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    posted a message on League of Legends card game

    Anybody interested in seeing the rest? I have almost all of the heroes done, but there's a lot of them, so if no one cares to see them I won't take the time to upload them.

    Posted in: Off-Topic
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    posted a message on League of Legends card game

    Are we on six now? I think so.

    Are any of you playing Magic the Gathering? How about League of Legends? Can you see where this is going yet?

    I'm making an entire set based on the League of Legends lore, so naturally it will include all of the heroes. So far I just have Yi completely fleshed out, but I have a crap load of other heroes that are just missing their abilities.

    If any of you are Magic veterans out there, I could use your opinions in the balancing for these cards.

    Edit: Finished Renekton :)

    Edit 2: Got a few more

    Posted in: Off-Topic
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    posted a message on Be apart of sc2mapster online!

    Color: #2B705F (A bit of a darker bluish-green)

    Quote: "Bill, you will be avenged!"

    This will be so awesome. :3

    Posted in: Off-Topic
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    posted a message on [Halp] Making a unit appear to swim

    @Garrawr16: Go

    The best approach I think would be to have something that checks the height of a unit and see if it's below the water level. I don't know of anything in the data editor, though, and although there is a trigger solution, it would be running all the time for every unit on the map, and that would quickly become unwieldly.

    The next best thing is to put regions everywhere there is water and do "Unit Enters/Exits Region" triggers to change the animation.

    Posted in: Miscellaneous Development
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    posted a message on Objects in Java, making them work.

    @StatusQ3: Go

    There are practically a limitless amount of uses in which an object helps in the creation of a game. However, basically it mostly boils down to defining an object with the parameters and methods needed to work with or modify that object.

    For example, if you were creating a game whose map comprised of tiles, you may want to create a Tile class that includes information such as x and y coordinates, the type of texture that Tile should contain, whether or not that Tile is passable, and any other objects that may be on that particular Tile (i.e. chest, monster, player, building entrance, etc.). Then maybe your Tile class has a paint method, which can be called when the world map needs to be drawn to the screen.

    For another example, maybe you want to create a bunch of Items. You would want a class Item for all of your particular items to implement. Your Item class would have info pertaining to what kind of item it is (quest item, consumable, equippable), and how much bonus it grants to what attribute. Then it contains an Activate method which, depending on what Item it is, will perform some action (i.e. a health potion would add x amounts of health to the player, a spell book would perform x spell, a helmet would equip itself to the player and add a bonus x to armor, etc.).

    For a non-game object example, you would want some kind of AnimationManager object. While not strictly necessary, it is extremely helpful to create an object whose sole purpose is to animate your game's sprites. Every time the AnimationManager Object's step method is called, it would advance the animations of all animating sprites by one frame, freeing the paint method from that responsibility and increasing your overall FPS.

    There are tons of other examples, but these are a few that will hopefully show you a small amount of the power that object-oriented programming truly contains.

    Posted in: General Chat
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    posted a message on Objects in Java, making them work.
    Quote from Doubotis: Go

    XNA must be added to C# for being compatible with Xbox 360 projects.

    .NET languages are the native languages for the Xbox 360, and C# is a .NET language. XNA is just a C# library and framework that adds the necessary functions needed by an implied Xbox standard. If you knew the standards, you could write the functions yourself.

    That said, it's extremely difficult to make C# programs function properly on the Xbox without XNA, and seeing as XNA itself is more or less free (and publishing rights are relatively cheap), doing so would be redundant.

    Posted in: General Chat
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    posted a message on Objects in Java, making them work.

    Several Advantages of Java:

    • Java is cross-platform. It can be used on just about any OS, including phones and even some calculators.
    • Java is relatively easy to learn. A lot of the expressions (such as regex) are simplified so they aren't strictly necessary.
    • Java has the JVM. Java is run on top of a virtual machine, which handles a lot of the memory access stuff and garbage collection so it isn't as big a deal.

