The buildings also change. It looks really nice. If you get the upgrade does it apply to every protoss that it affects? Is there a way to make it affect only certain protoss?
Sorry to original poster. I didn't mean to barge in but I've also been looking for a UI tutorial.
I'm looking for completely gone UI and replace it, no mipmap needed, no portraits. I need a new UI to make my card game.
Part of the guide is old so something doesn't seem to fit. It says to create a global variable but then I can't set that variable to the dialog I just created in the second step.
How about the Purifier's laser beam? The one from the campaign where the mothership is using the Independence Day laser to destroy the colonies. You could use that to hit whoever is in first.
Blink-Move you ahead, not sure how far, I'll let you decide what is a balanced distance.
Void Seeker's fast ability would look cool, speeds you up like the gold mushroom from mario kart, usable multiple times for the boost(could make the cool after effect)
Afterimage-Sets down a fake archon that will stop whoever hits it
Nuke-Sets a nuke down behind you, comes down in 2 or 3 seconds, like the bomb omb from mario kart
For my map I need the units to be summoned as if from the mercenary/warp gate/?? without using that. I want a button the UI to make the unit be summoned. It's kind of card game that will use a card interface. When you select the card you place it on the field and then it summons the unit.
So for say Siege Tanks I select the card and place it somewhere on the field. Then it shows the drop pods come down and the siege tanks are there like in campaign, except I want that to occur for all ground units and have air units come in like campaign mercenaries also. Protoss would warp in as if using a warp gate. Zerg I'm not sure on because there is the Nydus worm which could pop up and go back down and then there is the zerg pods, but that would be too terran like.
My problem is I can't find a way to force them to be created using the drop pods or the warp gate effect. If anyone knows please help me out.
Would love to learn some good habits for editing. Also I could you add a request for next week to be How to Warp in Protoss units like the Super Warp Gate does, How to bring in Terran units like mercenaries, and Swarming Zerg from Nydus Worms.
I've been looking around the data editor trying to find what makes protoss warp in but I can't find it. I found an effect but I'm not sure how to test it.
I was just playing around with some units from campaign and I thought of something. Couldn't you just give the units the effect of the Void Seeker when it is in it's fast mode(I forget name of ability) as a buff? I'm still new to the editor so I'm not sure if this will give the wanted result. It might just make the Void Seeker behind the unit but I think it's worth a shot.
I came here to see some great UIs. Progammer just really amazed me. You should create a tutorial for people who don't know how to make UIs. bookmarking that video. Hopefully I can learn to make a decent UI seeing what you did.
Can someone make a tutorial for summoning units a certain way?
Terran brought in mercanary style(drop pod falls down, ships just drop down)
Protoss brought in through warpgate(would it be possible to do it for all units)
Zerg brought in burrowed or by Nydus Worm
[Please don't copy/I'm would like some help on it though]
I've been trying to put together a card game. Not like cardcraft, although that is a fun game, but a similar user interface. Well to the mechanics of the game.
-It's turn based
-There are nine fields to play cards on
-Draw a card every turn and gain one mana(possibly make minerals or food or gas)
-Each card has a HP, Attack, direction of attack, and mana cost(summoning cost)
-when a card attacks it changes to a cinematic battle on the field of whoever is receiving the attack, so if he is on a water field it's a water zone even if the attacker is on a fire zone
-Protoss gain benefits from forest zone, terran from desert, zerg from fire, that leaves water. I'm thinking of creating a bunch of units over time
-also opposites have drawbacks, so zerg hurt from water, terran from forest, and protoss from desert and again whatever these water cards will be hurt on fire.
-there is one other field zone that gives no benefit, which is machine(I'm thinking of going space platform like, or xel naga)
-objective of the game is to control 5 spaces( have your card on 5 different spaces)
-cards that are on the field can be told to attack at the cost of mana(mineral/food/gas)
-there are spells that can heal, increase attack, hurt the enemy cards, draw card, etc.
-one thing I will make sure stays out is the fact that the victory will be obtained at the end of the turn when the player puts the 5th card on the field(too many times have I played with that person's card should have been destroyed but instead it doesn't go to the part where it should get destroyed)
-hope this isn't too complicated, I probably missed a lot in description of the map itself but that's the game mechanics basically
This is basically Eye of Judgement and since the online is going down for it I was thinking of making a tribute to it.
The biggest thing stopping me from progressing is not knowing how to make a good UI. The cardcraft one has my mind blown. I'm sure if I play around with it more I'll find out how to make something similar.
