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    posted a message on Same Screen Multiplayer?

    anyone ever thought of or made a same computer game for SC2? like all those stick fighter games you used to play against your friends while you were supposed to be doing your English assignment in the computer lab.

    Could see some classics like Tetris, Donkey Kong, Snake, Pong, all that stuff redone to be played over battlenet, or even single player, with a friend using the other side of the keyboard to control the other player.

    I once made a hotseat turn based game in warcraft, where you can play online against friends, or offline in single player, just swapping control to whoever's turn it is.

    Do you think this would be a good feature in a Bnet game? do you know of any games that have?

    Edit: lets do one of them weekly exercises on this. Same computer games. could be fun

    Posted in: General Chat
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    posted a message on [Co-Op Horror] Haunted Forest (Inspired by Slender)

    if doing the full playthrough, it should really res all the players after each chapter

    Posted in: Project Workplace
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    posted a message on [Data] How could I replicate a Waygate/SC1 Nydus Canal?

    @SGTMeowmers9: Go

    I think it wouldnt be too hard to make it work with a period behavior, that searches for nearby units, then casts teleport on them, suppose you could make the effect do some sort of persistent or something to warp them to the specific offset, but with the mess of data required to do all that, triggers are probably the better method of implementation.

    Posted in: Miscellaneous Development
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    posted a message on [Data] How could I replicate a Waygate/SC1 Nydus Canal?

    I know this is a pretty bad necro but rather than make a new topic figured I'd just bring back this one, I'm looking for the same sort of thing, trying a "mothership mass recall" strategy, going to make a periodic behaviour on one waypoint that makes it cast mass recall at the location of the other waygate to pull them to it, then apply a buff which stops the other waygate from pulling them back for a short time.

    Posted in: Miscellaneous Development
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    posted a message on [Co-Op Horror] Haunted Forest (Inspired by Slender)

    @Bounty_98: Go

    Camera, sound, everything seems pretty sick, all cept for the terrain (just going from the abandoned mill video) hopefully you can get some variation all up in that map, otherwise, fantastic, really cool stuff bromigo

    edit: also is there a map option in the lobby to switch it from b+w to colour? if not there totally should be.

    Posted in: Project Workplace
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    posted a message on Directional attack with hotkey pressed

    @SwarmNerd: Go

    attacking right in front of the caster is easy enough, just create a persistent (try basing it off of Raynor's snipe) and have that persistent fire when you cast it, it should take the current facing of the unit and fire the trace line along that angle. You could try using a toggle state for the movement, like, press space to start moving press space again to stop.

    Base the ability off cloak, remove the cloaked behavior flag from the buff, give it a periodic effect with a period count of -1 and period duration of say, .5, then make it do a teleport effect as the period. In theory, pressing space with constantly teleport the unit forward toward it's current facing, I think there's an option to smooth the animation for it so it doesn't look so choppy. Alternatively you can do the same thing but instead of the teleport effect use an issue order effect and order the unit to move.

    you should be able to set the offset of both the teleport and issue order effects the same way the persistent effect can be

    Posted in: Data
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    posted a message on Hero Weapon Display Problem

    So I turned a zealot into a hero, copy paste sort of deal, and removed it's weapon, however, the UI on the hero still displays the info from the old zealot psi blades, know any way of removing this display?

    while I'm at it, I made an inventory item that disables the default weapon and applies a new one, however if the unit starts with the item in his inventory, it wont replace the weapon until he drops and picks up the item

    Posted in: Data
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    posted a message on Hero Exp

    @DrSuperEvil: Go

    yeah its what I ended up doing, works great, just worry about the stress of it on the game with so many effects firing so often, but I suppose it wouldn't be more than the regular system

    Posted in: Data
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    posted a message on Request: Game of Thrones

    @zaysite: Go

    I'll throw some screenshots shortly, I managed to squeeze a little more space in, so I'll just magically transport Meereen closer to the western shore and include the armies of Daenerys Targaryen in the game, to allow the war of the 5 kings, and 3 queens at the same time.

    Pime Taradox!

    Posted in: Terrain
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    posted a message on Request: Game of Thrones

    @zaysite: Go

    that would be great if I could scale it down any further. but as I said I'm at the map limit already. I'm not talking about the scale of the units or buildings, I'm talking about the terrain. The cliff tool can't make cliffs any more precise than I already have them, so I can't scale it down any lower or the continents will just look like shapeless blobs. Since the map size itself cant be made bigger I don't have the room to do all of Essos, I can only do the western shoreline at most.

    Posted in: Terrain
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    posted a message on Request: Game of Thrones
    Quote from SouLCarveRR: Go

    @EchoedRequiem: Go

    if its like a risk game you could potentially scale everything down....

    its already really scaled, like, the wall takes up only 6 squares. I could fit maybe the far west third of Essos, but thats about it.

    Posted in: Terrain
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    posted a message on Request: Game of Thrones

    @SouLCarveRR: Go

    The doom.

    map size isnt big enough to accommodate it, the terrain I have now is already pretty thin

    Posted in: Terrain
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    posted a message on Request: Game of Thrones

    @Nebuli2: Go

    the basic outline would be great, its more a risk style game so I don't think trees and mountains will be entirely necessary

    here's a good reference http://thronesblog.com/wp-content/uploads/2012/05/Westeros-Map-By-House.jpg

    actually nevermind, after much time I have just done it myself, thanks anyway though

    Posted in: Terrain
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    posted a message on Neural Parasite Control

    @DrSuperEvil: Go

    I dont think so, the modify unit actually worked perfectly for me, even changed over all the behaviors, whereas the neural parasite method changed colour and gave control, but still spawned everything for the enemy and didnt provide supply for the new owner.

    The change owner in the modify causes the unit to provide food as well.

    and for the record I did several searches, just sayin.

    Posted in: Data
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    posted a message on Hero Exp

    @DrSuperEvil: Go

    darnit, I want it to duplicate exp across all heroes I guess, I suppose trigger is the best way to go? or perhaps a death effect that fires an effect to grant surrounding enemy heroes x exp? yes, this is what I shall try to do, as I am slowly becoming a master of data. So impressed with my own progress so far.

    Posted in: Data
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