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    posted a message on GoCraft
    ************************************************************ Published as "GoCraft" in EU, soon to be proxy published in NA ************************************************************ Type: Real-time PvP implementation of Go // Competetive team-based auto-spawning macro strategy. State: Gold. (Everything is functional; a few things will change; a few things will be added). ************************************************************ 1v1, 2v2, 3v3 supported. You build bunkers with your SCV. This costs 1 move. You get a new move every 30 seconds. You spawn marines from bunkers which attack north/south/east/west as per your orders. Objective is to score more points than opposing team by controling the board. Control of territory is awarded intuitively based on numerical dominance (bunkers trump marines). You score 10 points per territory your team controls when each new move is allocated. You score 1 point for your team every time a marine of yours moves into a different square. You get 1 bonus move per enemy bunker destroyed. You get 1 nuke after 400 seconds and 800 sseconds (to deter blobbing which is a fast route to defeat) Victory is awarded for having the highest team score after 20 minutes (1200 seconds). Victory is also awarded for having twice the points of the opposing team any time after 10 minutes play. You can also acheive victory by wiping out the opposing bunkers, but this is not (should not be) easy and is not the focus of the gameplay. ************************************************************ GoCraft is my real-time interpretation of the ancient classic, Go. It's geared for easy access yet has genuine tactical, strategic and intellectual depth. Certain qualities from other games such as Chess and Abalone are also present (in an emergent, accidental way). In classic Go, each player takes a turn to place a stone on a functionally chess-like board. The idea is to surround empty board spaces to claim as territory and surround opposing stones to eliminate them. The influence of each players' stones is exerted indirectly and only vertically and horizontally. In GoCraft, players place bunkers instead of stones and influence is exerted via marines which assault the board horiztonally or vertically from the bunker. For those of you who have no real interest in how Go works but love trying new maps, I'll try to entice you with the following feature: you construct buildings which spew out marines for free (this seems to be a particularly popular mechanic these days). Lots of players who like zone wars have said it appeals to them. I'll update this thread as I release more builds & info. ************************************************************
    Posted in: Project Workplace
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    posted a message on [Region Arrays] Events, Ownership, Resources
    If going down this route, I think data tables might be worth a look. I can't go down it, I have 100 regions. I just discovered that 'Unit Enters/Leaves Triggering Region' doesn't work either. I have no idea how I'm going to approach my design now :s (by that I mean, if you specifiy a region it's OK, but you can't have the event tell you which region triggered the event, even if it's supposed to work, it doesn't, tested for 30 mins trying to get roudn it)
    Posted in: Tutorials
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    posted a message on [Trigger] Placing identical teams made from lobbies)
    I think I have a much more elegant solution (though the fact we all have to burn mental calories thinking this shite through becasue Blizztard can't write software since they got addicted to boning out crappy MMO grindfest content CHAFES MY EYEBALLS AND MY OTHER BALLS). Fire IQ cannon! Fix the colour of the slots in the lobby, then make use of the player/get colour accessor. Intact link between lobby and player property? Not tested it yet. I am on an all-nighter and need bacon.
    Posted in: Tutorials
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    posted a message on Disable default tips during loading screen?
    lol aarrgghhh!!!
    Posted in: Miscellaneous Development
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    posted a message on Disable default tips during loading screen?

    Are we able to prevent the default SC2 gameplay tips from showing over the loading progress bar of custom maps?

    They are nonsensical :s

    (I haven't found a way).