0
The buildings also change. It looks really nice. If you get the upgrade does it apply to every protoss that it affects? Is there a way to make it affect only certain protoss?
0
Sorry to original poster. I didn't mean to barge in but I've also been looking for a UI tutorial. I'm looking for completely gone UI and replace it, no mipmap needed, no portraits. I need a new UI to make my card game.
0
Part of the guide is old so something doesn't seem to fit. It says to create a global variable but then I can't set that variable to the dialog I just created in the second step.
0
How about the Purifier's laser beam? The one from the campaign where the mothership is using the Independence Day laser to destroy the colonies. You could use that to hit whoever is in first.
Blink-Move you ahead, not sure how far, I'll let you decide what is a balanced distance. Void Seeker's fast ability would look cool, speeds you up like the gold mushroom from mario kart, usable multiple times for the boost(could make the cool after effect) Afterimage-Sets down a fake archon that will stop whoever hits it Nuke-Sets a nuke down behind you, comes down in 2 or 3 seconds, like the bomb omb from mario kart
0
For my map I need the units to be summoned as if from the mercenary/warp gate/?? without using that. I want a button the UI to make the unit be summoned. It's kind of card game that will use a card interface. When you select the card you place it on the field and then it summons the unit.
So for say Siege Tanks I select the card and place it somewhere on the field. Then it shows the drop pods come down and the siege tanks are there like in campaign, except I want that to occur for all ground units and have air units come in like campaign mercenaries also. Protoss would warp in as if using a warp gate. Zerg I'm not sure on because there is the Nydus worm which could pop up and go back down and then there is the zerg pods, but that would be too terran like.
My problem is I can't find a way to force them to be created using the drop pods or the warp gate effect. If anyone knows please help me out.
0
Would love to learn some good habits for editing. Also I could you add a request for next week to be How to Warp in Protoss units like the Super Warp Gate does, How to bring in Terran units like mercenaries, and Swarming Zerg from Nydus Worms.
I've been looking around the data editor trying to find what makes protoss warp in but I can't find it. I found an effect but I'm not sure how to test it.
0
I was just playing around with some units from campaign and I thought of something. Couldn't you just give the units the effect of the Void Seeker when it is in it's fast mode(I forget name of ability) as a buff? I'm still new to the editor so I'm not sure if this will give the wanted result. It might just make the Void Seeker behind the unit but I think it's worth a shot.
0
I came here to see some great UIs. Progammer just really amazed me. You should create a tutorial for people who don't know how to make UIs. bookmarking that video. Hopefully I can learn to make a decent UI seeing what you did.
0
Can someone make a tutorial for summoning units a certain way?
Terran brought in mercanary style(drop pod falls down, ships just drop down)
Protoss brought in through warpgate(would it be possible to do it for all units)
Zerg brought in burrowed or by Nydus Worm
0
[Please don't copy/I'm would like some help on it though]
I've been trying to put together a card game. Not like cardcraft, although that is a fun game, but a similar user interface. Well to the mechanics of the game.
-It's turn based
-There are nine fields to play cards on
-Draw a card every turn and gain one mana(possibly make minerals or food or gas)
-Each card has a HP, Attack, direction of attack, and mana cost(summoning cost)
-when a card attacks it changes to a cinematic battle on the field of whoever is receiving the attack, so if he is on a water field it's a water zone even if the attacker is on a fire zone
-Protoss gain benefits from forest zone, terran from desert, zerg from fire, that leaves water. I'm thinking of creating a bunch of units over time
-also opposites have drawbacks, so zerg hurt from water, terran from forest, and protoss from desert and again whatever these water cards will be hurt on fire.
-there is one other field zone that gives no benefit, which is machine(I'm thinking of going space platform like, or xel naga)
-objective of the game is to control 5 spaces( have your card on 5 different spaces)
-cards that are on the field can be told to attack at the cost of mana(mineral/food/gas)
-there are spells that can heal, increase attack, hurt the enemy cards, draw card, etc.
-one thing I will make sure stays out is the fact that the victory will be obtained at the end of the turn when the player puts the 5th card on the field(too many times have I played with that person's card should have been destroyed but instead it doesn't go to the part where it should get destroyed)
-hope this isn't too complicated, I probably missed a lot in description of the map itself but that's the game mechanics basically
This is basically Eye of Judgement and since the online is going down for it I was thinking of making a tribute to it.
The biggest thing stopping me from progressing is not knowing how to make a good UI. The cardcraft one has my mind blown. I'm sure if I play around with it more I'll find out how to make something similar.