapes with these doodad types. You can variate the terrain a lot more by adding for an example water in form of a river or lake, maybe connected to a waterfall? Create height differences in the terrain (i recommend using the Raise/Lower tools rather than cliffs, and then limit these areas by "painting" with the pathing tool).

    Also, when you work on different areas of the world, you want to create different landscapes and choose a lighting setting that suits this landscape (or simply create your own lighting). Maybe you start in a forrest, and as you progress you travel though a desert, followed up with a large cave and end up in a snow environment. Use different titlesets, you can variate the original titlesets in the editor and use frames from any other titleset you are not restricted to just the textures of one titleset, however you can only have (i believe its) 8 different terrain textures in the same titleset.

    When you design a new area, choose a fitting theme and then design the content after the theme you choosed. All monster models and abilities should be designed as if they lived in this type of enviorment and the quests can be designed after the areas as well. Ideal zone creation to me is where everything lines up perfectly, where the monsters and their abilities feels realistic in the environment that they are placed in and when the quests assign you to do something that is "logical" to that spesific environment.

    Note that lighting can be set individually between players in patch 1.5, this is HUGE for RPG maps where players are in different areas of the map in a multiplayer game.

    Going on to difficulity, i find the game to be a bit unbalanced, but i have not done a lot of testing so my opinion may be incorrect. The gaps between the difficulity levels are too small in my opinion. Also, it feels like the game is way harder to play single player than in a group, is this intended? In group play i find the map to be too easy, the single player experience feels a bit right, maybe a bit too hard based on the level restrictions you set on the different areas. I do not have a lot of experience with multiplayer, i just played with two players once for about 30 minutes and that was way easier than my single player experience.

    I would suggest that you tune the game based on the number of players currently in the game, an easy way to do this is to use stacking behaviors that increase by 1 for each player and are given to all monsters to increase their health, energy and maybe damage. There is a possibility that such a feature already exists, but as mentioned i lack multiplayer experience and couldn't really see a difference in health from single player to two player.

    The spawn locations could use some work, both for the combat zone and resurrection. You may want to add some sort of checkpoint that allows the player to ressurect at the last checkpoint every time he/she dies. Or add a system where you can set your ressurection point to a set area, and change it any time, and the hero will revive at this point every time until the revive point is changed. Both of these systems should be individual for each player.

    When it comes to monster spawning these are a bit predictible, they seem to spawn on four different spawn locations that are set, rather than having a random spawn and more possible spawn locations. I may be wrong here, i did not pay too much attention to it :). If i am correct, i would suggest experimenting with additional spawn points and have monsters spawning randomly from one of these points (In combat only!). I think monster spawning should be a bit unpredictable, but not "random" to a point where all monsters can (assuming the numbers hit right) spawns from the same point.

    World spawns on monsters are set to certain locations, i think this is okay for a map like this, but it is predictiable and i guess boring. However i do not have a lot of suggestions to solve this at the time, i ran into design problems when i experimented with a similar thing myself and ended up using set spawn positions to avoid the monsters just randomly spawning across the area or "wandering" too far away from their original location. I think the ideal thing would be a "wandering system" where all creatures walk around but doesn't clump up with eachother, while still covering most of the zone and also has a random re-spawn between a set number of spawn points.

    When it comes to game bugs i find some, i assume some of them occured when patch 1.5 went live.

    • While inside combat and defeating all enemies you sometimes get stuck in the combat arena, spell usage and saving is disabled at this point.
    • Rapid Fire (Fire Mage spell) - Doesn't always trigger the spell effect when used, the "ability" always runs since energy is removed and cooldown runs.
    • Mutadrink (i don't recall the exact name, it's the one that heals % hp and energy instantly) does not work at all.
    • Mana/HP potions can be used even when at full health or energy, assume it's intended but i really don't like this =D
    • Bosses/Units with movement abilities can get stuck on cliffs and move outside a combat zone, this may be the reason why you get stuck in combat?
    • Opening Cinematic does not always complete and can get you stuck, forcing you to leave the game.
    • Blacksmith in the second city does not open the dialog when you step over the becon. Not yet added?

