What a fun little read on a most unexpected topic. I'm certainly one to appreciate the gumption it takes to write a guide on something so subjective and ambiguous...but there's one statement in particular that I can't in good conscience abide unchallenged:
Quote:
Its always best to work on the hardest aspects first. Leave polish for last. Get the main mechanics working first. So lets say you are doing an Rpg game. First begin work on your inventory mechanics, Leveling system, Save/Load feature etc.
I strongly advise against this approach. Instead, do what it takes to get a playable prototype up and running as quickly as possible: make that first area with that first enemy! I've seen too many budding designers playing around with buttons and knobs on YouTube, after spending twenty hours on a project without an ounce of gameplay to show for it. Save/Load least of all should be a priority...as a developer who has full control over his "avatar" you're likely to be manually buffing/moving him as needed throughout development anyway.
This will all be forgotten once the system finally does get revised. As a long-time Blizzard fan I'm not about to start faulting them for taking too long.
What if they introduced a special field in the Gameplay Data specifically for the purpose of backwards compatibility, similar to how they did for Warcraft III mappers? Starting with (Abilities Require Visible Button = true/false), it could expand its list of toggles as needed.
But then I'm not privy to the trickiness of the issue...as people said there seem to be some invisible abilities that units are supposed to use...
The title says it all. I have units launching other units and I want the underlings to die with the original in perfect unison (the right way mind you, no area searches) but I can't pinpoint the appropriate dingle to dongle! Any insights?
There's an actor message called "Set Height" found in the actor's Events + field. To associate it with some outside behavior or effect add an event with Msg Type "Behavior" or "Effect" (as necessary).
Disabling kill credit might be possible using a Modify Unit effect (and therefore through triggers). The Kill Credit Unit + field looks promising but I haven't tested it.
I'm starting to think all the winning maps will be single player and/or showcased on the floor in offline mode:
1. The sheer number of submissions will probably necessitate that they be judged exclusively in single player, or else they will have to publish every single one themselves. Even if they're sitting on special LAN-enabled clients that'd be a hell of a lot of man hours to test the myriad 6+ player maps.
2. Obviously Blizzard wants to showcase what the editor can really do (usually meaning unique games with alternate input methods) and they don't want to call attention to the key press latency!
The only question I want fielded in no uncertain terms, as said earlier:
Are maps that are privately published for the sole purpose of multiplayer testing disqualified (with or without multiple people testing it), technically or otherwise?
The projectile will have some sort of Mover associated with it. Under Motion Phases+, there is a field at the end called Timeout; if the projectile fails to find a target it will be destroyed after these X seconds. From this you can derive a desired distance.
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What a fun little read on a most unexpected topic. I'm certainly one to appreciate the gumption it takes to write a guide on something so subjective and ambiguous...but there's one statement in particular that I can't in good conscience abide unchallenged:
I strongly advise against this approach. Instead, do what it takes to get a playable prototype up and running as quickly as possible: make that first area with that first enemy! I've seen too many budding designers playing around with buttons and knobs on YouTube, after spending twenty hours on a project without an ounce of gameplay to show for it. Save/Load least of all should be a priority...as a developer who has full control over his "avatar" you're likely to be manually buffing/moving him as needed throughout development anyway.
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Teams are allowed. In the event of a dispute, the prizes go to the owner of the e-mail.
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This will all be forgotten once the system finally does get revised. As a long-time Blizzard fan I'm not about to start faulting them for taking too long.
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Cheers, and may the best men win!
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What if they introduced a special field in the Gameplay Data specifically for the purpose of backwards compatibility, similar to how they did for Warcraft III mappers? Starting with (Abilities Require Visible Button = true/false), it could expand its list of toggles as needed.
But then I'm not privy to the trickiness of the issue...as people said there seem to be some invisible abilities that units are supposed to use...
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The title says it all. I have units launching other units and I want the underlings to die with the original in perfect unison (the right way mind you, no area searches) but I can't pinpoint the appropriate dingle to dongle! Any insights?
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@Zackreaver: Go
There's an actor message called "Set Height" found in the actor's Events + field. To associate it with some outside behavior or effect add an event with Msg Type "Behavior" or "Effect" (as necessary).
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Same reason weeds grow out of cracks in the pavement.
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@Ice_bane: Go
This has helped me. Thank you bearded one.
Disabling kill credit might be possible using a Modify Unit effect (and therefore through triggers). The Kill Credit Unit + field looks promising but I haven't tested it.
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Render > Show Geometry > Attachment Points
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@RileyStarcraft: Go
I'm starting to think all the winning maps will be single player and/or showcased on the floor in offline mode:
1. The sheer number of submissions will probably necessitate that they be judged exclusively in single player, or else they will have to publish every single one themselves. Even if they're sitting on special LAN-enabled clients that'd be a hell of a lot of man hours to test the myriad 6+ player maps.
2. Obviously Blizzard wants to showcase what the editor can really do (usually meaning unique games with alternate input methods) and they don't want to call attention to the key press latency!
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@Sixen: Go
The only question I want fielded in no uncertain terms, as said earlier:
Are maps that are privately published for the sole purpose of multiplayer testing disqualified (with or without multiple people testing it), technically or otherwise?
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@Vexal: Go
The projectile will have some sort of Mover associated with it. Under Motion Phases+, there is a field at the end called Timeout; if the projectile fails to find a target it will be destroyed after these X seconds. From this you can derive a desired distance.