• 0

    posted a message on What many games/maps lack

    @Taintedwisp: Go

    Dota is a special case because it's had a very long development history. When it was new, it had fewer features, which kept being added gradually while the playerbase already knew how to play. That was its learning curve.

    Posted in: Off-Topic
  • 0

    posted a message on What many games/maps lack

    If you want people to play your map, it needs to have a reasonable learning curve. Start out simple and add complexity over time. Every professional game with any amount of complexity does this; look at the SC2 campaign. You start just controlling a squad of units. Then you can build marines and SCVs. Then more infantry, vehicles, and air. The player isn't asked to read 10 pages of descriptions of each unit then be forced to choose between them.

    Also, things should be intuitive. Players should be able to guess what something does, without having to read a tooltip. If it looks like a gun, feels like a gun, is called a gun, then you'd damn well expect it to be able to shoot something. Outlandish game concepts can be fun, but they can be very difficult to pick up if they're not based in reality (or well-known science fiction). You can utilize a good learning curve to introduce players to your unintuitive gameplay by starting out with something familiar to everyone.

    Posted in: Off-Topic
  • 0

    posted a message on [Music] The Official Metal Thread
    Quote from Mozared: Go

    Not yet, no - I haven't been following Ayreon lately. Kind of lost interest for metal as a whole, and that last album (even forgot the name) was nothing special. Heck, most of the stuff on that was verse-chorus-verse-chorus, a solo then boom. It's as generic as it can get, especially when compared to the Human Equation and Into the Electric Castle. That stuff was as close to perfect as music can be. Literally everything one can demand from music is in there. GREAT lyrics, an overarching theme, sick instrument play, a story, an education on the human race and its faults, freaking developing characters... it's ridiculous how genius those albums are. I can't even put into words how well those albums are made. Only musicians that I know that have even come close to THAT level of brilliance are Greg Gaffin (from Bad Religion), Thomas Kalnoky (from Streetlight Manifesto) and Reynolds and Clewlow (from Enter Shikari).

    I agree that Human Equation is probably the best overall, but the 2008 one called 01011001 (ascii Y) has a few good tracks like Newborn Race, Unnatural Selection, and The Sixth Extinction. The rest are sort of forgettable. Arjen released a preview for the new album. I like it.

    Speaking of Greg Graffin, he was like my superhero in high school.

    Posted in: Off-Topic
  • 0

    posted a message on EA officially voted worst company in all of America
    Quote from Forge_User_25606499: Go

    Seriously, does anyone know what the hell happened during Dragon Age: Origins to Dragon Age II? Whole game was ruined totally. (Thanks EA for ruining good game?)

    And yes EA... if you ruin good concept IT IS BAD FOR BUSINESS.

    I heard DA2 was pushed out the door before it was even in alpha stage. Not that I expected it to be as good as Witcher 2 or anything, but EA is a poison on gaming. They buy out small successful developers, and force them to rehash their games with absurd deadlines. They nickel and dime their customers. And now they're doing damage control over the worst company in America deal by exploiting LGBT sympathy, calling their opponents homophobes, and trying their best to imply that the ONLY reason people hate them is because they allow homosexual romance in Bioware's games. The sad thing is that it's working. If the LGBT community had any idea what was really going on they would be pissed off EA is using them as a shield for damage control, so they can get away with horrible business practices.

    On the bright side, EA's stocks are dropping. As a result, they're laying off 500-1000 people. Maybe it's not so good, because now it's the employees that are getting shafted and not the higher ups who are responsible for, I don't know, everything.

    Posted in: Off-Topic
  • 0

    posted a message on [Music] The Official Metal Thread

    I enjoy progressive metal and friends. Preference for clean vocals and instrumentals. http://www.last.fm/user/Los-Tacos

    Quote from Mozared: Go

    Without Ayreon this thread is destined for failure.

    There, I just saved your thread.

    Have you ordered Lost in the New Real yet? Sounds great so far.

    And finally, while I'm not going to join in on the taste bashing, I guess I'll justify myself with one video.

    Embed Removed: https://www.youtube.com/v/xJUDk6a4GsI?fs=1
    Posted in: Off-Topic
  • 0

    posted a message on Open games list to come out in patch 1.5!!!!!! YESS

    This changes everything! I know what I'm doing this spring break.

    Posted in: General Chat
  • 0

    posted a message on SPACEWAR Tribute.... remake of old game

    Looks fun! Thanks for giving credit, but you spelled my name wrong.