    That's all bugs i can recall on top of my head.

    I've not read through all of this, since i don't have time at the moment, but i will edit it when i come back. Expect typos and maybe some strange sentences :)

    Hope you appreciate this feedback. Regards Infernium

    Edited, fixed some typos and re-arrenged some text.

    Posted in: Project Workplace
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    posted a message on [Solved] Catalog Field Value Set - DamageResponse

    I'm trying to modify a behaivor by using the Catalog Field Value Set trigger function. I've set up the fields as following:

    Catalog: Behaviors

    Entry: Reduce

    Field Path: DamageResponse.ModifyFraction

    Player: (Owner of (Triggering Unit))

    Value: 1

    When the trigger runs i get the following error message: ErrorCatalogFieldNotWritten

    Everything else in the trigger works and i can also get the current damage response value in the modify fraction field using by using "Catalog Field Get Value" and the same field path.

    Is this field unavailable for modification or does the damage response fields have a different field path when used in the Catalog Field Value Set function?

    Edit: Turns out that this field cannot be edited via the Catalog Field Value Set function. Same problem occours with all fields related to DamageResponse, as far as i can tell.

    Posted in: Triggers
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    posted a message on Looking for advice regarding lighting
    Quote from StragusMapster: Go

    Regarding time of day, you can have multiple lights and interpolate between them with triggers. For some obscure reason, the interpolation timer seems to use "real" seconds instead of game seconds, watch out for that.

    I will look into that tomorrow. If the timer uses real time seconds, then it's just a plus in my case, since i'm planning to base the time of day on real time.

    Quote from StragusMapster: Go

    As far as I know, lighting is global for the whole map, and there's no way to have local lighting except by having doodads that contain local lights.

    That's the conclusion i came up with as well, it's to bad that it can't be modified separately for each player, that would solve all my problems. :(

    Quote from StragusMapster: Go

    Reducing sight vision for units in an area is quite possible, applying some behaviors to said units.

    I'm planning to modify the vision radius either via behaivors or through catalogs, i'm not yet sure which one. Catalogs would allow me to make more interesting calculations like % reduction, but behaivors takes less time to create. I've also though of creating the light radius of a unit as a Omi light doodad, that are attached to the unit, that may also allow me to increase the light radius by increasing the size via triggers (I've not tried it, but that's how the object work in the editor).

    Thanks for your reply :)

    Posted in: Terrain
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    posted a message on welcome to Korhal City
    Quote from Reaper872: Go

    For some reason the units walk right through the korhal building doodads, and it looks stoopid!

    That can be solved by adding pathing blockers or by painting a pathing zone. If you press "H" in the editor you'll open the pathing menu. You can paint a "no pathing" area around these buildings. Another solution may be to enable their original footprint (if such exists, and are disabled). In case you have trouble to see any painted "no pathing zones" you can press Shift + D to hide all doodad objects, pressing it again will show these doodad objects again.

    Good luck with your project :)

    Posted in: Terrain
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    posted a message on Looking for advice regarding lighting

    If anything is unclear or needs a closer explanation please let me know.

    I'll keep checking this topic for at least a week from now, so feel free to post a reply even if it's a few days old :)

    Posted in: Terrain
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    posted a message on welcome to Korhal City
    Quote from Reaper872: Go

    Well, now the map is begining to have some scattered Dominion Guard soldiers. The goal is to destroy all of the Dominion buildings or to stop the mercenery team from blowing up the city. I still need to add many more buildings and figure out where to put them as well. Pathing (not allowing units to walk through buildings) still is yet to be added as well.

    I also would like a patrol team going along the roads and engaging enemies. Every loop, killed units will be replenished as close to the surviving buildings as I can manage. I need triggers and such and I am not sure where to begin with that.

