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    posted a message on Ship It Early Or Ship It Perfect?

    @Triceron: Go

    Totally on the level with this. I did it yesterday with a friend who seemed to enjoy some things, and their tears told me I needed to fix a few others. It was massively helpful. I decided to throw a couple of maps up, but I don't believe they're in arcade yet (I think?) so no reviews at this time or active players. I should have a decent chunk of time to polish before going all out.

    Posted in: General Chat
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    posted a message on Importing Map Data into a Mod Without Dependencies

    I successfully published privately and publicly in the Custom Games section. I have two maps that are public though, and I was wondering how I get them into the Arcade and how it is different in how you publish.

    Posted in: Miscellaneous Development
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    posted a message on Importing Map Data into a Mod Without Dependencies

    Here is where I am at: my modded melee data was in a Map file. I changed the file extension so that it is now an SC2Mod file. I successfully uploaded this mod. I did not change any variants or attributes in the map file before making it a Mod. Its dependencies are: . I have altered dependencies in the SC2Mod file, and republished it. When I do this, I do update the dependency on dependent maps.

    If I only have my mod's Battle.net dependency on the map, I get an error that says, "variant definitions could not be validated." It gets all the way to 100% and fails.

    If I have other standard dependencies, I get an error that says, "dependencies not validated." It gets to 100% and fails.

    I have tried making a modified Xel'Naga and Shakuras Plateau. I have not changed any options other than dependencies with either one of them which makes me think there is something wrong with the SC2Mod file.

    Posted in: Miscellaneous Development
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    posted a message on Ship It Early Or Ship It Perfect?

    @DogmaiSea, So, where I am at with my project is I have one ability left to create. After that, I have to create actors for 13 abilities. Everything after that is testing, balancing, and updating.

    @TheAlmaity, thank you for the clarification. I have better internet now so I will be logging on and checking Arcade out more. So, you mention screenshots, but is it possible to put videos in the game? I was hoping to create videos of the new changes just because it looks better (to me) than just looking at a picture. Some of my abilities are activated auras that damage enemies. I really want actors for that kind of stuff so their enemy knows to run away instead of checking enemy units for specific buffs. That's my primary motivation for getting visual cues in there.

    @Eiviyn, Loving the sound of that. Once I sort out the publishing problems I am having, I will probably push it. Instead of just me having the net, I can hand it to a few more people and get feedback. Once the big monster is over, it is going to feel quite smooth just updating. It sounds glorious.

    @DuckyTheDuck, It will probably take me longer than a week right now to create the visual effects and sounds just because I don't really know anything about actors, and I do not know how easy it will be for me to pick it up. Do you feel like people finding a new game and playing it is mostly due to luck with the Arcade system? I'm going to do some research to make sure mine isn't AS lost in the system as it could be.

    Posted in: General Chat
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    posted a message on Ship It Early Or Ship It Perfect?

    Thanks for the replies. This was initially how I felt about it. I really want to get something out there because I think shipping is important, but I am wary because I know that people only play something once or twice before they give up on it. Seems like it is already hard to get a community to back a mod.

    So, when talking about an open beta, do you publish publicly and call the map a beta map or privately and work with testers?

    It sounds like I might be pushing out what I have a lot sooner, and, damn, I'll be excited to do so. It is pretty cool to hear some of my friends say they are more excited to play my mod than HotS.

    Posted in: General Chat
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    posted a message on Ship It Early Or Ship It Perfect?

    Just curious about how the community would take it. I have a few abilities that need some actors to look a lot nicer and let players know what is going on with visual clues in a melee mod.

    My question is: would you release a technically finished melee mod lacking visual effects or perfect it first and then publish it?

    Because this is my first map, I do not want to release too early, but I see advantages in releasing early as well considering my mod is essentially bug-free.

