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    posted a message on Smart Commands

    @JacktheArcher: Go

    Within the game, there is a hotkey option for Smart Command under unit management. By default, it is set to right click with the standard hotkey profile. This allows a Smart Command ability to take priority over right click's normal function (unit movement), e.g. when you select a medivac and right click an injured marine, it attempts to heal the marine instead of move to its position.

    Posted in: Data
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    posted a message on Devil's Divide

    I've made a little video. Nothing fancy, just some combat footage with music. My friend will be making a tutorial video sometime, with information like how to buy and swap spells and how to win the game.

    Embed Removed: https://www.youtube.com/v/WWLXLoJyTPQ?fs=1
    Posted in: Map Feedback
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    posted a message on Devil's Divide

    Devil's Divide is now available on EU and KR. We hope you'll give it a try. The feedback we've received on the NA server has been overwhelmingly positive, and the biggest complaint we hear is that not enough people are playing it yet.

    We update the map every few days with new spells and new features. It is our plan to have all the spells a player could want, to build their hero in a way that best suits their play style. Just this week we improved and added new defensive spells to help players adapt to overly-aggressive opponents. Included is a new short-cooldown stun/root breaker. Whenever something feels too strong, our response will be to add more options for players, whether that means adding new spells or creating combos between existing spells to produce enhanced effects.

    EU: starcraft://map/2/165245
    KR: starcraft://map/3/84423

    Posted in: Map Feedback
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    posted a message on Devil's Divide

    Hello everybody, we have just made our map available to the public on the NA server. We recommend checking the tutorial mode first, as with any MOBA there's some learning curve.
    starcraft://map/1/230486

    Any feedback and bug reports would be most appreciated as we work hard in this final week of the Rock the Cabinet Contest. We have not done a lot of testing with more than 2 players so the pace of the game may not be quite right yet.

    Posted in: Map Feedback
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    posted a message on Airstrike

    Hey, I played your map with you today on Fadeleaf#1469

    Looking pretty good so far, I enjoyed it. A bit of input lag, but I still felt I had enough time to dodge any missiles in the first two scenarios. I liked the upgrade screen at the start of the game, especially the diagram showing the keys, and that the abilities you select are added to the diagram. It was an effective way to let me know what keys would be used in the game. However, I didn't realize that A D would be used for movement and LEFT RIGHT for aiming, until I got into the game and started mashing buttons. The UI actually led me to think that AD LR would also have been ability keys if I had chosen more active skills (I picked 3 active, which went into W, S, UP). I thought so because there were 8 keys and up to 8 active skills.

    Chat is difficult to read with the upgrades UI up.

    You mentioned that holding down spacebar fires the standard attack. Is there ever a reason to not hold it down, e.g. does it use up energy or some other resource? If not, is there a reason that you don't automate it?

    Posted in: Map Feedback
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    posted a message on Devil's Divide

    Thanks to everyone who helped test the past couple weekends.

    We found that our map is much too large, and the pathing is awkward~especially with the central enclosure and limited pathways across the river~making it difficult to move around the map and to get involved with objectives. So we are working on a fresh new terrain now, smaller, with less creep camps, and better mobility. The design is entirely different. The number of Reliquaries has also been cut to 3 instead of 4.

    Depositing Essences into Reliquaries to power them up was found to be non-intuitive and even disrupted the flow of the game. We're going to let the Reliquaries passively increase their spawn rate over time, so the longer you control a Reliquary, the more Demonspawn it summons into each wave. This bonus is reset when you lose control of the Reliquary. To give you a way to actively boost the spawn rate of your Reliquary, we're adding an expensive Prismatic Minion that will fully charge up the Reliquary. This will be an Essence sink once you've bought all the basic Minion spells you want, and also helps you to spawn more of the higher-tier Minions which can only be found in the Reliquaries.

    In addition to a new terrain, we're working on a new Shop that will hopefully make it much easier to browse and to find what you're looking for.

    By this weekend we hope to have the new map ready for testing.

    Posted in: Map Feedback
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    posted a message on Devil's Divide

    NA: starcraft://map/1/230486
    EU: starcraft://map/2/165245
    KR: starcraft://map/3/84423

    What is Devil's Divide?

    Devil's Divide is a free-to-play Hero Battle game for Starcraft II. Unlike other games that lock you into a character with predetermined abilities, we let you choose and modify your abilities throughout the entire game. You have the freedom to adapt yourself to an ever-evolving battlefield. Work with your team and combo your abilities. Or, work for your team and fill whatever role your team is lacking. Whether you want to outfit a full set of nuke spells, load up on support and crowd control, or play a balanced style, the choice is yours.

    Recommended 6-10 players. Supported modes are 3v3, 5v5, and Tutorial.

    Lore/Background

    Long ago, people used their magic to open rifts to other worlds. They captured and brought back Minions to serve them. One day, they opened a rift and found a powerful being that none could control. They called him Worldbreaker. His footsteps carved valleys and his warcries shattered mountains. Worldbreaker could not be killed, but with the world's forces united, he was finally sealed into a magically-bound prison. The practice of opening rifts was thereafter forbidden, and all living Minions were sealed into Reliquary storage.

