It definitely looks cool. With it being super easy I'm intrigued. I will have to look at how you pulled it off as well. I have some theories but eh best to look at it. Though it isn't immediately pertinent to me it could be useful later.
I recommend just making something you think will be fun and others will find fun. A lot of the popular maps are garbage. Try to be creative but remember that if you do something too different from the norm people will not likely try it out.
These types of games seem perfect for SC2l I hope this project goes through. Just keep in mind this will likely take a couple of years to make into a full game. Though these games seem simplistic it's actually quite a bit of work to make them. Best of luck with it.
So I did a test today and it appears I can change over 5000 variables per second with no performance drops on my computer (and probably higher). Anyone know if a lower end computer will have trouble processing so many variables at once?
Well I know variables in arrays for integers for example will all initialize at 0. I need to give them other values. I assume the only way to do this is through triggers after the game has started right, or am I overlooking something?
If I want to initialize thousands of variables how many can I initialize without causing trigger errors? Is it possible to initialize a 100 variables every 0.0625 seconds? Also will initializing a lot of variables slow down the game on slower computers? My current project has a ton of variables that I will need to initialize.
I think if your banking system is unable to store nicknames you shouldn't bother having nicknames for starmon. If you have a way to store nicknames then might as well go for option b, shouldn't be a problem to implement.
This is a theory but I think the label size for the text isn't large enough to allow enough space for 10,000+ on one line. If you manage to increase the label size parameters it would likely fix that (Sorry I don't know if it is something you can modify or not). You would likely also have to move the icons shown otherwise large numbers would end up overlapping with the icons and it would look ugly.
Data is applied to the trigger thread limit too so keep that in mind. If you do a ton of stuff at the same time in data you might still run into the same problems triggers can have.
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It definitely looks cool. With it being super easy I'm intrigued. I will have to look at how you pulled it off as well. I have some theories but eh best to look at it. Though it isn't immediately pertinent to me it could be useful later.
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I thought this would be shutdown by Blizzard? It seems amazing in application but without consent from Blizzard it seems like a wasted effort.
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Yeah it has automatically sent people to the final post for years now.
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@Toukichiro: Go
I recommend just making something you think will be fun and others will find fun. A lot of the popular maps are garbage. Try to be creative but remember that if you do something too different from the norm people will not likely try it out.
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@spy46: Go
Yes it will :D.
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@RuneKatashima: Go
These types of games seem perfect for SC2l I hope this project goes through. Just keep in mind this will likely take a couple of years to make into a full game. Though these games seem simplistic it's actually quite a bit of work to make them. Best of luck with it.
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I'm glad they have oldest games on top. Better late than never.
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So I did a test today and it appears I can change over 5000 variables per second with no performance drops on my computer (and probably higher). Anyone know if a lower end computer will have trouble processing so many variables at once?
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Well I know variables in arrays for integers for example will all initialize at 0. I need to give them other values. I assume the only way to do this is through triggers after the game has started right, or am I overlooking something?
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If I want to initialize thousands of variables how many can I initialize without causing trigger errors? Is it possible to initialize a 100 variables every 0.0625 seconds? Also will initializing a lot of variables slow down the game on slower computers? My current project has a ton of variables that I will need to initialize.
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I think if your banking system is unable to store nicknames you shouldn't bother having nicknames for starmon. If you have a way to store nicknames then might as well go for option b, shouldn't be a problem to implement.
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This is a theory but I think the label size for the text isn't large enough to allow enough space for 10,000+ on one line. If you manage to increase the label size parameters it would likely fix that (Sorry I don't know if it is something you can modify or not). You would likely also have to move the icons shown otherwise large numbers would end up overlapping with the icons and it would look ugly.
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Data is applied to the trigger thread limit too so keep that in mind. If you do a ton of stuff at the same time in data you might still run into the same problems triggers can have.
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This sounds like a lot of fun. If I have spare time I might make a basic map for this. Though I need to put more time into my main project.
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Why not make a map like that for the new mapping event? It seems like it would fit in well with the theme.