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    posted a message on Arm Magazine While Stunned

    @gundrust: Go

    Quote from abvdzh: Go

    I could disable behavior to stop produce units but i kinda need that shit going even under stun.

    I did the hidden cargo unit for workaround, nvm solved. Unless someone tell me if i can somehow surpass stun to use abils.

    Posted in: Data
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    posted a message on Arm Magazine While Stunned

    Hey ppl. I have behavior on enemy unit which fires periodic issue order effect that builds units with arm magazine ability. However when i stun this enemy unit (applying behavior with flag stun) I got a massive load of ammo units being created instantly. It looks like it ignores cooldown and max count of ability completely while under stun effect(?). I could disable behavior to stop produce units but i kinda need that shit going even under stun.

    Anyone knows where the issue comes from? Thats took me by unpleasant surprise.

    Posted in: Data
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    posted a message on The Lobby Bug

    @Kloupz: Go

    after studying data for a long time i can say that its simplicity deceiving. It kind of make illusion that you working on much higher level, compared to raw code, but it is true only if you doing some simple things which data editor has presets for. For everything else there is a TON of pitfalls. It is because the way everything assembled is hidden from the user and you have to learn it by trial and error method. There are lot of scenarios which will make your head burn in flames just because you don't know the order in which actors associated with action are being created or effects executed or markers applied. And the point is it doesn't rly complicated it's just you can't go in the next room to Blizzard's software engineer and ask what the hell happening. While Blizzard's game designer can. This comes to a point where people want just to use triggers or scripting for everything just so system will be understandable :

    Quote from Kloupz: Go

    On the other hand, I am thinking about coding into SC2

    and there is a problem with that. A lot of things (mostly visuals, i.e. actors) will still require data objects to work. And some things such as action actors (placing impact on hitbox) just can't be simulated with triggers from what i know. The editor designed the way that forcing you to use data basicaly.

    For example in data units doesn't actualy die while casting persistent effects. They just feign death so the death visuals and kill credits occur. But the reference on the caster of effect still exist until effect goes off. However if you fire periodic effects with triggers (create effect on unit from unit + timer) the reference of caster will be lost if caster dies. ETC, ETC. You'll have a hard times handle each of this data systems with triggers.

    @Zolden: Go

    A little about money related thing. For me it is not acceptable when my work has a chance of not getting paid for (thats the opposite to a hobby thing). That's why the idea of arcade contests don't insipre me and ain't gonna take my ass from the couch, even though 3000-7000$ is a shitload of money for Ukraine nowadays. In my opinion the only good option for participation is if you already worked on something and could push it for a deadline. Otherwise (if you sacrifice your free time only trying to take 1-5 place) it's just the case when you being used by Blizzard to populate the arcade map list.

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from ArcaneDurandel: Go

    and if they truly didn't care about the arcade, where did they get the budget for rock the cabinet? For not caring, they spend an awful lot of money on it...

    i'm sorry but this is hillarious :D. Using the pleb's workforce to fill the desolated arcade for 30 000$ is just the best deal in Blizzard's life LOL. And i even wasn't about to offend anyone i'm working as economist and this is exactly how executives think, sorry.

    Quote from KorvinGump: Go

    Are you kidding me? Rock the cabinet with 30k$ budget? Company which earns millions and millions $$$ on WOW and now on Hearthstone gives 30k$? It's the same as 1$(or may be even 1 cent) for me or for you.

    Posted in: General Chat
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    posted a message on [The Curse of Tristram] (Lastest Video Update News!)

    @egodbout: Go

    name of a soundtrack plz?

    Posted in: Project Workplace
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    posted a message on Shameless ability show-off (traffic)

    @Bilxor: Go

    Did some kind of guide in tutorial section. Check it if you want.

