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    posted a message on evolving the WASD move system into an analog system

    So I found a program: Joystick 2 Mouse http://www.imgpresents.com/joy2mse/j2m.htm

    it lets you conrol the mousecursor with a joypad/joystick. the important part is that it let's you control the mouse using absolute values, so pressing up on the joypad will move the mouse up, and releasing it return the mouse to the center of the screen.

    I'm going to try to create a movement system using this program, as it is the only way I can think of that starcraft will register analog movement: compare the distance between a unit and mousepointer. if this system works, I'll post my results. I think this will give better results regarding to lag on battlenet, but we'll have to see.

    Posted in: Triggers
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    posted a message on LF ppl to create a very small 1vs1 arena mod

    Great ideas! I'm happy you mention the fighting game influence, because I've been collecting a lot of fighting game style ideas to add in the game.

    I like your idea for a 4 arena style map, I had a similar idea to make it a 15 player map where people can spectate and join queues to the arenas. winner stays, so if you play well you can play all the time. and because there are 4(or more) arena's there is always something to spectate and queues will be short enough to keep playing a lot. the problem is when people leave, the arena's will become empty and players will have to restart the game to let more players in.

    The tournament system sounds like a great way to keep games not too long, but also fun. We'd have to discuss that further!

    You're idea about choosing skills is a nice idea too. It would make it a lot more complex to balance. Have you ever played street fighter 4? there all the characters can only choose their special move. all the other moves are the same, but all the different special moves makes the character play very different. what do you think about that?

    It would be very cool to use the bank system to unlock cosmetic changes, but like I mentioned in the title. It would be great to keep it small at first, expanding along the way. I was thinking of making the game first with 2 really cool units/heroes and see what it would be like. After that it's easier to see what the game needs to be better.

    I'm happy you guys are into it :) it would be great if we could set up a chatsession and talk about it together. would that be possible?

    Posted in: Team Recruitment
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    posted a message on evolving the WASD move system into an analog system

    Hi,

    I was experimenting with the WASD keyboardmovement tutorials in the wiki by using Joy2Key and using my joypad to walk around and felt the 8-direction control method was quite restricting. I remember playing diablo 3 on the xbox at a friends house last week which has really great analog controls and I was wondering if it would be possible to recreate this.

    I would imagine it would work in a same way as the WASD movements where you order the unit to move to a target 100 pixels in one direction every frame, but if you use an inbetween program to have the analogstick control the mouse movement, you could have the mouse move relative to the unit you control, so if you move up on the analogstick, you'll give a move order 100 pixels above the unit, but if you turn the analogstick 15degrees to the right, so will the mousecursor, thus simulating analog movement.

    What do you guys think? Has this been done/tried/tested before? Would this be too taxing on the game? (I think it'll be just as taxing as the WASD system) and how would you guys try to get a system like this to work?

    I've looked around the forums to see if anyone posted about this, but I coudn't find it.

    Posted in: Triggers
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    posted a message on LF ppl to create a very small 1vs1 arena mod

    @FenixKissKerrigan: thanks! I'll look into the banks system.

    @Mugen245: sure thing! I checked your website, but can only see one screenshot. could you maybe send some pictures of stuff your making/interested in making? You can pm me or post here, whatever you feel is best.

    Posted in: Team Recruitment
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    posted a message on LF ppl to create a very small 1vs1 arena mod

    So, I've written up an inventory of things that this game'll need. Maybe with some more specifics there are some people interested..

    -Triggers: create a hero select screen, UI and logic of the gamerules.

    -Data: creating between 4 to 8 skills for each hero (2 heroes would already be perfect).

    -Maps: create small arenas. The maps will be supersmall, (smaller than that a base takes up in melee) so mappers can really throw in all the cool effects and models to make it look supergood.

    Does anyone know if you can join sc2 games that are already in progress? Is there a way to track progress over multiple games?

    Posted in: Team Recruitment
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    posted a message on LF ppl to create a very small 1vs1 arena mod

    I don't have any in-game work to show yet, but I'd thought I'd share a quick sketch of how it could be like. sketchup 1on1arena idea

    Posted in: Team Recruitment
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    posted a message on LF ppl to create a very small 1vs1 arena mod

    I'm looking for 1 or 2 people who would be interested in developing a 1vs1 arena style game. My idea is to create heroes, similar to dota/lol/etc, but put them in small arenas to battle it out.

    It won't be a very big project, as all the focus is on the heroes and abilities and we could go as far with those as we wanted. So maybe there are some people up on these forums interested in a little sideproject, or someone new to the editor and is interested in a little project to test their skills. Requirements are only that you like the idea and want to put the time into it.

    I have a few ideas, but it would be great to team up and design everything together. I'll be following this thread, so if you have any questions or ideas, let me know and I'll try to answer asap.

    Posted in: Team Recruitment
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    posted a message on [solved] how to shoot in the facing direction of unit (no target?)

    Solved the problem, there was a problem with the search filters in various effects. In the end I used Kueken's tutorial as the base with some minor alteractions.

    Thanks for helping guys, great community!

    Posted in: Data
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    posted a message on [solved] how to shoot in the facing direction of unit (no target?)

    edited this question late, lost original q. sry

    Posted in: Data
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    posted a message on [solved] how to shoot in the facing direction of unit (no target?)

    The diablo fireball tutorial was a great help in getting the missile to check and explode on impact, but it is still working with a target that is set by the mouse. Thanks for the link too TheAlmaity, it simplifies the process onetwoSC does in his video.

    But half of my question stays unanswered:

    I'm looking for a way that the fireball wil always come out at the angle of the players frontside. Much like the fireball mario shoots in mariobros. If you press the ability button, the missile will shoot. Without targetting anything with the mouse. Do I need to simulate this by making a target that is always in front of the player (through triggers) or is it possible to link to this angle in the data editor?

    I thought it would be possible as "Ability - Arc" uses the front of the unit to calculate where the cone is.

    Thanks for all the help already, it's really helped a lot!

    Posted in: Data
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    posted a message on [solved] how to shoot in the facing direction of unit (no target?)

    @ shawn: perfect it really looks like what i'm looking for, tnx. @drsuperevil: tnx too, just getting the hang of the data side of the editor, i'll look into these effects too.

    Just keeping the thread open(not solved) so I can ask follow-up questions without opening a new thread.

    Posted in: Data
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    posted a message on [solved] how to shoot in the facing direction of unit (no target?)

    I found nearly all skills in sc2 are based on a target. is it possible to create a weapon or ability that fires for a set range (for example: a beamgun, a shotgun with max range, a rocketlauncher that explodes at a max distance) at the angle of the unit without having a target? Or do you need to "fake" a target that is always in front of the unit and the unit fires to that location?

    Any tips on how to get something like this to work? is it possible to do with within the data editor or are triggers needed?

    Posted in: Data
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    posted a message on creating a dynamic 3rd person camera

    Hi,

    I'm an experienced mapper, but haven't gotten my feet wet in triggers just yet. I'm trying to create a dynamic camera that follows 2 players in an 1vs1 arena game. as an example:

    (skip to the 0:30 mark)

    facts: -there will only be 2 units in the game. -each are controlled (separately) by keyboard (WASD) instead of mouse. -the stage will be relatively small (like in the video) and not as cluttered.

    My instinct says I should add them to the same playergroup and have the camera follow that group, but I haven't been able to make that work. Do you guys have any tips for me or have a solution to a similar setup? I've been following OneTwo's wow-style camera tutorial for the WASD input. As this video is pretty old are there now maybe more sophisticated methods of implementing keyboard controls?

    Many thanks.

    Posted in: Triggers
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