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    posted a message on Actor with more than one color at the same time?

    I am curious if it is possible for an actor to show a different color for different players at the same time (excluding use of team color). For example: There is a blue marine. This blue marine uses an ability and thus looks blue to player 1 but looks red to player 2. Is this possible? Trigger solutions are fine but I expect it is more likely to be done through data.

    Posted in: Data
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    posted a message on Starcraft Universe reaches $80,000+ goal!!!

    Congratulations! Glad you guys reached your goal.

    Posted in: General Chat
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    posted a message on This is a Kickstarter

    Looks like it will stay true to classic Megaman which will be cool. I hope they improve upon the formula as well. A lot of the recent good remakes of games added upon them.

    Posted in: Off-Topic
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    posted a message on Diablo 3 Expansion Reveal

    I don't think the changes are enough to win me over. Path of Exile still seems the better game and it's free. If they can have a separate league with no AH's then it might be worth playing. From what we know of the game the items aren't much improved, and the AH will still offer better gear than what you have unless they make ALL high end gear bind on acquire. The cinematics team is amazing though, I agree.

    Posted in: Off-Topic
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    posted a message on Public Apology.

    I think this thread is a good enough example why he should remain banned. Everywhere he goes toxicity follows. I can understand giving him a chance in a year or two but he needs to take time to learn from his mistakes.

    Posted in: Off-Topic
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    posted a message on MSG From Blizzard.
    Quote from butterflo: Go

    @Imperfect1987: Go

    Actually this is already possible. Doodads are Actors you know;)

    @Trieva: Go

    +1 to that. I don't really see why they made it un-copyable.. Also, as an editor from KR server I can tell you this, language is a huge, HUGE barrier. Just having map title in english drops like half of your audience. It's kinda social thing, but people *have* to study english here so they don't really wanna see it when they are relaxing and having fun playing games.

    and.. about the server-side bank, if Blizz is ever going to do map marketplace I think this is just essential. There are lots of maps out there and while some of them would suit a paid map some of them are better with F2P model. Well, I'm sure they're putting more thoughts than I could.

    Hmm yeah that is right I forgot I could do this with actors. Still a more straightforward method would be convenient.

    Posted in: General Chat
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    posted a message on Starmon - A pokemon style map

    Just letting you guys know that this project seems awesome so far! Also do you think the upcoming Pokemon games will influence your future game updates?

    Posted in: Project Workplace
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    posted a message on MSG From Blizzard.

    I'm probably forgetting a lot of things but here is my list for now at least. Prioritization was difficult for some of these. Also FockeWulf relax buddy, it takes time to address game issues particularly when it's not their top development priority.

    Priority 1: Map Size Limit Increase

    The map size limits keep getting raised and it's great! However ambitious projects still lack space, especially when using custom art/sound assets (An image or sound clip can take up to a few MB per file!). The more space the more you can do with the map.

    Priority 2: Server Side Bank Data/ Player Data

    Makes it more difficult for players to hack/cheat games. Allows for Global Leaderboards, Special Global Achievements/Rankings. Potentially could be used for Monetization in games in the future (Example: Player X buys 10,000 gold for $1. When the transaction ends 10,000 gold is added to the player gold total in their server side bank data.)

    Priority 3: More than 3 Cliff Levels

    Allows for more complex maps. Makes puzzle and/or exploration based games have more features, depth, and space. Puzzles and Exploration can require people to traverse many floors and do various things to objects on that particular floor. Can also be used for more complex cover systems in games as well.

    Priority 4: Named Game Lobbies

    Allows people to specify how they plan to play a game that has multiple modes. For instance a lobby could be called (High Level PvP) and another one for the same game could be (Rush New Characters). Would make it easier to get what you want done when you play a game that has a lot of flexibility in how it is played.

    Priority 5: Improved Cutscene Editor

    Allow easier texture swapping, actor commands, effects, custom animations. The cutscene editor can be a lot more useful if it allows more customization. Also improved ease of use would always be appreciated.