    Worldbreaker's prison has since weakened, and soon he shall be released. People can sense his return; in their heads they can hear his whispers as he nears escape. But the world is not ready for him this time. Old alliances have crumbled, mortal wars have torn nations apart. Two major factions are at each other's throat, while Worldbreaker creeps closer. Together, they may have been strong enough to stop him. But apart. . .

    He has offered the two factions a way to survive his coming. The team that summons his army in tribute will gain his favor, and they will be rewarded with the privilege of serving him. The team that fails will feel his wrath.

    Okay so how does the game work?

    Devil's Divide is played a lot like a Domination-type game. You fight to capture and hold the three Reliquaries, ancient magical devices used to summon and store Minions. The key difference is that you are not simply granted points over time for holding a Reliquary. Instead, you will use the Reliquary to periodically summon groups of Demonspawn, servants of the Worldbreaker. Every Demonspawn that reaches your base alive will grant you a point of the Demon's Favor. The first team to reach the maximum points (200) is awarded the victory, and earns the pleasure of serving the Worldbreaker for eternity.

    The longer you hold a Reliquary, the faster it will summon waves of Demonspawn for your army. It is vital that you protect your Demonspawn as they travel to your base; enemies will seek to slay them for easy XP and Essences, and to slow down your path to victory.

    Important Features

    Overlord

    An Overlord is the character you play. You have two unique abilities, and ability slots for four standard Minions and one Unstable Minion. Minions obey your commands. We have designed it such that when you cast an ability, it is actually your Minion who casts a spell.

    Overlord selection lobby.
    http://i.imgur.com/Q0WEPY8.jpg

    An Overlord combatting enemies.
    http://i.imgur.com/e8RRV9i.jpg

    When you kill an enemy Overlord or creature, you steal their Essence. Essences can be used to buy more powerful Minions. When you die, 1/3 of your Essences are dropped to the ground and can be picked up by friend or foe.

    Minions

    Minions are your servants and will do as you order them. Each Minion has a unique active or passive ability, and many also grant bonuses to your Overlord. A Minion acts as both a spell and an item.

    The four classes of Minions are Assault, Defense, Support, and Unstable.
    You may have only one Unstable Minion at a time, and they die after one use. Your Unstable slot (fifth button) is reserved for this type of Minion. Unstable Minions serve many different purposes, including scouting, protecting your essences when you die, or teleporting you to your base.

    Each Overlord also has four slots that can be filled with any other class of Minion. There are gameplay bonuses for using three of the same class.

    By default, your Minions are hotkeyed to Q W E R T, with T being your Unstable Minion. Your Overlord abilities are hotkeyed to D and F. Our abilities dialog bar also supports mouse click.

    Minions level up as you do, increasing in power.

    Minions can be purchased from the Minion Shop in your base. A Reliquary can discover the most powerful Minions every 10th Demonspawn wave, but they must survive the trip to your base before you can use them.

    Some Minions directly combo with or counter other Minions. Lord Felflame and his brother Lord Felfire can increase the damage done by each other's ability. The healer Hindsight can dispel the debuffs applied by the Fel brothers. Most combos are secrets waiting to be discovered.

    The game currently has over 60 Minions and more are added every week. There is no limit to how many we can add. This game is all about having options and building a character that synergizes completely with your play style. We would even like to have community contests for designing Minions to be added to the game.

    Minion Shop

    The Minion Shop should be the first thing you click at the start of the game. This largest structure in your base sells a variety of basic minions. Right click the building to open the Shop, move away or press ESC to close it.

    Every player starts with enough Essence to buy a low quality Minion as well as one free Unstable Minion that can teleport you back to your base. Return later to buy more Minions when you have acquired enough Essence.

    http://i.imgur.com/yd6LG0h.jpg

    Stable

    The Stable is one of the defining features of Devil's Divide. It allows you to swap Minions throughout the game and rearrange your Minion slots to whatever feels most comfortable for you.
    It is shared by all members of your team, so you can even trade Minions to your allies.

    Locate and right click the Stable building in your base to open the Stable. Move away or press ESC to close the Stable.
    Minions in the Stable are sorted by class and by tier. When you find a Minion you like, click "Take". When you no longer want a Minion, click "Deposit" beside the Minion you wish to release. Note that you cannot deposit a Minion that is on cooldown.

    http://i.imgur.com/YGgXNJ3.jpg

    Reliquaries

    Reliquaries were once used to open rifts to other worlds, and also to contain Minions captured from those worlds. There are three Reliquaries in the game which serve as capturable objectives. A captured Reliquary will summon Demonspawn at periodic intervals for its team. The Demonspawn must be protected until they reach your base. The Worldbreaker will reward the first team to complete his army. Protect your Reliquary, assault those of your opponents, and prevent Demonspawn from reaching their base.

