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    posted a message on Blink! feedback

    @TacoManStan: Go

    Thanks for the feedback! I think I'll steal both those ideas :D.

    Posted in: Map Feedback
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    posted a message on Blink! feedback

    Looking for any feedback/ people to help test my first map that made it to a playable state. Its up on NA.

    Map Description:

    Starting with a single stalker and an observer, collect resources and rescue stalkers as they spawn across the map. Your team wins when all enemy stalkers are killed. Good micro is key in combat and in collecting the largest army. Your observer is needed to reveal high ground and is also used to upgrade your stalkers. It is indestructible.

    Posted in: Map Feedback
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    posted a message on How to make a unit type only vulnerable to 1 unit type

    @Sherlia: Go

    If you don't want the unit to be able to attack other invulnerable units, you can use a damage response buff.

    I used a new buff and changed the damage response chance to 1, maximum clamp to 0 and checked the "Modifiy mimiumum damage" box. Also, add the damage effect for the weapon you want to be able to hit the rocks to the "Excluded effects". Adding this buff to your rocks should give the desired effect without allowing your unit to target all invulnerable units.

    Posted in: Data
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    posted a message on Trigger Editor UI Bug?

    When creating a new function or action I'm unable to edit the Options or Return Type. No view shows up when I click either of them, as it did before the patch. This also seems to affect the custom script and help text. Am I missing something that changed or is this a bug? This is on Mac OS X 10.6.7.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Team Purple looking for Data Editors

    Looking for anyone that would want to contribute. Anything as little as a single polished hero ability (something more complex than an aura or simple damage spell) would be used.

    We are currently working on a map that is based on a combination TD and a Hero Siege style gameplay.

    What we need

    • Heroes and their abilities
    • Unique mobs for player summons and attack waves.
    • Towers

    Heroes

    Each Hero will have:

    • 4 regular abilities plus one ultimate ability (5 total) - 4 levels each
    • 3 attribute buffs that affect the heroes stats, such as armor, hp,shields, energy, move speed, damage, ect. These will be unique to the heroes so they can be balanced separately.

    Heroes will generally fall into the following classes

    Tank

    Higher survivability
    Abilities are mostly defensive in nature
    Each hero of this type has a unique ability to defend allies

    Support

    Average damage and survivability
    Most abilities provides some sort of buff/debuff or heal allies, also some crowd control

    Assassin

    High Damage, Low Survivability
    Abilities are almost purely damage related

    Engineer

    Low Damage and Survivability without abilities
    This class would provide crowd control in the form of stuns, auto turrets, slows
    Damage for this class would be mostly from abilities such as land mines.


    Mobs

    All mobs will be able to do more than walk through each maze, they will be able to effect towers and, once inside the central square, attack heroes. This means each mob needs its own weapon attack, and may have one or more abilities.

    Wave Mobs

    • Each wave mob will be unique and will be the units periodically spawned against each player.
    • These mobs will not fall under a specific category - such as Armored - as their primary attribute
    • Some example mobs that I've created include:
      • One that's speed increases for every second it moves, and if moving fast enough, will deal minor damage to nearby enemies.
      • One that restores the shields on nearby mobs of the same type upon death
      • One that disables towers and heroes in a small radius upon death

    Player Summoned Mobs

    These mobs will be summoned by players to increase their income and will generally be expected to leak into the hero area for their intended wave range.

    Central Spawned Mobs

    These mobs will spawn within the hero area, and will range from cannon fodder to challenging elites requiring multiple heroes to take down. One of the main goals of these mobs is to reduce the negative impact on hero XP for players that excel building effective tower defenses.


    Towers

    The goal here is to create a variety of mazing strategies, the basics of which are obvious to new players.
    Tower damage and effects will mostly be correlated with some sort of aspect of the players maze. Some ideas are: pathing distance, number of adjacent towers, distance to the target (such that maintaining mobs at a certain distance for as long as possible is desired), number of mobs within a certain range, ect.


    Current gameplay description

    The Story:

    The players have been sent on a stealth mission to a city on a planet recently taken by the enemy. Depending on the game variant, their mission might include retrieving intel, critical items/weapons, research that was left behind, ect. Unfortunately, they were discovered soon after landing and the enemy has been sending squadrons to take out the players ship.

    Basic Flow of the game Start to Finish:

    1. Before the start of each game, players will chose a tower race and hero.
    2. Every 30 seconds, until the end of the game, a wave of mobs will spawn for each player.
    3. Each mob will go through each players maze once before gaining a buff, which allows them to cross a force field into the central area of the map.
    4. Heroes will only be allowed in this area, and will have to defend an escape ship from the mobs until the objectives are completed.
    5. If the ship dies, the players lose.

