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    posted a message on [Development Log] Legend of Z

    @androidfreak88: Go

    The game is very incomplete at the moment, just really playing around with various system- probably won't be a public beta any time soon (if ever :[ )

    In other news, the penultimate sixth video is up. First person to correctly guess the content of the next one will get an NPC named after them

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    @Nahotnoj: Go Thanks!

    As for hours- I'd estimate somewhere between 50-100.

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    Fifth entry is up

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    @zeldarules28: Go

    yup, its loops. took awhile to make it look right.

    Plans for the foreseeable future is to finish this 7 part development log, then convert what I have so far into a mod file so I can begin adding towns and dungeons in the form of maps.

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    @Obatztrara: Go probably won't add OOC music due to copyright issues and whatnot. If I can drum up enough interest for this project, I may recruit a composer friend of mine to write an original sound track but we'll see.

    @zeldarules28: Go

    The targeting system isn't that complicated, it's just made of several parts.

    Essentially, the hero has a behavior which periodically searches the area around him using a distance sort with max targets = 1. This search effect applies a dummy damage effect, registered via triggers to set the hero's current target to the "damaged" unit. If there are no enemies in the searched area, the target is set to no unit.

    Then there's Command Mode (named so cuz mac users hold down the command key to activate it :P), akin to pressing the Z button in OOC. Triggers the neat little letterbox camera mode, zooms in a little, and forces your hero/the camera to face the current target each effect tick.

    Posted in: Project Workplace
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    posted a message on Zelda Arena Concept.

    @MapCrafter: Go

    my plan is to make a full length game with similar mechanics.

    What are you talking about? I make extensive use of 'z-targetting', except I call it CTL-Targetting since you hold down the CTL button..

    Posted in: Map Suggestions/Requests
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    posted a message on [Development Log] Legend of Z

    @gamemore: Go

    Thanks, link fixed

    @OneTwoSC: Go Yup, moving skybox too! I used the camera system you outlined for the first few videos, but then modified it to better emulate the original. Still need to add in collision detection... (or be lazy and use doodads for all the walls...)

    Posted in: Project Workplace
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    posted a message on sc2mapster online Beta 1: Chat it up

    @Molsterr: Go

    meh

    sent ..meh

    Posted in: General Chat
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    posted a message on [Development Log] Legend of Z

    @Usernameisntworkingright: Go

    theoretically. I like insta-move 'cause' it lets you pull things across cliffs (pickup-able items are units with ground movers). Giving them air movers is less than ideal, since that means they can get knocked up cliffs, which looks messed up.

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    @OneSoga: Go

    'jumping' without an animation looks ugly :/ May have him just blink sideways/backwards a short distance. I need to go over the combat system soonish anyway.

    Posted in: Project Workplace
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    posted a message on Be apart of sc2mapster online!
    Quote from greythepirate: Go

    Why join the navy when you can be a pirate?
    -Steve Jobs
    -Pirate

    Any shade of grey will do

    Posted in: Off-Topic
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    posted a message on [Development Log] Legend of Z

    @zeldarules28: Go

    when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    @zeldarules28: Go

    Z targeting system was a matter of data-based search areas and triggers to detect them with priority.

    Currently, 'invisible' objects exist whether or not you've got Veritas (true sight) on not, and you can walk through false walls regardless.

    WASD movement would mean sword commands would have to be on the keyboard too (I find it nice having one hand on the mouse and the other on one part of keyboard), and thus the inventory UI manipulation would have to be entirely keyboard based. Also, I plan to add a mouselook command for looking around when I redo the camera system.

    PS. your avatar bothers me immensely

    Posted in: Project Workplace
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    posted a message on [Development Log] Legend of Z

    @Nahotnoj: Go

    Fourth entry is up. Three more spells added, along with the inventory system. Still have to rework the camera but I've been procrastinating. Will hopefully get the next entry done by next weekend.

    Posted in: Project Workplace
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    posted a message on how to make a casterIsNotSelectedByItsOwnerPlayer validator?

    As far as I'm aware, this can't be done from data alone. You could make a dummy behavior that is applied when the unit is selected (and removed when deselected), and have a validator check to see if the unit has the behavior

    Posted in: Data
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