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    posted a message on Kickstart StarCraft: Ghost?

    If you want to make a StarCraft Ghost, don't make it into a fps or tps, it will be laggy. The engine is not built for that. Make it a DOTA style experience like the Kerrigan Campaign instead. That would work. If you want to make a FPS ghost project, build it in unity instead.

    Posted in: General Chat
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    posted a message on Speedometre

    Units have acceleration so it should be possible to create a variable speed.

    Anyway, I would set up a real/fixed variable and run a while-loop forever. In this loop I would calculate the time and distance difference from the last iteration and use that to calculate a speed (distance/time). It would only render an interesting result if you use buffs or a low acceleration.

    Posted in: Triggers
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    posted a message on How to create a black background?

    Black in rgb values is (0,0,0). If you choose color "black" then that equals transparency.

    To make it black: create a background image based on the green.dds image. Use the dialog desaturation functions. Set the background/image desaturated = true. Set the saturation color to black. You might have to adjust the alpha value too in the desaturation color options.

    gl!

    Posted in: UI Development
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    posted a message on Comments on my terrain elements

    The room: are the walls supposed to be "walls in a spaceship" or room walls built by cliffs? Personally I would try to color all the walls with the same color and skip the blue shield pieces + mixing different types of wall (dark ones and light ones). Instead I would make some buildings "black/orange" and others "golden protoss" I like the contrast with the floor, its really nice for the eye. With the dark wall-pieces I would probably choose a darker floor theme, and keep the golden floor with the protoss.

    The bridge: I would move the glowing line to the edges, it interferes a little with unit movement.

    Playing around with light-regions early can make wonders to textures!

    Posted in: Terrain
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    posted a message on [WIP] wiki.sc2mapster.com

    It looks much more inviting when it comes to adding stuff to it :)

    Posted in: Wiki Discussion
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    posted a message on Limitations on making a campaign?

    You can lock maps for players with passwords and stuff. But they will be very irritated if you do that. Battle.net is not very supportive of campaign style custom maps in general.

    Posted in: General Chat
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    posted a message on An accurate Starmap of Koprulu Sector anywhere?

    I dont think there is one. I've been thinking of creating one myself, but its hard. You have to study lore quite a bit. Also the scale could be a problem. The Korprulu sector is probably not that large in comparison with the entire galaxy. The Zerg homeworld is supposed to be located a really long distance away from it, just like earth. Don't know how to solve that scaling issue :)

    Posted in: General Chat
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    posted a message on Help with timers?

    What would you do with such a overspeed loop?

    Posted in: Triggers
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    posted a message on Help with a loop?

    Don't worry, these problems happen to everyone! I accedently drop a function into a function sometimes when the UI gets laggy, with the same outcome. Always very irritating. What you have produced is by the way called a recursive function and has some fantastic applications if used right. Its highly useful on folder/hierarchies and other "data-trees".

    Posted in: Triggers
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    posted a message on About state machines

    How so?

    I thought the engine was built on a state machine and that the editor was an interface to it?

    Posted in: General Chat
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    posted a message on Brainstorming: Protoss Campaign
    Quote from EternalWraith: Go

    Eh..

    Like I said: its hard to come up with story for the Protoss :P

    I suggest you should check out the storywriting for games section at gamedev.net.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign
    Quote from hobbidude: Go

    While im not totally famaliar with the lore, i think a more general theme thats interesting and would be possible would be something alongs the lines of choosing the normal or dark side of toss which the beginning of course showing the possible options and then after getting you to choose between winning by remaining to be the passive traditional normal side where you support the other races in winning again the bad guys, or you cherish the dark avenue and use your new-re-found powers to defeat them yourself while sacrificing the past ways of the toss.

    Thats the longest sentence I've seen in many weeks! :D

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    Prepare for a wall of text in responsse!

    Over the past weeks I have been working on putting together a campaign, built around a mod which I've been hacking on over the past 5 months. Ive been thinking about creating a Protoss campaign too! They are really hard to write for though: the Kahla is making them all think the same. How can you have conflicts when everyone thinks the same?

    Anyway. Some concept ideas for storyline i've been having are:

    • Female protoss breaking out of their patriarchal structures. Read up on womens rights to get inspiration. I think this could be a very interesting story which I doubt Blizzard would ever consider. You can have domestic violence, complicated relationships, females turning into dark templars to get rid of their problems... strong stuff, but on a small scale!
    • A campaign about the struggle of a group of Protoss warriors who decide to leave the way of the Zealot and join the ranks of the Dark Templars. This brings up a lot of thoughts about identity and self.
    • The collective against the individual
    • Even inside the Khala there must be conflicts. Perhaps not armed ones. But surely there must be conflicting priorities of some form.
    • To rebuild their forces they need a lot of Kahdarian (?) chrystals. Perhaps you could make some kind of story about them trying to harvest and protect these resources.
    • My first story plot was very bombastic. I tried to make use of _all_ units in the editor. After having this commented I realized that the alternative was what I was after. A small story that is trafing the sidelines of the universe. If you zoom in enough - its just as epic.

    I reached out to story writers in Joyrays bar and people here for help with the story writing. Its hard when you have different visions and ideas about how to tell a story. After a couple of chaotic days of experimenting with communication, I think I have found a process that works. In the beginning of each map I will show a series of self-painted or concept art images. To this I write some text and later do voice-over. The story writers can pitch in on this dialog and do what they do best. You can get as theatrical, philosophical or "lore-ical" as you want (to a very cheap cost, not limited by the cut-scenes editor etc). After the "simplified" cutscene the normal melee gameplay continues, which I would have complete control over.

    One last thing: if you want to reuse already existing code you could have a look at my HercMerc system (EU servers). The version out there right now is a bit old. But it is built to support campaign making with tech-tree, special forces guys, custom tech and items. My own idea was to replace all the UI-textures with Protoss stuff (its terran now) and then use it for a Protoss special forces campaign too :D Time is limited though, so that will never happen. I'd love to support you in your project though!

    Good luck anyways!

    Posted in: Map Suggestions/Requests
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    posted a message on Need Voice Actor (Marine)

    Lol! Then go with number one; just tell him to improve on the rythm of his speak.

    Posted in: Team Recruitment
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    posted a message on Publishing/Testing Problem

    The problems that dont send any error messages are the most frustrating ones. Try setting the debugger to on (will slow things down), it might have things to say on the matter. You can find settings for it in the Preferences.

    The other strategy is the more tedious and nerve-wracking one: save copies of your mod and start removing pieces. Test it and see if anything became better. Then continue the process until you have nothing left. This is a last resort method. Keep looking for answers in forums etc.

    Posted in: Melee Development
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