    Posted in: Miscellaneous Development
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    posted a message on Island - Terrain Exercise 30 minutes
    Nice Island :)) Fraps is a mark of the worthy. Registered/Paid user myself. Damn fine software.
    Posted in: Terrain
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    posted a message on Starcraft launchers
    The default AI has no micro. There is so much room for improvement, and it's a legit reason for doing whatever it takes to implement it, if that's what one is interested in. Manipulating software != piracy Tho sure, piracy is clearly an objective for SOME ppl. I'm afraid some ppl are just theives. THIS DOES NOT MEAN YOU THROW THE BABY OUT WITH THE BATH WATER. And anyway, you own the one and zero's on your hard disk. They're yours, as sure as your testicles are, in every literal, physical and philosophical sense. Culture/law/economy is wwwaaaaaaayyy behind this reality and it's a major symptom of the crap attempt the human race is making at the meat -> data transition in terms of perspective/paradigms/politics. Oh crikey I'm ranty. Must be something to do with losing 5 hrs to 'Variant definitions could not be validated'.
    Posted in: Third Party Tools
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    posted a message on Trying to publish my map, stuck at 0%
    Yeah, thank the Magna Carta for this thread, nice work. Important safety tip: WHITE IS NOT A SELECTABLE COLOUR IN THE MAP VARIANTS DIALOGUE, SO YOU CAN'T USE IT. Which is fucking shit, as my game has prodominantly two opposing factions, Black and White as per about 2000 years of board game tradition. 100% gay. ---------- Edit: Ahh, the plot thickens. Colours HAVE TO BE UNIQUE. This, I did not know. Apparently used at a low level for identity :s I conjecture that this explains why white isn't selectable: the default neutral/hostile stuff. FFS, this actualyl means we can't implement RED vs BLUE; we have to use team X, Y, Z with individual player colours. What the fuck :/ --------- Edit Also! You can't set up teams with different numbers of allies or players in them and correctly manage their enemy relationships. Have a look for yourselves in alliance/enemy link dialogues, try setting up 14 players as 4v4v3v3. Can't be done, you'd have to do post-lobby logic to implement it. C'mon Blizzard, you have really, really failed with lobbies/teams/publishing. You have fucked the puppy until it lies broken and dying.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Procedural generation
    RPG maps are cripplingly limited imo due to the lack of replayability due to their static nature. Randomness! Yesh, RPG less sucky now.Go for it ;) However, worth having a fixed spine to give that random flesh shape, as DarkRevanentX alluded to.
    Posted in: Triggers
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    posted a message on Region Groups
    Yeah I derived such processes myself, the problem is that it's shit n clunky compared with the ideal: a proper collections approach for regions. This wouldn't be a problem as such if I didn't have 100 regions (as stated) with a crap load of 'unit enters region' event throws per second (as stated). In other words, the workaround is likely to be laggy as fuck (though that is untested as I haven't constructed the [time-sink] workaround yet). The implication is that a paradigm slice of games design is all but precluded - should it indeed be laggy - which is pants. The reason for the post was to see if I was mistaken about there not being a region group object. Sadly, there just isn't one. Shitbox. I might go look for an editor wishlist that Blizzard claims to care about or has been known to read.
    Posted in: Triggers
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    posted a message on Region Groups
    Thanks for your input, soulcarver and crutex. However, the issue isn't with performing functions on things in a given region, and it is not about aggregating x regions into a single region. It is about being able to arbitrarily group regions for group manipulation while they maintain their independant definitions in a way that allows for future events to refer to a specific region once any original manipulation has been performed. So think of all those situations where unit groups are virtually 'required' to do something in a reasonable manner; I have the same situation with regions. Game design wise, I have 100 capturable regions that can change hands depending on what the participating teams do. I need to implement 'ownership' of those regions against teams in such a way that they can be passed around, just like units. For the computer scientists among us, I basicly want a collections object for regions, just like we have for units. Sadly, there doesn't seem to be one and the workarounds I've though of / seen so far are a bit pants (refer to my OP and Programmer's post). It's quite an interesting little gap in the tools the editor provides us with, imo.
    Posted in: Triggers
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    posted a message on publish trouble
    WOW It DID actually state the word, it was "Starcraft" (I mistook it for part of the error type or something). In the <custom> description field of a map variant I refered to Starcraft using the typical sentence of 'Starcraft meets <game name="">'. Blizzard has banned this! Silly planet we live on.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on publish trouble
    Holy shit, 10 minutes later I get an error about BAD WORDS in my text somewhere. Doesn't say where or what the string is, and as far as I know I've not typed anything naughty in. Man this software is so immature xD
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on publish trouble
    Quote from CaptainFailure123: I have had a lot of trouble publishing. I finally found a series of exact steps that, only if I follow, it publishes. 1 ) Load up map. (the process doesn't work unless you start fresh by restarting the editor) 2 ) Test the game 3 ) Quit the test (do not quit starcraft 2 yet) 4 ) Login to Battlenet 5 ) Quit Starcraft 2 6 ) Return to editor and open the publish menu 7 ) Login in the publish menu 8 ) Publish the game Failure to follow any of these steps in their order either, for me, results in the uploader not even trying to publish, getting stuck at 55%, getting stuck at 99%, or failing somewhere in the 90% range. I hope these steps work for you.
    I don't have any custom races, but this baby-sitting approach works for me too.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Region Groups
    alright ill give it a bash. which would you expect to hurt less? attached-building-ownership-linked-to-region-ownership proxy thing or hewge checky loop given 100 regions (across a 10x10 square board) expecting perhaps 30-50 'unit enters region' event throws per second once the game gets going. erm, maybe 10x that amount during endgame.. I worry the building proxy will be the way to go :(
    Posted in: Triggers
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