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    posted a message on Galaxy++ editor

    I think the # are kinda ugly. It wouldn't hurt to get rid of them tbh.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Quote from Kueken531:
    Ah, the new and delete statements are explained in the pointers section. I tried to find them in the struct section.  

    A suggestion: Would it be possible to include the Galaxy++ code in the map? Maybe as custom script or comment files, in the same folder structure you used in the G++ editor? This way, you have all your script in the map, and maybe you could add functionality to extract this script from the map to your editor; this way the additional script files would become obsolete.

    Its not desperately needed, though, but it might be very convenient. You could make this optional as well.
    ----

    Like uncompiled? Because when you compile and run it should be compiled and in the output map?

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Awesome! That'll come to use!

    Edit: would it be possible to make it possible to compile via a command line? That way it could work cross-platform aswell as making it possible to use any editor of choice. I would also probably contribute with a plugin for some other editor if this was implemented.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Awesome, thanks for the quick update!

    Speaking of update, it seems the editor crashes all the time once I've auto updated which makes me have to reinstall the editor. I'll send you a crash report on the next update

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    I sent you a crash report, I can send you the complete code if you need (dunno if that was included in the report).

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    alright thanks, now I'm trying to use the enrichment constructor though.

    typedef unit typedefWorker;
    #enrich typedefWorker {
        bool avail {
            #get { return #this.avail }
            #set { #this.avail = #value; }
        }
        unit typedefWorker (int p, point P){
            #this.avail=true;
            return libNtve_gf_CreateUnitsAtPoint2(1, "Worker", 0, p, P);
        }
    }
    typedefWorker[4][10] Worker;

    Worker[x][y] = #new typedefWorker (x, Point(0,0));

    I guess I'm not doing it correctly, however it's unclear how else to do it :S

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    struct priorityStruct {
        pFuncD pFunc;
        int pri;
        priorityStruct (int prix, pFuncD pf) {
            #this.pri = prix;
            #this.pFunc = pf;
        }
    }

    gives me "The left side of the . must be of type struct, class, or something which is enriched" on the line #this.pri = prix. You may also need this to figure out the error. Removing the #this like you've done in the example gives me "unable to use struct fields outside of methods".

    void priorityMine (unit u) {}
    #trigger priorityAddMine {
        #events {}
        #actions
        {
            int pri = priorityInd;
            int pl = EventPlayer ();
            int p = pl-1;
            typedefWorker wo;
            pFuncD test = #delegate<pFuncD>(testfunc);
            for (int x=0; x<=10; x++) {
                //if no worker avail is will queue the order so that
                //when worker is avail it will pick up the mission
                if (Worker[p][x].avail) {
                    wo = Worker[p][x];
                    wo.avail = false;
                    if (x==10); {
                        priorityQueueInsert (p, #new priorityStruct (priorityPr[p][0], test ));
                    }
                }    
            }
        }

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier:

    oh yeah I did, thanks!

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Awesome!

    Are constructers possible for enrichments?

    edit2:
            int iy;
            w = EventUnit();
            i = FixedToInt(UnitGetCustomValue(w,UNIT_WALL_IND);
    It says "expecting ')'"

    full script is here http://paste.sc2mapster.com/co59bga8nqdh3krs/ the error is at line 77

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    It'd be cool if you added enrichments like in andromeda. Especially now with typedefs.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    IMO those stuff would be great to have, especially array pointers.

    Posted in: Third Party Tools
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    posted a message on A "micro-free" RTS similar to Lego Rock Raiders

    @DrSuperEvil:

    Indeed it's not a small project, however I think the hardest part is the UI and the priority system. Once those are done however it will just be about creating the units and the techtree (admitetly not that fun and pretty time consuming). I'm not 100% sure about the idea of it being singleplayer anymore as it takes a very long time to create fun and interesting missions.

    The game is essentially just lego RR with different missions, techtree and no powerpaths so it will be enough like the original.

    Posted in: Project Workplace
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    posted a message on A "micro-free" RTS similar to Lego Rock Raiders

    @Obatztrara: Go

    haven't actually played dungeon keeper however it does seem they have a lot of similarities.

    Posted in: Project Workplace
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    posted a message on A "micro-free" RTS similar to Lego Rock Raiders

    Hello, I've had this idea for quite a while now to make a RTS that is somewhat micro-free and that focuses more heavily on the macro/strategy aspect while still having the action and soldiers fighting etc. The game would be a singeplayer mission based map.

    My idea was to create a game that is set out in a cave just like the Lego rock raiders, essentially you'd kick it off with some workers and a base. You would then proceed to start mining for resources but it is here the micro-free aspect comes in. Insteed of making each unit go and mine you will insteed set what I will call a priority to mine one of the blocks which the world is built off. If there are no more important priorities to be done then the miners will then proceed to mine. If resources are found when mining then they will automaticly become a priority and the miners will afterwards pick them up and deliver them to base (if there's no more important priority available). You would then be able to set what needs to be done first. This is the very core gameplay idea.

    Next up are some different game mechanics which I thought would be cool/essential, there would be two or three types of resources which is the obvious minerals and gas (also perhaps one for unlocking new tech). The gas is there in order to make it alot harder to get the higher tier stuff. For each unit that you produce one worker would be "sacrificed" and also make room for another worker (10-20 workers is the limit, idea not 100% sure though). However the units that you produce are just machines that are specialists at certain stuff, for instance combat and mining every worker can do both however but they're just worse at it.

    For the techtree I thought it would be cool to have it similar to a talenttree in that you choose between two different talents to unlock new more specialized and unique buildings, however there would also be the normal techtree where you just unlock new buildings by getting upgrades/other buildings.

    To sum it up (TLDR):

            Singleplayer
            Dig to get somewhere
            Priority system for easy micro
            Two or three types of resources. One for techtree
            "Sacrifice" a unit for a strong specialised unit.

    Feedback is very welcome, just make sure that if it's negative to be constructive and helpfull. Anything possitive is very welcome and very helpfull for motivation.

    Posted in: Project Workplace
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    posted a message on Galaxy++ editor

    Edit: Realised that I had not added the #trigger line, it seems when you want to add that afterwords it will replace the previous line so for instance if you type out "bool blablabla ()" and then afterwards add the #trigger to the line it will replace the "bool"

    Posted in: Third Party Tools
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