    Priority 6: Allow Doodads to be added/placed through triggers

    This would allow people to have dynamic maps that can change every play through. Allows environments to be more interesting and unpredictable. This can be done already with units but would be preferable to do with doodads.

    Priority 7: Allow changing Terrain Textures through triggers

    If possible to implement this would also allow for people to have more variety with their map environments. A Volcano based map could be changed into a Tundra based map later on when the players revisit the area for instance.

    Priority 8: Improved Cutscene Editor

    Allow easier texture swapping, actor commands, effects, custom unit animations, etc. The cutscene editor can be a lot more useful if it allows more customization. Also ease of use would always be appreciated.

    Priority 9: Increased Map Terrain Tileset Limit

    Raise from 8 Terrain tiles to something like 16 or even 12 can greatly enhance Aesthetics and variety of environments for a map. It also helps not only custom arcade map makers but melee map makers as well.

    Priority 10: Map Space Limitation Increase

    Increase the maximum space for a map from 256 X 256 to a larger number such as 512 X 512. This is useful for maps that want to allow players the ability to explore areas. 256 X 256 is restrictive for ambitious projects.

    Priority 11: Improved Actor Rotation (Spinning)

    Make it easier for actors to be rotated around in a clockwise and counter-clockwise rotation in real time during gameplay.

    Posted in: General Chat
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    posted a message on What are the repercussions to trigger errors?

    Thank you. Good to know this shouldn't cause any problems. Just looks ugly seeing an error message pop up.

    Posted in: Triggers
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    posted a message on What are the repercussions to trigger errors?

    So I was curious if there are hidden repercussions to having trigger errors that I'm not aware about. I have a trigger with 2 events and a few conditions. Some conditions apply to one event firing while some to the other event. Since the events are different in nature the other conditions cause a trigger error. The trigger seems to work just fine for both event scenarios and I don't see anything different from other triggers other than the trigger error caused by the condition checks. Are there any other problems from doing this I'm not aware about? I know I could just copy and paste the trigger actions to a new trigger to get rid of the trigger error but I'd rather not if this doesn't cause any problems.

    Posted in: Triggers
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    posted a message on [Request] Mario style game or a tycoon style one.

    @fishy77: Go

    I feel like making the tycoon type game is easier to do in the editor. You could make a potentially complex game on SC2. It could be fun if done well but will be quite a lot of work to make it complex. A Mario game is rather hard to do in the editor. Making smooth looking jump abilities isn't easy and having it trigger based could be disastrous with the b.net lag. Also giving it a sidescroller feel would be a lot of work and making it 3D would be difficult to make an interesting environment. I feel like the tycoon game has a lot more potential. Making a Mario game is likely to fail but is possible if you spend a ton of time polishing.

    Posted in: Map Suggestions/Requests
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    posted a message on New SC2 Feature: Spawning

    This is a good idea. Allows everyone to have fun together regardless of what they bought. Also a good incentive to get starter edition players to buy SC2 in the long haul. I am curious if they will make the arcade free-to-play after LoTV, perhaps in conjunction with Blizzard All-Stars release (if it will still even be part of the Arcade instead of a Standalone).

    Posted in: General Chat
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    posted a message on Unexpected fatal error = model view

    A few of the files seem to do this. It will try to open up a file that it can't and crashes your editor. What you need to do is browse models and change the model you are browsing before opening the model viewer/cutscene editor.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Please remake Smash T.V.

    There was a Smash T.V. remake that I played a year ago. Perhaps it's no longer on B.net but it did exist at one point. The problem was the game was very boring and repetitive. The initial cutscene seemed to be take more work than the entire game.

    Posted in: Map Suggestions/Requests
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    posted a message on (Solved) Using Effect Model for Unit?

    @DrSuperEvil: Go

    Ahhh you are a lifesaver will try it out today. Thank you!

    Works perfectly thanks again!

    Posted in: Data
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