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    posted a message on Check if Mouse Clicks a Region

    Make a if-then action. As a condition: make a comparison called "region contains point". If it returns true then it should be in the region. Remember that you can merge regions and make negative regions. They are very useful for complex shapes.

    Edit: upon reading your post again, you want to know which region your player has clicked, not the other way around. I would suggest making an array with your 60 regions and then loop through them and check which one it is. Put the check in a function and make it return the region (or index of it). The annoying part is to make store the regions into the array, since you would have to make 60 SetVariable calls.

    Posted in: Triggers
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    posted a message on Click Attack

    Could you post a link (to the webpage or battle.net magnetic link) and a screenshot?

    Posted in: Map Feedback
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    posted a message on (Solved) What is the correct way to make a MOD file in WoL work in HoTS?

    Save a copy and go nuts testing! My understanding is that the only way you will break Blizzards policy is if you copy stuff (doodads, spells) out of the Hots campaign into your own mod. The thinking behind this is that people who have not paid for Hots should not be able to access it. Doing this will terminate you account.

    I think you should be able to replace WoL with Hots without any hiccups. Just make a backup first!

    Posted in: Data
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    posted a message on [Spoiler] HotS Campaign Discussion

    My overall impression is that it really shows that the designers are getting used to the editor. In WoL it's quite obvious that the designers were working with a new tool. It also shows that they have been paying attention to the arcade and what games are popular there. The space-dota and hero levelling was good examples of this. The same thing can be said about cutscenes. I found the little conversations and characters to be more alive. They had somehow more interesting sci-fi thoughts of what was going on. Thats of course something thats easier to accomplish when you are working with an alien race, but still! Hots is in that sense a more relaxed and less "squeezed" product.

    Favorite character is definetly the guy in the armory. One of his first "click-quotes" was something like: Zergling sensitivity to lemonjuice detected, have to modify strain". I think the humor of Hots was better, as well as the character portraits. The people designing kerrigans facial expressions made a really good job. Especially with eye and mouth animations, which were really expressive.

    The mission composition was great. In the many RTS campaigns i've played through the years, most levels are the same melee gameplay, but with a storyline twist. These missions were more varying as they contained many minigames.

    I know the developers wanted to give the player a feeling of how it is to be Zerg, and I think I did.I was looking forward to building a lot of critters, (small, death-friendly in huge masses) and the game allowed me to play like that. I went Zergling/Baneling/Lurker throughout most of the maps (including the final one on hard) and it went fine :D

    The only thing I found lacking was Protoss. This expansion was all about Terrans and Zerg. I guess the idea was not to tap into the Protoss to give more reasons to buy Lotv. But Protoss is my fav race so... :*(

    Arcade comments: I sifted through the doodads and new units and its quite a lot of new stuff! A lot of custom terran structures, including a new road system. That is very much appreciated, since the old road system was a bit... poor.

    For the developers of LotV (if they read this): I would really like to see more smoke-armor type of effects. I think that would be really cool: Zeratul has his smoke-jump effect. I have this daydream about physical armor that evaporates into smoke, to become a different type of armor/unit. A morph-effect in short. Smoke is an under-utilized effect form in sc2. Like a protoss version of a viking :) Protoss are also an excellent opportunity to build in a tower-defence minigame (pylon based) where you build networks of pylons with different effect. Another type of level I miss is one of them "upside-down" levels. In these levels you start playing, you make your plan. But then something happens that opens up new fronts and a relaxed game turns into something really stressfull and confusing. In Hots you could keep your starting base throughout the entire game.

    Posted in: General Chat
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    posted a message on Mapathon

    @Taintedwisp: Go Thx ;)

    @Spoolofwhool: Go Sure, why not! Perhaps not this weekend, since people will be playing the campaign. But the week after that (23-24 mars, 2013). I guess it would be better to do it during a weekend rather then regular weekday.

    Posted in: General Chat
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    posted a message on Mapathon

    Facebook have hackatons, but what do we got? Nothing!

    Unless: we say next weekend or the weekend after that is a mapaton weekend when the community mashes together something new! Whatever is done in the end of the weekend is published as finished stuff. You can have different people working on the same map using mods.

    Would this be a good or bad idea? :)

    Posted in: General Chat
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    posted a message on RTS a dying market?

