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    posted a message on Fortress Survival Coming to StarCraft II

    I am interested. Currently on my senior year for CS so I can handle the galaxy scripting and triggers. But I would like more info about the game before I commit.

    Posted in: Team Recruitment
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    posted a message on Wanna Experience Diablo on Starcraft?

    sorry this is a terrible description, please don't mind this thread.

    Posted in: Team Recruitment
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    posted a message on LF ppl to create a very small 1vs1 arena mod

    interested PMed

    Posted in: Team Recruitment
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    posted a message on How to move the menu buttons?

    <Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor" file="GameUI">

    <Anchor side="Bottom" relative="$parent" pos="Max" offset="100"/>

    <Anchor side="Right" relative="$parent" pos="Max" offset="100"/>

    </Frame>

    Use this in the sc2layout instead of relying on triggers, much cleaner, just change the 100 to whatever you want.

    Posted in: UI Development
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    posted a message on LF data editor and UI designer to complete team

    pm your skype and we'll talk about the map and i'll see if im interested.

    Posted in: Team Recruitment
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    posted a message on A Real Starcraft Trading Card Game Recuitment

    With Hearthstone pre-released and them hinting to the fact that they might make a starcraft trading game if Hearthstone's community wants to. I would like to take this chance to kick start it and possibility have a large enough to following that it might become an official starcraft card game. I love starcraft and I love programming so I believe most of the game should be built with on-screen images and not with data units or any terrain. Make it feel like a card game that you can actually physically play.

    So with that I don't believe I will need a data editor. Atm tho I'm looking for some game design ideas from people who'd like to create the concepts with me.

    Posted in: Team Recruitment
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    posted a message on AI Control and custom health bar

    Thanks

    Posted in: Triggers
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    posted a message on AI Control and custom health bar

    Got a question retaining to how to make the computer's AI control do things instead of just attack a position. Such things include, sieging, stiming, activing guardian shield etc.... Is there some special trigger that actives this? I'd like to grant convert control of a player's unit, order it to attack and allow the AI to control when it wants to active its abilities.

    Next question I got is how do you make a custom health bar that FEELS like a health bar. I know that you must anchor the bar to something and it very much depends on the anchor and just decrease the size. But the images of the health bar still shrink and you can tell that the image is decreasing in width. What I want is a portion of the health bar to disappear instead.

    Posted in: Triggers
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    posted a message on Any card game enthusiasts?

    Since I havn't played a "real" good card game with the starcraft genre, I'd like to make one with its own unique rules. One that you can actually build your deck and buy booster packs for a chance for a rare, battle your friends so you can pick a card from their deck, and most importantly have your favorite starcraft players in your game.

    My idea is that you are playing on a battlefield simulator. Which means you can manipulate almost anything and have some very crazy battles.

    Each player must have 7 cards in their hand in the begining of the turn. They can have more than or less than 7 cards in their hand but must have 7 or less cards in their hand after each turn. You must have a min of 40 cards in your deck and a max of 100. Each turn will define an attacker and a defender, but the attacker does not need to attack. After each turn the cards you play build towards your previous defences or offenses. If someone decides to attack, what is left over is moved on to the next round. If a player successfully win that round, the player will lose a point for the round, same goes if you successfully defend. If you lose X amount of rounds you lose the game. Each round is bascially units on a battlefield which you play with your cards.

    Workers - Acts like plains in magic: the gathering, For each worker you gain resources or vespene gas depending on which you want them to mine. Each turn you gain that amount of resources depending on how many workers you have active. You may only build a worker for each expansion you have, you can have a nexus expansion and build scvs out of it. This allows for more multirace decks. If a worker is used to say upgrade or build a unit, you will still have that worker give resources and reused again next turn. Workers cannot be attacked or destoried.

    Tactics - These cards can change the formation of your army, things like surround, concave, trap, hold position, wall off, focus fire, worker pull or micro(which allows the player to take control of their units.) Each deck requires atleast one attack move card. Reuseable as well.

    Map - Changes the map which changes the battlefield which would be a small section of some of the popular ladder maps and tourney maps in melee. You can have your army on the high ground, ramp, behind a sight blocker, etc. Reuseable. Only can be used by the defending team if they are being attacked. If not map card is played then the default map is an open field.

    Abilties - These require energy to cast, you gain X amount of energy each turn. you can choose when and where to cast them, during battle or before. Reusable. Example, Inject, draw 3 cards next turn, psi storm, vortex, nuke.

    There are 4 subgroups for constructables.

    --------------

    Units - Can be reused. Backbone of any army. Requires X amount of workers for this race type. So a zealot for example may require X amount of probes and X amount of minerals. But cannot be used with scvs or drones. You can build as many units you can each turn given you have the required workers and resources. You can units that have passive abilities, like observer, while alive, you are allowed to see one card from your opponent's hand.

    Heros - Similar to units but are much stronger and cannot be reused. Ex. Kerrigan, Tydus, etc..

    Mercenaries - These are bargain units, if a player decides to play this, the other player has a chance to raise the price for a chance to have it on their side of the field. Can only barter twice for each player. Reuseable.