    Several Disadvantages of Java:

    • Java has the JVM. Because Java has to run through the JVM before it gets to your processor/anything else, it will never be as fast as native languages like C + +.
    • Java has some unique terminology. Java has seen fit for some reason to develop new terminology, like class, declaration, method, etc.
    • Java isn't hugely widely spread. Because of the reasons above as well as other reasons, Java has long since been replaced as the industry standard. C/C + + is largely used for stand-alone applications, and Flash has taken over as web media.

    Several Successful Projects in Java:

    • Runescape
    • Club Penguin
    • Minecraft
    • Wurm Online
    • PeaceMaker
    • PoxNora
    • FunOrb
    • RedDwarf Server

    Final Stand:

    Java is a perfectly capable language in its own right and as far as making games is a fully functional language. However, because of the limitations placed on itself by Java's own design, it lacks the speed and power to create fast-paced games like shooters and ultra-high-definition 3D games. If you find yourself in a rut because Java is the only language you know, try moving over to C#. The language is incredibly similar to Java (being Microsoft's response to Java) and is a native language for Windows and the Xbox 360.

    Posted in: General Chat
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    posted a message on When an enemy baneling enters the range of any marine

    @bignamethefucker: Go

    You would use that event in conjunction with some Comparison Conditions, but it would probably be simpler and much more efficient to make a behavior in the data editor.

    Posted in: Triggers
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    posted a message on Random Unit

    There might be a way to do this using Galaxy. Find out what the variable type for Unit-Type really is (is it an int or a string?).

    AFAIK there isn't a way to do this using GUI without a massive time-consuming process of creating the arrays.

    Posted in: Triggers
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    posted a message on Objects in Java, making them work.

    An object in Java is the result of the awesome concept known as object-oriented programming.

    Take the concept of a bike, for example. That concept is essentially the equivalent of a Java class - all the information to build the bike is there, and is just waiting to be implemented. An object would be an instance of the Bike class, that is, a specific bike, such as the one in your garage or whatever. That specific bike is an object, because it is an instance of the Bike class and includes with it all of the attributes that being a bike entails, such as having two wheels and handlebars.

    This object can then be used as a placeholder of all the information you need about a bike. For example, you can create a bike object with 21 gears. The variables that store the amount of gears your bike has (21) is linked to your object and can be accessed at any time.

    This is essentially what an object is, although in practice its a bit more complicated. You can only really understand and appreciate what objects are after working with them for a while.

    Posted in: General Chat
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    posted a message on How do you disable resource splitting?

    I'm thinking this might be a default action in a melee-based map. Has anyone seen if this happens in a campaign-based map?

    Posted in: Triggers
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    posted a message on Random Unitpick after time expires

    @Tarbald: Go

    Make a boolean variable for each player and set it equal to false. Then add a line of code in your button selection trigger that will set that player's variable to true.

    Then in your main trigger that generates the dialog windows, have it wait for 20 real time seconds, then kill the dialog windows, check every player's variable and if its equal to false, give them a random hero.

    Posted in: Triggers
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    posted a message on Very happy with this

    You should totally use the SC2 Map Analyzer for help when balancing your map. I've used it on my melee maps in the past and it's great.

    http://www.sc2mapster.com/assets/sc2-map-analyzer/

    Posted in: Terrain
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    posted a message on Changing borders to have corners

    @QueenGambit: Go

    You can paint the pathing on yourself. That way, it looks the same, but you get that extra corner for building and stuff.

    Posted in: Terrain
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    posted a message on Pathing issue

    @Delvianna: Go

    You can create a map based on a melee map with campaign dependencies. That way you get a map that works like a melee map but you still have access to the campaign units, triggers, etc.

    As far as your problem, without looking at your map, the only thing I can think of is that you are using cliff level 0 for some reason. Cliff 0 has a "no pathing" on it by default.

    Posted in: Terrain
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