    General Roles of Each Aspect of the Game:

    Towers
    To soften up, and kill a good portion of each wave. Excellent players may be able to kill every mob with towers for quite a while, but eventually waves will start leaking to the center
    Heroes
    Once mobs make it through the barrier, into the central area, heroes will come into play. They will be the last line of defense between the mobs and the escape ship. Heroes will have to work together to kill elite mobs.
    Wave Mobs
    To provide a constant attack on the players with difficulty increasing eventually to the point where no maze and hero combination can kill them all.
    Player Summoned Mobs
    To increase player income. Some of these mobs will need to be summoned to complete mission objectives.
    Central Spawned Mobs
    Provide Heroes with a limited amount of XP and give them something to do if few other mobs are reaching the central area. Occasionally elite mobs will spawn to challenge hero coordination and provide some player experience as to how their heroes work together, before elite mobs are summoned by players that fulfill objectives.

    Other Notes:

    • The purpose of income will depend on the game variant.
    • Instead of granting income when summoned, player summoned mobs will drop a resource that, when collected by a hero or worker, will increase income.
    • Until we have a suitable background story element to constrict flying units to specific areas of the map, the won't be implemented for heroes or mobs.

    Primary Game Variant:

    • The objective here will be to collect a certain amount of intel, this will be obtained from items dropped by player summoned mobs of the hardest difficulty.
    • In order to summon these mob, players must increase their income to a certain level.
    • To be successful, players must summon mobs fast enough so that they can gather the intel before the waves kill them, but slow enough as to not get overrun.
    • Each periodic wave will be of a random mob type.


    This is very much a work in progress and any feedback, whether or not you want to join the team, is appreciated.

    If anyone is interested, send me a PM or reply here. I'll get back to both.

    Also, I hope to organize all the data created for this map into easily available assets. This would only include contributions from people that give permission for their work to be available to the community.

    Posted in: Team Recruitment
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    Working on It!

    Finishing up what I started.

    Edit: Done, feels like it could use something else though. So feel free to do anything to it. (the burning building with the hole in the ground.)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    Hmmm, this looks interesting for my extremely slow terraining skills.

    Working on it.

    Edit: Not quite done there, but here it is for someone else to work on.

    Posted in: Terrain
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    posted a message on Looking for terranier for urban style terrain

    @GalacticBean: Go

    Found someone.

    Posted in: Team Recruitment
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    posted a message on Looking for terranier for urban style terrain

    Looking for a terrainer to work on an urban landscape for a tower defense style map. The basic layout is an outer ring for tower building with an inner square open cityscape for heros to finish off the leaked units. If anyone's interested, I'll PM a more detailed description as I work it out.

    Posted in: Team Recruitment
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    posted a message on Looking data editor and terrainer for tug/king of the hill style game

    @GalacticBean: Go

    Updated first post with what I'm currently looking for help with.

    Posted in: Team Recruitment
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    posted a message on [Advanced] 2D Physics help

    @Twinmold20: Go

    Yeah, that'd make sense. Don't see anything else that could bug it atm.

    Posted in: Galaxy Scripting
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    posted a message on Array with chance values then randomly pick one

    @dudeim: Go

    If I get what you're trying to do, something like the following might work:

    (This is just off the top of my head, and could probably be done in a neater fashion.)

    real arrayTotal = array[0][0] + array[0][1] + array[0][2] + array[0][3] + array[0][4];

    real randomValue = random real between 0 and arrayTotal;

    int chosenArrayIndex;

    if ( randomValue < array[0][0] ){

    chosenArrayIndex = 0;

    } else if ( randomValue < array[0][0] + array[0][1] ){

    chosenArrayIndex = 1;

    } else if ( randomValue < array[0][0] + array[0][1] + array[0][2] ){

    chosenArrayIndex = 2;

    } else if ( randomValue < array[0][0] + array[0][1] + array[0][2] + array[0][3] ){

    chosenArrayIndex = 3;

    } else {

    chosenArrayIndex = 4;

    };

    and from here you would spawn the unit depending on the chosenArrayIndexValue.

    Posted in: Triggers
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    posted a message on [Advanced] 2D Physics help

    @HellGateSc2: Go

    I'm not familiar with C#, so I don't know how System.Math.Sqrt handles imaginary roots. However the problem I see, unless you deal with it elsewhere, is that your code doesn't check for imaginary roots, which would be the case for all balls that never collide.

    Posted in: Galaxy Scripting
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    posted a message on Looking data editor and terrainer for tug/king of the hill style game

    @GalacticBean: Go

    Hey guys. Still looking for data editors, especially need help with actors, and making them look nice. Also, there's going to be quite a number of abilities I hope to add. If anyone's interested in coming up with, and designing even just a few of these, that'd be awesome. Thanks!

    Posted in: Team Recruitment
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    posted a message on Weekly Data Exercise #3 - All About Auras

    Heya, sweet auras you've all got going on. I'm having a little trouble with mine, hoping someone can help. So my aura changes unit size amongst other things. However, I can't find a way to modify the unit collision size, so everything starts overlapping. Is changing the collision size doable through the data editor?

    Posted in: Data
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