    Structures - Cost resources, reusable.

    --------------

    Upgrades - Permanent, not reusable cards. Do not require specfic structures. Only requires resources, no workers.

    Player Cards - Now this is where you can play your favorite pro players. These cards influence the units on the battlefield, either by buffing them or debuffing them. You may not be able to duplicate the same players in your deck but you are allowed multiple players in your deck. They are not on the battlefield, cannot fight or defend on the battlefield, once they are actived they are permanent unless discarded. Do not cost resources but acts as one of your cards in your hand, hence if you have 6 cards and one active player, you cannot draw another card. Can only have one player out at a time. If player loses a round they must discard the player into the graveyard. Not reusable. For example, you can have MKP have a buff on marines like +5 health and banelings damage is reduced, etc...

    So far does the card game make sense, is it too complex? How much does it simulate a ladder game? Is it interesting? I'd like to get the concepts down before I start making this.?

    Posted in: Team Recruitment
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    posted a message on Scaling turrets?

    I want for example able to scale turrets that are on top of seige tanks larger or smaller, same with goliaths etc... I've removed the turret from the tank in data events and reattached it by triggers to be able to control the turret facing by camera but the turret comes out a bit too large. I've tried sending actor messages by triggers but it scales the main actor or the entire tank except the turret. I could instead scale it to match the turret size but I'd like to down size my entire map by .5 for more space.

    Posted in: Data
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    posted a message on Planning a mech game

    I'm am planning to build a mech game using my previous engines I've made for first person and third person shooters. The main problem with my previous games was the lag, mainly the click to fire and the time it takes for the shot to take into effect made the game unplayable. The difference with this is that most of the gameplay will being using search area effect functions so the delay between shots registering won't be that big of a deal since shots arn't instant and take time to travel to the target. So pre fireing or leading your shots will be something that is purposely imposed into the game. Also, some system require locking on target and the shots will auto travel to target. As well as the movement will be a thrust/acceleration auto movement system not an instant move system. With these two concepts, i believe it will somewhat nullify the effects of the latency issue and make this game a satisfactory game.

    If you've played mechwarrior or mech assault or hawken I would like to take the best of those elements and add them into a skill based game.

    Atm. I do need some brainstorming and would like some ideas to solidify.

    I plan to add new mechs as we go along so I would like to just release with just 3 mechs for open beta. I plan to customize all loads possiblities, from ammo count, utilities, armor, power, engine, reactor, coolants. Only presets is the chassis and how much carry weight it can hold.

    Chassis - determines how many weapon slots, utility slots, and carry weight.

    Weapons - atm I have 4 different weapon types planned, energy, ballistic, missile, and chemical.

    Engine - determines the speed and power comsumption, weight also factors into how fast you can move.

    Coolant - determines the heat resistance and how fast the heat cools after each shot.

    Reactor - determines the total amount of power.

    Armor - determines total health.

    Each mech is given a passive, either ranger finders, repair bots, radar....etc... Utilities slots are given based on the chassis you have selected. Mechs can have from 1 to 3 ultitiles. These are like skills that indirectly affect the battlefield. Either with weap generators, pdd, self destruct, flares, cloak, thrusters.....etc... these also have a weight attached to them. You can have slots without weapons or ultilities if that is what you want, only requires meants is to have one of each of the 5 items I named up top.

    Lastly is things you pick up in the battlefield. By ammo, fusion cores, etc.... that hasn't been planned since I still need to make the everything else. What I want or might want to add is a fuel element but not sure if it will add anything to the gameplay or be an annoying resource.

    What I mainly need atm is a data editor, terrainners are needed but at a later time. Maybe once I have the engine set I'll make a video show casing it.

    Posted in: Team Recruitment
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    posted a message on Reviving StrikeCraft

    Same, we just looking at working on it once a week

    Posted in: Team Recruitment
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    posted a message on Reviving StrikeCraft

    neb u still want to work with us?

    Posted in: Team Recruitment
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    posted a message on Reviving StrikeCraft

    Orginal post: http://www.sc2mapster.com/forums/general/team-recruitment/23730-project-strike-craft-first-person-shooter-recuiting/

    So far we have been working on our project on and off, with couple month gaps in between for what seems like 2 years. Currently our work is far beyond our orginal material that we have posted. We haven't given an update for a while now.

    What we have:

    Me - Programmer/Data

    Lance - Artist/3D graphics designer

    What we need:

    Terrianer - Has experience in shooter games and understands designing balanced fps maps.

    Math specialist - Will be working with me creating algorithirms for complex processes.

    Testers - You will be added to a list which we will call upon usually once a week to do testing.

    Artist/3D designer - Obviously more the better as this is the slowest part of our map design.

    Programmer - Again more the better.

    Data - I still don't have full understanding of the data editor, would like a person dedicated to this.

    Sounds - Need gun sounds, walking etc...

    Posted in: Team Recruitment
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    posted a message on Use energy before cast

    @Kueken531: Go

    whatever makes it so that the ability uses its energy straight away when casted but ability takes time to cast still after the energy has been used.

    Posted in: Data
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