    A Reliquary will initially summon a group of Demonspawn with a 60 second period, but the longer you control the Reliquary, the faster the waves will spawn. Every 10th wave, a powerful Minion can be found.
    http://i.imgur.com/DsIyd2o.jpg

    A group of Demonspawn are vulnerable until they reach your base.
    http://i.imgur.com/0rOZeXB.jpg

    Creeps

    Creatures of varying difficulty can be found throughout the map. They can and should be killed for Essences.

    http://i.imgur.com/b0H2MCy.jpg

    Worldbreaker & Warden

    The Worldbreaker was imprisoned ages ago, but will soon be released. You cannot stop him. Your options are servitude or death.
    http://i.imgur.com/cpsh1M5.jpg

    Worldbreaker's prison is guarded by a powerful being known simply as the Warden. Worldbreaker is none too fond of his jailor, so he has offered a bounty. Defeat the Warden and sacrifice him before the Worldbreaker's prison, and you will be granted immeasureable power.

    The Warden is too powerful to fight alone.
    http://i.imgur.com/6kEnMev.jpg

    This player has been possessed by the Worldbreaker, and now has a new set of abilities to devastate his enemies.
    http://i.imgur.com/xcYLg1k.jpg

    TLDR - How Do I Play???

    Open the Shop in your base, buy a Minion. A Minion becomes one of your abilities.
    Go out and kill players and creatures to take their Essence.
    Go capture a Reliquary to make it summon Demonspawn for your team.
    Assault your enemy's Reliquaries, kill their Demonspawns to halt their score.
    Defend your own Reliquaries and ensure your Demonspawn reach your base safely.
    Visit the Shop to buy new, more powerful Minions, and use the Stable to rearrange or trade Minions.

    Posted in: Map Feedback
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    posted a message on Maximum Variables?

    @gkill25: Go

    Did you make the variable a constant?

    Posted in: Triggers
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    posted a message on How to make abil cooldowns continue while stunned?

    I first noticed that my hero's ability cooldowns seemed to pause while dead and awaiting revive. I fixed that by unchecking a flag in the ability, "Disabled While Dead".

    But I am noticing the same problem now when a hero is stunned, because stun disables abilities. How can I stun a unit while still allowing its cooldowns to function correctly?

    Posted in: Data
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    posted a message on Font Style Explorer

    I whipped up a little map for testing font styles that someone might find useful.

    http://www.sc2mapster.com/maps/font-style-explorer/

    Up/Down arrow keys or the list box on the right can be used to select a style. There's an edit box that you can type your own text into. Modify/improve the map however you'd like. The styles were taken from the file FontStyles.SC2Style. There were 1213 styles at the time I made it (Mar/8/14). This may only work with the English locale.

    Font Style Explorer

    Posted in: UI Development
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    posted a message on Scaling Cursor Splat to Match Upgrade to AoE effect?

    Hi,

    I have several targeted AoE spells and each can be upgraded many times to increase the radius of the Search Area effect. However, the Cursor Splat remains the original size so it is not representative of the spell's in-game radius following an upgrade. I have already tried a few ideas including validating extra copies of the cursor splat actor with different scales but it was not affected by SetScale either.

    Does anybody have a workaround that does not involve a new ability for every radius upgrade?

    Posted in: Data
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    posted a message on Find/Replace with local var or parameter?

    I decided to strip one of my triggers because I no longer wanted the Actions associated with that Event. So I moved a bunch of actions into an action definition, but I need to replace all instances of "Triggering Unit" with a unit passed in as a parameter.

    Seeking a quicker option than changing them one by one, I noticed Edit: Find/Replace with an option to Replace All. In the Parameter Value tab, I can Find "Triggering Unit" but I can not seem to Replace With a parameter or local variable. It's only showing my global variables, even though I have the checkbox selected for Local Elements.

    Likely I will replace them all manually before I get a response to this thread, but for future reference, why can't I select a parameter or local variable as the value in the Find/Replace window? Is there another way I could quickly replace all?

    Posted in: Triggers
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    posted a message on Checking conditions versus Blindly setting?

    I have a periodic event (every 2 seconds) which ensures that all players with their hero unit in a region are shown a dialog among other things. Before anybody says that I should use Join/Leave region events to toggle the dialog, that was how I originally planned it but it was unreliable - - oftentimes if I blinked into the region, the event was not detected. And I needed something else to happen periodically to the players in the region anyways.

    In terms of speed/performance etc., which of the following would be better, if it even matters at all?

    1.) Action: Show dialog for player, (even if it's already shown).

    2.) Condition: Is the dialog already visible for player? If so, do nothing. Else, show dialog for player.

    In short, my question is whether it's more efficient to check the state of the dialog before calling an action to show it to somebody who can already see it. Same question applies to unit groups. Should I blindly add a unit to a unit group given the possibility it's already in that group, or check if it is first? Would the check run quicker?

    Posted in: Triggers
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    posted a message on Am I using too many dialogs? (copied per player)
    Quote from grenegg: Go

    @CheezDip: Go

    Dude, you already figured it out whats with the long post?

    :)

    It was a combination of tutorials using the former method of giving each player their own set of dialogs, and my lack of expertise in programming and data communications. Wasn't sure if there'd be unexpected consequences or limits to the functionality if many people are all trying to interact with the same button at the same time, or if in an abstract sense everybody gets their own copy of the button anyways. So I tried to be as descriptive as possible.

    Thanks for the replies :)

    Posted in: Triggers
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