    One important aspect is technology. Here is my own rough description of game history:

    • Computers became powerful enough to handle basic up/down input and graphics -> arcade halls (pong)
    • Hardware was too expensive -> optimised massproduced hardware -> consoles (sidescrollers & story-rich-games)
    • Personal computers became cheap enough and were developing rapidly -> need to update often -> stationary computers -> mouse+keyboard type games (rts)
    • Mobile & social games -> small screen games & touch tech -> simple arcade games reinvented

    What I'm trying to say is that RTS had its hayday back in the days when the table-top pc with mouse and keyboard was the norm and best thing you could get. Its not like that anymore: touch is very interesting input device and controllers have become awsome and ergonomic.

    But why has FPS survived so well in comparison? They were after all born in the same "era". First I think FPS games have always been more popular. Its easier and simple to control one dude. Secondly I think the FPS genre have much been much better at embracing and using new tech and computational capacity. In RTS games you look down on a landscape. There is a limit to how detailed that can be. In a FPS game you have landscapes and large views, where new hardware can show off. New hardware -> new cool sceneries -> more customers -> more cash -> more games.

    Posted in: Off-Topic
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    posted a message on Blizzard will show more details about blizz all stars ??

    Perhaps they are going into the fast food industry. Zerg-burgers and Protosoup? Makes my mouth water!

    Posted in: General Chat
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    posted a message on How many are going Proffesional? Or are?

    Yeah, I agree with EW. I guess concidering onself as professional is a bit like a statement of dedication as well, to be contrasted with "hobbyist", "amateur" or "enthusiast". With that said: one can still call oneself a game developer.

    A funny observation though which is a bit off-topic: if you are at a party and say you like computer-games, the reaction is usually "meh" (perhaps i'm hangin out on the wrong parties). If you say you like to create you own games, usually with the help of ready made engines; people are much more interested.

    Still, the distinction in professional or not can be useful for oneself, as to perhaps make a difference between the "enthusiast" self that likes to tinker with stuff and the "pro" who invests time and money in education and training to master the skills.

    Posted in: General Chat
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    posted a message on How many are going Proffesional? Or are?

    @Ice_bane: Go I consider a career in game-development to be something like a rock-star dream. Lots of people want to work with it but few manage to get to a point where they can survive on it. I'd like to have a QA job or something administrative. I'm not much of a career-person. I'l have to finish my master in engineering (soon tm) and then see what state the economy is in. No matter what, though, I will continue to create games. I will probably finish my current project in the sc engine and then move on to android programming. I have a half-finished game that I want to continue working with.

    Edit: an alternative to the rock star thing is to see it as a form of cultural work. A lot of people in arts such as painting, acting and music cant survive on it. But they like it so that they work hard on other jobs so that they can afford to live out their passion. Thats probably the best description of where I'm at.

    Posted in: General Chat
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    posted a message on Is this the official sc2mapster group on eu servers?

    @TheAlmaity: GoWell, I guess everything is in order then :)

    Posted in: General Chat
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    posted a message on Is this the official sc2mapster group on eu servers?

    On the eu server its some dude called Action, who "does not have a profile in the EU realm"...

    Posted in: General Chat
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    posted a message on Is this the official sc2mapster group on eu servers?

    The ingame link to the group: starcraft://group/2/2380

    (Paste it into a file-browser-path-field while game is running (works in win7) to launch)

    Posted in: General Chat
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    posted a message on LF project members for non-SCII game.

    @Deequation: Go

    Hmm.. do you have any sketches or something that I could have a look at? Would be interesting to know what kind of feeling you are aiming at. Also, since you seem to go for some web-based solution... rendering in browsers is slow... What kind of strategies are you using to get around that obstacle?

    Posted in: Team Recruitment
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    posted a message on HercMerc wants help!

    I'm looking for a partner in crime to help me build a campaign for a mod that I have built. It is currently available on Battle.net under the name HercMerc. Playable maps are Homebase (for unit editing), Dustintown and Taintarian Dustfields.

    Its a form of 4 player coop RPG where your units state and your resources are saved across maps. The mod has a nice API which makes campaign building very easy. Your army members can level up 3 levels, so if you loose one its not so bad. They can be upgraded and you have a form of inventory.

    I've been building the mod during the autumn and winter. Its beginning to feel pretty stable. Having worked so long on this project I'm getting a bit tired and lonely. While the core mod was good to make alone, the campaign is best built with others. I've become pretty skilled with the trigger part of the editor, and know some data editing too.

    The skills I'm looking for is mainly campaign map content creators. Writing, map-design, ideas and such. Send me a PM or post here if interested!

    Posted in: Team Recruitment
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