    Here's a tip for overcoming the b.net lag. You want to use a control scheme that has immediate feedback. Have you ever played a first person shooter with a high input delay for the mouse? It's a nightmare, because it doesn't have immediate feedback, causing you to overcorrect and have to make guesses all the time. The mouse in sc2 has immediate feedback, so if you devised a control scheme that involved pointing to where you want to go with your mouse and then let the ship turn until it's facing that direction automatically that would be easier to control. Or something like that.

    Good luck.

    Posted in: Map Feedback
  • 0

    posted a message on How to make units regenerate HP when standing still?

    I believe you can detect when a unit is standing still, when it has no current order. But what might work better is checking the target point of the unit's current order, which would be No Point if the unit doesn't have an order.

    Just make a trigger with a periodic event of 1 second or faster if you need it, and use the unit's custom value to store the cooldown on its regeneration. Now in the actions of the trigger, make a conditional to check whether the unit is moving as described above. When the unit is moving, set its custom value 0 to 10.0. If the unit is not moving, then reduce its cooldown by 1 second by setting the unit's custom value 0 to itself minus 1. Also check to see if the custom value 0 is less than zero, which means the cooldown is finished and the unit can heal (now just heal the unit using an action).

    If you still want the cooldown to be reset when the unit takes damage, just make another trigger with the event Unit Takes Damage and use the needed conditions to check that it's the correct type of unit, and if it is, then in the actions set the unit's custom value 0 to 10.

    That's it. If you want it to regenerate faster than once per second just make the periodic event faster and make the cooldown reduction per tick the same amount. Do you need me to write out the triggers for you or is that enough?

    Posted in: Triggers
  • 0

    posted a message on map doubled, slower version got higher popularity

    Same thing happened with Magecraft, and even when it got featured they picked the normal version.

    Luckily there's a way to force the speed to be faster, even in the version that claims to be normal. It won't fix your splitting problem, unfortunately, but that's Blizzard's bug, not yours.

    You shouldn't delete it because I think it says if you do, you can't upload anything with that particular name again.

    I believe you fix it by editing the Map -> Game Variants -> Game Attributes -> Game Speed, set Values to Faster, check everything except Faster in Removed Values and in Access make it Locked (removing values might be redundant, but do it anyway).

    Posted in: General Chat
  • 0

    posted a message on To everyone expecting Diablo 3

    Looks like there's a lot of Diablo clones in development, such as Path of Exile and Torchlight 2.

    I'm particularly interested in Torchlight 2 because it's made by former members of Blizzard North. But they're a small team so it probably won't be as polished as Diablo 3, but perhaps more creative. I'll probably get both.

    Posted in: Off-Topic
  • 0

    posted a message on Turn Mouse Rotation On action not hiding mouse

    It happens on and off for me. Don't think there's anything you can do about it, unless the Show/Hide Mouse Cursor action works.

    Posted in: Triggers
  • 0

    posted a message on Comparing distance of vectors

    "check if a vector is within range of another vector" doesn't make sense, since vectors are homeless. I assume you mean location. And it looks like you're actually just trying to detect collision.

    I would link you to my physics engine tutorial, but I haven't updated it with the more efficient sweep-and-prune algorithm yet. So maybe I'll do that tonight.

    In the mean time, note that it's faster to square the other side of the inequality than to take the square root.

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Shooting
    Quote from Forge_User_35318422: Go

    I have no idea how to do it, how to detect camera rotation, yaw, etc.

    There are functions called something like "Camera Yaw of Player" and "Camera Pitch of Player". Search for "yaw" and "pitch".

    Posted in: Triggers
  • 0

    posted a message on Turn-based Economy

    Instead of just adding X resources, go to the Function tab and use Arithmetic.
    Change the operator to * and the first term to X, the second term to another function called Number of Units in Unit Group.
    For the unit group, look under Function again and find Units In Region Matching Condition.
    Change unit type to Supply Depot and Player to whichever player is getting paid.

    Posted in: Triggers
  • 0

    posted a message on Turn-based Economy

    Periodic Event - every n game seconds

    Pick each player in (active players) and do
    -Pick each unit in units of type Supply Depot owned by Picked Player and do
    - -Add X to Picked Player's minerals

    This means it will add X resources once for every supply depot you own.

    Edit: the above works as well. Instead of adding X resources repeatedly, just multiply X by the number of supply depots using the function Number of Units in Unit Group.

    Posted in: Triggers
  • To post a comment, please or register a new account.