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    posted a message on LF Members for a trading game!

    @Abion47: Go

    I updated the text in the first post. As far as ultimate goal, that's a good question. Considering theres many way to get your cargo ship destroyed on, ending the game when you lose your ship would be rather dull. A considerations was when you were unable to purchase a new ship you would lose, as the gameplay increases with increasingly dangerous things, random events, and perhaps increasingly prices on ships. But I'm still open to any ideas on that point.

    Posted in: Team Recruitment
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    posted a message on Trench Warfare!!

    @zelgius123: Go

    If you get stuck on something, the community here is always happy to help. My recomendation is that you make a list over the things you have to make before beginning. Planning, planning, planning.

    Posted in: Team Recruitment
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    posted a message on One word Story

    TheEnd

    Posted in: Off-Topic
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    posted a message on Trench Warfare!!

    @Mirvra: Go

    I will admit I am not 100 percent sure what he meant with his describtion, but as I wrote if what he meant, was having two bunkers in each side spawning units that just run towards the other side. Don't tell me that concept isn't overused?

    Posted in: Team Recruitment
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    posted a message on Trench Warfare!!

    @zelgius123: Go

    First, please take the following as my personal thought, I don't want to mock you idea and willingness, but - what I got out of that was, a map like the ten thousand of similar maps already floading around. The only different between this, and the grand garbage can of mass produced maps, is the cliffs - and that's only going to get you so far. That being said -

    If you can come up with a good mechanic or gameplay then it would be worth it. But having a bunker and spawning units to send towards the other player is just a bit old by now, great place to learn for yourself though. There are lots of tutorials on map making, and I am sure the community would be more than happy to help if you get stuck.

    Posted in: Team Recruitment
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    posted a message on Need help with dialog boxes

    @rot1npieces: Go

    a) Make the dialogs of course, and just hide them right after they are made. But they have to be made, also be sure to assign a variable to both the dialog itself (or all 3 if you are using three) so you can call it later on.

    b) To show it, make a new trigger:

    Any dialog item is used by any player

    Switch depending on _used dialog item_

    if button 1 - show dialog for player group (triggering player)

    .. thinking of it, you migth want to create 10 dialogs (or an array) to get one for each of the different buttons (why not just edit the text? Well if this has to work for more players, and they have to view different boxes at the same time, it's easier hiding indicidually boxed, than editing text cross players)

    Posted in: Triggers
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    posted a message on Dialog background is transparent

    @desiderius1: Go

    As far as I know you have to use the image type "alpha" to get the transparent features showing correctly. Not really sure on this exact case.

    Posted in: Triggers
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    posted a message on LF Members for a trading game!

    @Abion47: Go

    Sounds good. I am just experimenting with the mathmatic aspect of adjusting prices in a town depending on stock, as well as making the stock change towards its base value over time. Working great so far, but err, that was not the point. Sure, enjoy your vaccation, I would love to have someone to chat about the ideas, problems and solutions with.

    Enjoy your vaccation.

    Posted in: Team Recruitment
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    posted a message on LF Members for a trading game!

    I think most projects fail since it is always easy to just begin from one point and make what you can think of - but at some point the ideas stop and theres no real red connection in what you made, then it becomes dull. To counter this I am going to write out everything for the game in advance, going to make a full turntable over the game including names, prices, upgrades, materials, routes, features and everything in a sort of checklist. I'm not promising this map will be done in a month. It's a fairly simple map, but I rather just work at a speed everyone can still feel comfortable without losing interrest and burning out. If someone really wants to kick in, they can just pick up some more tasks. But overall, no matter the support, I am going to finish it myself if people drop off or lose interrest. Pps. I belive in making a working demo asap is another good way to counter the immenent fail of most maps now days (especially rpgs, people have big dreams, but it never becomes playable)

    Regards,

    Deeweext

    Posted in: Team Recruitment
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    posted a message on LF Members for a trading game!

    Name: tba Theme: Open Trade RPG

    EDIT: http://www.sc2mapster.com/teams/traders/pages/main/

    A quick general overview of the map. The map is going to be a six player map, where people have a cargo ship that they can fly around in, visiting different cities and trading ressources, buying and selling. Upgrading their ship in offensive, defensive, cargo bay size, speed or features like radar, afterburners etc. to either advance them towards a batter trader or a better fighter. The game will be balanced so that people going towards trading can purchase protection from escort convoys and hire mercenaries to hunt other players, or put a bounty on them. Whilst people upgrading their ship offensively can hunt down other players or convoys and steal their goods. Around the map there will be an increasingly amount of dangers determined as random.

    The trading system is going to be very interactive, with constant changing values, that are affected by what you sell or buy from the towns, constantly updating the price and the value of your goods. Varies town produce different materials, and will have cheaper prices on these, whilst their demand on other goods will be higher, but setting up a trade route will be heavily changing on what dangers lure between towns.

    Here is an example of the system made so far for trading in a town. The video is very low quality, so might have to watch in fullscreen. What you are looking at is, the panel in the right corner showing cargo space and gold, but even more so, how the prices to buy, sell and stock amounts changes interactively as the player buy or sells, and also how the stocks of the store constantly (slowly) changes anyhow. This is just a mechanic test.

    Currently looking for a terrain editor for a very basic terrain, and a data editor for some also simple data changes. As well as people with good ideas are always welcome.

    Posted in: Team Recruitment
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    posted a message on Unable to fix my camera angles

    @rot1npieces: Go

    As I wrote in a reply. If you have set a camera, locked the imput and then apply camera object, there is NO WAY it can bug.

    Posted in: Triggers
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    posted a message on What are you getting for Christmas?

    Got trip to the military flight school testing out a F16 Simulator in a hydrolic moving chamber with 220 degree screens ;o .. cant wait..

    Posted in: Off-Topic
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    posted a message on Unable to fix my camera angles

    Did you try "apply camera object" over 0 seconds. That should set your camera to the exact camera object you placed.

    Posted in: Triggers
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    posted a message on any way to detect if the attacking unit is useing melee attack.

    Really depending on what you want, but you could add a range check, that distance of attacking and triggering unit is less or more than xx .. That wouldn't stop using eg. hydralisks vs. melees, but it would solve some problems, but depending on what you're trying to do.

    Posted in: Triggers
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    posted a message on Four very basic RPG features showcase

    @Obatztrara: Go

    All of it is done through triggers. I just wanted to keep it as simple as possible, although I kinda made some of it more complex due to it had to be showcased. But if you want any of it, just look in the triggers, it's pretty basic and easy to understand, or if you need anything else jsut send me a pm.

    Posted in: Project Workplace
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