    The map also looks dull still, at least to me. How do I add even more details to finish the look?

    You may get some inspiration by checking this Link, you can find a lot of buildings in there that looks amazing. However they may not fit into your map theme. :(

    Posted in: Terrain
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    posted a message on Looking for advice regarding lighting

    I'm interested of creating a lighting system for my map that changes based on the time of day, and that vary depending on the different game zones. I also need to be able to manipulate the light in certain regions to be either darker or brighter. I've not yet started working with this system, and i'm not entierly sure how to start, therefor i ask for your advice so i can get some ideas of possible solutions and systems.

    1) Time of Day: My current goal is to create 4 different phases of a day; Dawn, Day, Dusk and Night.

    Each one of these day phases will have a different light, which is global and affects all players. However, the light generated by the time phase of a day should not affect in-door enviorment like caves or buildings.

    2) Zones: I want the lighting of each zone to be manipulated individually, even if some zones may have the same or similar lighting. This gives me an oppertunity to create both a "Dark and spooky forest" and a "Sunny wasteland" in the same map. The time of day influences on all out-door zones, but the effect may diversify when the lighting of the time phase is mixed with the zones original lighting.

    3) In-door regions I've created buildings and caves that you can enter and explore, but for these areas i wish to have another type of lighting.

    I want the caves to be dark, and also reduce the units sight vision: the units vision will reveal a small circular area around the unit, but the rest of the cave should be almost completly black. Additional vision can be provided with items (such as torches or flash lights) which lights up the circular vision radius around the unit. But these effects should also slightly reduce the surrounding darkness that appears outside the units "circular vision radius".

    Buildings will either have it's own lighting or function as a cave. Assuming that the buildings are lighted if people lives in it, and cave-like if it's abandoned.

    I'm not very experienced with lighting, and this is my first project where i want to add more than the lightning of a titleset. But i suspect that i may need an advanced lighting system to create what i'm trying to achieve, since the titleset lighting is global and can't be set on a individual player level.

    I've considered using doodad combined with fog and weather effects to create a unique zone feeling. And creating the "time of day" phases with a global titleset lighting. But i believe that the global time phases will affect indoor areas as well.

    Any suggestions or advice is appreciated. Thanks for reading :)

    Regards, Infernium

    Posted in: Terrain
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    posted a message on [Solved] Catalog Field Get - Ability Cooldown

    @Kueken531: Go

    Thanks a lot, that fixed it! :D

    I thought the "Array" part was requierd to track arrays, so i did not even consider removing it from the path, but appearently not in this case.

    Can i send you a message if i run into another Catalog Field Value problem while finishing this trigger? If you don't mind, of course :)

    Edit: Will not be nessesary, i got it all set up and working now. Thanks again!

    Posted in: Triggers
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    posted a message on [Solved] Catalog Field Get - Ability Cooldown

    @Kueken531: Go

    I've tried with both CostArray[0].Cooldown.TimeUse and Costarray[0].Cooldown.TimeUse

    That is not the problem, the screenshot was just taken when i tested the "Costarray" line. But thanks for your reply :)

    Posted in: Triggers
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    posted a message on [Solved] Catalog Field Get - Ability Cooldown

    I ran into a problem when i tried to access a cooldown link on an ability, i'm using the "Catalog Field Get" trigger function using the following path:

    Catalog: Abilities

    Entry: QuickStrike

    Field Path: CostArray[0].Cooldown.TimeUse

    I have also tried with the field path CostArray[0].Cooldown.Link (Trying to access the cooldown link, which i assume would have the same result as the "TimeUse" field) without any result.

    This is the error message i get when the trigger runs:

    Error

    Please note that i have only used Catalogs for 2 days now, and are a beginner, so there may be simple path problems like a "." instead of a "," and so on.

    Any help or tips are very appreciated :)

    Regards, Infernium

    Posted in: Triggers
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