    I think i post here a Cold Ray abil, just so it won't be a double post for no reason XD

    http://i.giphy.com/26FPq6uAdFFXuHGyQ.gif

    Posted in: Miscellaneous Development
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    posted a message on [Data/Actors] Making "Ring Of Frost" ability

    Hey guys. This is my tutorial tryout. I hope it will be readable by english people lol. If not, well appraise the effort :D

    http://i.giphy.com/l4KhT9oGKHoft7uGA.gif

    D=

    Wanna say that tutorial becomes too large maybe for posting on the site page, so i just put it in Word file...

    Also the finished map will lack the actual gameplay impact. But it can be EASILY expanded by adding desired periodic effects (such as "Search Area") in Ring Of Frost Active Thread effect. So i just didn't bother myself with such boring routine XD. The main intent of the tutorial is to show some tricks of actor handling.

    Here is what we are about to make:

    http://i.giphy.com/xT0BKkxzyZKjUTeobS.gif

    The tutorial is shipped with a template map which should be used as a starting point. All gramatical mistakes or maybe even edited word file is welcomed in PM.

    ENJOY (or not ._.)

    Posted in: Tutorials
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    posted a message on Shameless ability show-off (traffic)

    @Bilxor: Go

    i kinda want to start writing a tutorial which will show how to build an actual ability (i.e. some real value outcome). I will probably start to write this weekend. However my english is not so fluent and most of my knowledge based on empirical experience so i'll see how it goes.

    I'm planning to start from one of my previous abilities first. The mage weapon ability planned as a second tutorial, its kinda tricky. The tutorials will have maps attached.

    Posted in: Miscellaneous Development
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    posted a message on [Third Person RPG] Transformers: Open World (Cancelled)
    Quote from Forge_User_90756571: Go

    Well, stopping the players at 15 perks instead of beeing able to unlock all 20 with a single character is that it actually makes selecting perks a more involved decision and an actual choice.

    well the perks you meant are some sort of passive abilities/bonuses right? If you have total pool of 20 you might just cap the maximum number of learnable perks per char (like 5-6). The actual rpg mechanic should be just mega epic to realy get use of 20 perks per char (something like D&D), or the character will be just overpowered. You can just make so player may level up passive once he pick it, or alternatively, learn new one.

    I mean i saw some maps on battle net that gives this shitton of abilities to the hero which i as a player will never use. Usualy the maximum of spells for a simple mechanic is like 4-6 imo...

    Anyway i'm making some blind guesses here it will be good to see your rpg combat system core mechanic to suggest something useful.

    Posted in: Project Workplace
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    posted a message on [Third Person RPG] Transformers: Open World (Cancelled)

    the UI is okay. When i was about to make one for diablo-style control i spent enormous amount of time polishing without actualy moving forward. I don't think you should improve it. The descision is up to you though.

    Maybe better to spend time on adding content.

    Regarding the locking perks. In open rpg you can actualy unlock all of them. If the perk gameplay idea is too powerful in compersion to others you can scale it down by lowering the chance to proc, etc. Having a vast variety of choices is what makes rpg experience most enjoyable. With a good balancing should be ok.

    Some random perk ideas crossed my mind (might be complete trash in your opinion):

    - enemy attacks won't cause your hero staggering unless he has energy (mana), each enemy hit drain X energy.

    - chance to redirect enemy's attack

    - successful dodging gives a momentum for a counter strike, deals +% damage to the enemy which attack got avoided.

    - if the damage taken during last (2-3) seconds > (50)% of your total hp gives +% to a total speed factor OR reset cooldowns

    Posted in: Project Workplace
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    posted a message on LotV HD MotherShip and other cool stuff
    Quote from DEFILERRULEZ: Go

    I don't mind if you hate it

    I dont hate it just i think this game is a pale shade of what it could be and what i should love (and what a lot of hardcore wc3 dota 1 players expected from blizzard-official-dream-dota-map-everyone-like-throw-money-type-of-shit-ya-know).

    The effectiveness of a game design just realy highlighted in a Hearthstone. The guy did it is just a game-design genius. Again, i agree the art did a lot of job there too but in terms of humanpower cost / fun / profit its just like 100% compared to HotS 10%.

