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    posted a message on Custom tilesets and units, showing off some stuff

    Nice, are the tanks done from scratch or exported from some other game? Make it as deep as possible, gameplay-wise, something like Sudden Strike, please!

    Posted in: Project Workplace
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    posted a message on New map project

    Am working on a campaign with similar gameplay.

    Posted in: Project Workplace
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    posted a message on Do any of these sound like fun?

    Go for Pikmins!

    Posted in: General Chat
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    posted a message on [Contest] Out of Bounds

    @Nahotnoj: Go

    Yes, but you simply aren't creating a bound but an obstacle.

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds

    Wow, a nice contest. WHAT the hell happend to the bound maps, they have been so cool at Broodwar!
    Count me in, Sir.

    Edit: What exactly do i do with a Curse Premium Account? I don't understand!

    Posted in: Project Workplace
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    posted a message on Valve is Trademarking DOTA

    Uh, did i miss something? Aren't Blizz and Gretech taking MBCGame and OGN to court? I was pretty sure ;D

    Posted in: General Chat
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    posted a message on Valve is Trademarking DOTA

    Hey Folks,
    you might get me wrong on this, but isn't Vavle just trademarking "DOTA 2" and "DOTA 3"? I think i heard that.

    And i don't think that Vavle, even if they would be able to, would claim any of their rights, because Blizzard has a good pressuring medium. They could simple disallow the hosting of WC3-DotA (because, technically, if they own it and Valve owns the rights on the name, they aren't allowed to contribute the map, i guess) which would make the whole DotA-Community stand up against Valve.
    The Kespa-Conflict has shown that it's no good idea to mess with Blizz.

    Posted in: General Chat
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    posted a message on Order to collect Minerals / Build Tech-Labs

    I did it in GUI and converted it just to post here, because i use the german editor. Works neither in Galaxy nor in GUI.

    Posted in: Triggers
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    posted a message on Order to collect Minerals / Build Tech-Labs

    1. I'm trying to give my SCVs the command to harvest minerals. Sadly they do nothing but creating an error (SCV_Harvest(0) requires a target). As you may see in the trigger there is a target defined:

            UnitIssueOrder(randomSCV,(OrderTargetingItem("SCVHarvest", 0,Ergiebiges Mineralienfeld [22.00,157.50])),c_orderQueueAddToEnd)
    

    "Ergiebiges Mineralienfeld" is german and means High Yield Mineral Field. It is queued by reason and it doesn't solve the problem by adding them at the top or overwriting the existing commands.

    2. Similar problem for Barracks and Tech Labs. I have enough minerals and there is enough room to build them, but my Barracks refuse to build tech labs if ordered by triggers:

      UnitIssueOrder(Barracks [36.50,151.50],(Order("BarracksTechLabMorph", 0)),c_orderQueueReplace)
    
    Posted in: Triggers
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    posted a message on Show/Hide dialog for triggering player only

    Set your Leaderboard open Variable to "true" at the start.

    Posted in: Triggers
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    posted a message on How to simulate "kills" condition

    Yeah, it's really the better way to put a unit in the corner and use it's CV instead of variables. Really. You must be a genius, why didn't anybody came up with this trick so far?
    You should definitly do a tutorial on this. We are all looking foreward to gather more of your "thinking-ahead"-tricks!

    Hope i'm not feeding the troll.
    trollface

    Posted in: Triggers
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    posted a message on Zergian Interface

    Hm, i really liked that part, but i will give slime a chance. I have no idea how to create a slimy effect, but i will try as hard as possible.

    Not much done today, so no update. Just blended some borders and started to create button effects. Now i have to find out how blizzards button format works (any tutorials on this? too lazy to think!). After the weekend i want all the grafics done and imported and the dialogs created and working (expect some moving parts!).

    Some future stuff: Since i have a little (aka pretty much aka i created fuckin too much in my life) experience with sprite creation i thought about adding fully moving tentacles and bumping tumors, because i want my map REALLY FUCKING POLISHED. So i take the risks of creating 2D-Animations (hurting hands, hurting head and i even heard of a guy eating a living sheep after creating a long animation) just to provide my map a really corrupted feel. And if this happens even Gorandors starring eye will join the slime.

    Posted in: Artist Tavern
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    posted a message on Wired for Blood - Summoning the Sorceress

    Looks much better with black hair!

    I switched to GIMP some weeks ago because there is a working DDS-Plugin. Don't know if the functions are enough for you, i am mostly using the pencil tools, stamp and smudge, which work the same way as in PS. Of cause you will need a day or two to get used to it, and i have no idea if the filters and other stuff are enough for you, but maybe you should risk a look, i am at the moment much happier with gimp, because it's not filled with so much useless stuff.

    No, this is not an ad!

    Posted in: Artist Tavern
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    posted a message on Wired for Blood - Summoning the Sorceress

    I like thos heart defibrillator style weapons! What are they doing, shooting lightning bolts? Over all a good job, but i would prefer darker hair for a nicer contrast with face and clothes. With grey hairs she looks to grey, i think.

    Posted in: Artist Tavern
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    posted a message on Zergian Interface

    @skullbonejp: Go Sorry, but i don't get your point, can you explain your thoughts a little bit more? I really like the tentactle through broken glass effect, it gives a dynamic feel and a little depth effect. And the straight line on the bottom is okay, because it will stick to the bottom of the screen, so it won't be seen.

    Posted in: Artist Tavern
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