    Posted in: General Chat
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    posted a message on Importing Map Data into a Mod Without Dependencies

    I could not find any tutorials, and I am stuck on this. I would like to use my mod as a dependency on Xel'Naga caverns, but it will not allow me to publish my modified Xel'Naga map because of this error:

    From what I read, I need to publish my mod first. I have been working in an SC2Map file which I break down into SC2Components. From there, I cut and paste all of those into my mod folder so my SC2Mod file itself does not contain my modified data.

    I am at a loss from where I go, but I would like to publish my mod, use it as a dependency on a modified Xel'Naga tower, and publish my map privately.

    If there is a tutorial, shoot me that way. Thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on [ABILITY] Sharing Cooldowns

    This is what I have so far (let me know if the screenshot does not work):

    http://imgur.com/ChbwY

    After testing it, it still does not work.

    Posted in: Data
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    posted a message on Importing Melee Mod Data on a Blizzard Map

    I followed your instructions, and I was able to get a Xel'Naga map up with my mod.

    Now, my newest two issues:

    1. Cheats are still allowed (at least when I'm loading the game up from the editor). When I publish this, will someone still be able to use cheats (e.g. catfoodforprawnguns, whorunbartertown, etc.)? If yes, what can I do to prohibit cheat use?

    2. I am getting the error "Document dependency does not specify a Battle.net file (Mods\Advanced SC2 Mod.SC2Mod). I found a few posts that talked about local versus online dependencies, but I am not sure what they all mean. What do I need to do to fix this error?

    From what I found, it sounds like I have to publish the mod and then use that as a dependency. How do I go about doing that when I've used the process above when my mod is broken up into components?

    Posted in: Miscellaneous Development
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    posted a message on Importing Melee Mod Data on a Blizzard Map

    I have a strong feeling that I've screwed myself. My data is housed in an .SC2MAP file, and I do not know how to find it when adding dependencies. Can I still use it as a map and import somehow, or is there any possible way to convert to a mod file?

    Found this fix: http://us.battle.net/sc2/en/forum/topic/3278814412

    I am using the second post. I have saved as a new version of my map as an SC2Components and pasted it into the mods directory for my game. Is this a viable fix? So far I have a dummy of Xel'Naga caverns, but, when I try go to "Add Other" in my Dependencies, only the Challenges file comes up. Any thoughts?

    Posted in: Miscellaneous Development
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    posted a message on Importing Melee Mod Data on a Blizzard Map

    I have no idea on how to do this, and I could not figure out an effective way to search for this.

    I am requesting either tips or a tutorial on how I can get my abilities, units, etc. into an already existing map like Xel'Naga Caverns. Also, when using a Blizzard map, are there any precautions I need to take when publishing? I am about to investigate the import function after having read my thread title. I may feel very foolish should I figure this out.

    Thanks for any help.

    Posted in: Miscellaneous Development
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    posted a message on [ABILITY] Aura That Increases in Power by Amount of Units Using It

    While I do not need it right now, I wanted to know if it would be possible to create an aura that increases or decreases in effectiveness based on the number of units using it.

    Example: the aura increases unit's damage by 1% for every unit using the aura. If 100 units are affected by the aura, then there is a 100% damage increase.

    If this is possible, how would you go about doing it?

    Posted in: Data
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    posted a message on [NEW UNIT CREATION] Infested Zealot

    So, I wanted this unit to pop from an egg, but there are two sets of abilities involving ITs so I do not know where to start. I am keeping Infested Terrans and adding Infested Zealots. I have the Infested Zealot working to my liking. I have tested it, and everything is working appropriately.

    Where do I start on duplicating the IT ability so that a new ability pop IZs?

    Posted in: Data
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    posted a message on [UPGRADE/ABILITY] Supply Change Upgrade

    Coming back to this. I have the Behavior on my unit on by default with no restrictions, and it is not modifying the supply so I may use the hiding buttons. More on this once I have tried that out.

    Posted in: Data
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    posted a message on [ABILITY] Sharing Cooldowns

    @DrSuperEvil: Go

    Same unit.

    Posted in: Data
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