Do the UI last. The most important stuff should come first, like movement and combat related triggers (all depends on the type of game). You will be doing a lot of tweaking, so it's good to make sure the main gears work.. and you can build new ideas as you're testing. Then once you have all of the variables you need, you can plug them into the UI.
Yes. As sad as that is, all experience proves it. I have my Tips anyway because I want to believe some people might read them, but what I usually whitness is that people will only read Ability descriptions at most.
The reason people don't read anything is because it is multiplayer and if they take to time read they will get left behind or yelled at by the other people. If you want to make an RPG with a story, your best bet would be single player, so people can play at their own pace.
You can create an extra damage effect with a chance of 20 and then create a set effect and include your original damage plus the one you just made in that set. Then in weapons switch the ghost's weapon damage effect to the set effect.
If you're new to the editor then I'm really new. LOL
Edit: I think it would definitely be possible in say, 5 increments as opposed to lowering the scale every time the count drops by 1. Worth a shot. Thank you.
You would be surprised. If you ever wonder why most commercial games take at least a year or two, its because game making is hard. (and they even have a decent sized team of people.) However it is also extremely rewarding :)
Look at existing minerals. They change model as their resource count falls. Instead of changing the model, though, you'd set the scale lower and lower.
Still haven't found the field that correlates with resource count. Is it an actor event?
And to turn zerglings into harvesters I would simply give them the drone-harvest ability right? Would this cause the fruit actor to appear on top of them when they had some?
Edit: Think I figured it out :) There is still a little blue mineral ring around the pineapple but seems to work.
So, the data editor intimidates the crap out of me. I can do things like make new units with their own actors and what not but all of the linking can be a bit confusing at times. So to the point, I am doing a remake of Sim Ant and I am not sure exactly how to create a custom resource, with a few twists. What I want is to make a "fruit" unit/resource that starts out large and can be harvested from. A much smaller version of that fruit will appear to be carried by the harvesting ant, just like scv's with minerals. As the larger fruit is being harvested, it will shrink depending on how much of it is left. Either that, or the larger version can be "killed" to create a bunch of smaller versions which can be lifted and carried by the ants. These small fruits will be carried back to the nest where the queen will eat them and produce larvae.
What I want to know is: how I can make the fruit unit without resorting to triggers (which I can do, but with 100s of ants it might turn into a lagfest)?
Wow, sounds like a lot of really good ideas. The good thing is that I made my map 256 wide by 128, so it would be easy to double it and make a corresponding underground area. Maybe I will PM Bibendus and try to see how he created his destructible blocks, although I'm guessing they are simply units. Honestly, when Cataclysm came out I took a break from the Editor, but that got old real quick so I wanted to come back.. but I know that knowledge-wise I have a lot of catching up to do. I know when I come to this forum I dealing with some very intelligent people :)
Right now I am working on trying to make fruit that can be attacked and broken down into smaller pieces which can then be carried back to the colony. Should be easy enough, right? After that I will take a stab at some ant AI and then the underground portion you suggested, and then finally implementing hazards and what not. Maybe I am getting in over my head but I have some fond memories of this game from childhood and I hope you and I are not the only ones.
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@Bennyha1: Go
Hero comes within range of unit, then create text tag and attach it to triggering unit.
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@FuzzYD: Go
Do the UI last. The most important stuff should come first, like movement and combat related triggers (all depends on the type of game). You will be doing a lot of tweaking, so it's good to make sure the main gears work.. and you can build new ideas as you're testing. Then once you have all of the variables you need, you can plug them into the UI.
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@b0ne123: Go
This > Nexus Wars. It had me hooked for a little while.
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The reason people don't read anything is because it is multiplayer and if they take to time read they will get left behind or yelled at by the other people. If you want to make an RPG with a story, your best bet would be single player, so people can play at their own pace.
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I tried CamStudio the other night and the framerate was just atrocious, compared to Fraps at least.
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@EasyOOP: Go
You can create an extra damage effect with a chance of 20 and then create a set effect and include your original damage plus the one you just made in that set. Then in weapons switch the ghost's weapon damage effect to the set effect.
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@Vexal: Go
You should add some shaking to those explosions... a lot of shaking :D
Looks cool
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@Snappybean: Go
If you're new to the editor then I'm really new. LOL
Edit: I think it would definitely be possible in say, 5 increments as opposed to lowering the scale every time the count drops by 1. Worth a shot. Thank you.
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@KorvinGump: Go
You would be surprised. If you ever wonder why most commercial games take at least a year or two, its because game making is hard. (and they even have a decent sized team of people.) However it is also extremely rewarding :)
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@Snappybean: Go
Basically I want to find a way to "link" a node's resource count to it's actor or model scale so that as the node is depleted it will shrink.
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Still haven't found the field that correlates with resource count. Is it an actor event?
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@A52BcE: Go
And to turn zerglings into harvesters I would simply give them the drone-harvest ability right? Would this cause the fruit actor to appear on top of them when they had some?
Edit: Think I figured it out :) There is still a little blue mineral ring around the pineapple but seems to work.
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So, the data editor intimidates the crap out of me. I can do things like make new units with their own actors and what not but all of the linking can be a bit confusing at times. So to the point, I am doing a remake of Sim Ant and I am not sure exactly how to create a custom resource, with a few twists. What I want is to make a "fruit" unit/resource that starts out large and can be harvested from. A much smaller version of that fruit will appear to be carried by the harvesting ant, just like scv's with minerals. As the larger fruit is being harvested, it will shrink depending on how much of it is left. Either that, or the larger version can be "killed" to create a bunch of smaller versions which can be lifted and carried by the ants. These small fruits will be carried back to the nest where the queen will eat them and produce larvae.
What I want to know is: how I can make the fruit unit without resorting to triggers (which I can do, but with 100s of ants it might turn into a lagfest)?
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@Maknyuzz: Go
The fun part of this is coming up with the ideas. The implementation part is the work.
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@awesomeasusual: Go
Wow, sounds like a lot of really good ideas. The good thing is that I made my map 256 wide by 128, so it would be easy to double it and make a corresponding underground area. Maybe I will PM Bibendus and try to see how he created his destructible blocks, although I'm guessing they are simply units. Honestly, when Cataclysm came out I took a break from the Editor, but that got old real quick so I wanted to come back.. but I know that knowledge-wise I have a lot of catching up to do. I know when I come to this forum I dealing with some very intelligent people :)
Right now I am working on trying to make fruit that can be attacked and broken down into smaller pieces which can then be carried back to the colony. Should be easy enough, right? After that I will take a stab at some ant AI and then the underground portion you suggested, and then finally implementing hazards and what not. Maybe I am getting in over my head but I have some fond memories of this game from childhood and I hope you and I are not the only ones.