    Posted in: General Chat
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    posted a message on LotV HD MotherShip and other cool stuff

    There is no "hots success" unfortunately. That game already smells lol

    Posted in: General Chat
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    posted a message on LotV HD MotherShip and other cool stuff
    Quote from DEFILERRULEZ: Go

    @abvdzh: Go

    Heroes of the Storm focuses on PvE mechanic and diversity on maps, the full meaning of the game is True team game, not lone wolf gameplay, or you cooperate or you are screwed, it for sure doesn't want to use the same map for 14 years or be a retarded WarCraft 3 wannabe :D (Lol valve game even has wc3 minigames that uses ported wc3 assets XDDDDDDD GG VALVE!)

    The point is team fights are not epic, the skill synergy within a one given hero skill set is poor and performs not good enought to inflict a critical impact on a team battle.

    The point is it doesn't realy matter the order in which you press buttons of your common skills, even if you missplayed you're not getting punished hard. The pathing and movement control is poor. In Dota the movement speed is one of the most critical factors, and the right positioning of your hero and movement you do in between times you pressing your skills or attacks is very important and is the whole new science basicaly.

    In short heroes in storm feels in control more like overpowered bunch of creeps. The rat race which showing heroes while trying to perform something should called "team battle" is so annoying that i just want to anihilate that garbage with Earthshaker&dagger&kreygasm immediately, when i watching the HotS game videos.

    The popularity of HotS is pretty much speaks for itself. The 300k views for a hero spotlights vs 1.5m in league of legends. On twitch there are 90+ thousands viewers for LoL vs 30-40 for D2 vs 3-5 for HotS. And half of that sophisticated players just there to look and play with the awesome characters they love since wc d3 or sc. Remove them and this game has literaly nothing.

    Maybe someone in Blizz thought that creep camps would be "genius". As they present for now they're not. The creeps must have some utility spells and follow the hero which slain them (for example) to be somewhat useful at least. Right now it's just pathetic substitution for the classic hero item builds.

    I swear when i first saw the Blizzard Dota map for sc2 at blizzcon 2011 i thought it would be a blast and it would be if they continued in that direction (with items, etc.) and didnt turn the map with an actual gameplay to the modeller's demo reel.

    Just compare this epic amazing Muradin's Storm Hammer from 2011 to the THING that they did in current hots:

    Posted in: General Chat
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    posted a message on LotV HD MotherShip and other cool stuff

    @Crainy: Go

    i kinda like the style. In general case i prefer fantasy over sci-fi. it's all about preferences though. The skins meant just for sale and i dont count them in. Without them the game looks pretty much like wc4, if they would have released it nowadays.

    Posted in: General Chat
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    posted a message on LotV HD MotherShip and other cool stuff

    heroes of the storm would be a disaster without that great art and character lore. The gameplay quality of that game is below average imo. Skills deal non-crucial damage and there are no means realy to show off player individual skill (like dodging direct spells in dota with dagger or bkb). The environment and character art there saving situation (the sky temple and hell vs heaven looks extremely polished). I think there is a big gap between art and gameplay quality in HOTS, i realy surprised major cybersport team owners built their bands for HOTS, i think it's mostly because there is not much to play despite dota in moba genre, and ofcourse mobas are most popular now. (or blizz just asked($) them? =)

    Kind of a shame. When i got my beta i thought i would invest some time playing it. But it is so downgrade after dota i used to play. The art ofcourse is 100x times better, but gameplay is minimum 2x times worse and boring. People just don't get punished hard for their mistakes. Just spam your drab abilities that doesnt do shit and see who will die first (which will not going to happen quickly though). Lame ;(

    I mean just try to rip off art assets from HOTS and see the bare bones of the gameplay. It sucks. Right now the game become more like a Blizz modelers showcase than actual game. The funny thing it still worth it cuz the art is super good XD

    Imo it came to the point where game designers from Hots should give 40% of their salaries to SAM :D (just for the worshiping sake?) Lel

    Posted in: General Chat
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