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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting
    Quote from Nebuli2: Go

    @EchoedRequiem: Go

    THERE ISN'T LAG!!! FFS ACTUALLY LISTEN TO WHAT HE'S SAYING.

    Listen to what other people are saying "FFS!"

    you can't change the way input works over bnet.

    Even if you could, and you got absolutely no lag, why would people play this over say, counter-strike, halo, CoD or any number of the other games that do it far better in their own client -.-

    I'll give this game a try, in single player. As I have no desire to deal with the lag, nor would I honestly spend my time on this when all those other options are available to me.

    So in short, it looks good so far, hope there's a single player, sucks it won't be very popular but if you're ok with that then good luck to ya, look forward to trying it out.

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    BNet lag will def kill this game. Hopefully there's a single player component.

    Posted in: Team Recruitment
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    posted a message on Tonight on SC2Streamster: The Popularity system!
    Quote from Mephs: Go

    You sure? HIV isn't fun.

    The man speaks truth. I've been there.

    Also no matter how much of a troll he is, he still made a beautifully polished map. (two of them if you include his Left 4 Dead one) I guarantee you'll learn something.

    Posted in: General Chat
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    posted a message on Changing Behaviour Duration Via Triggers

    Any way of doing this easily?

    I can do it via upgrades I guess, but that would take sooo much longer to do. I have all the durations saved in variables, I just want to apply them to the behavior upon creation.

    I'm using player stats to increase the duration of effects, so I need a way of changing said duration via triggers.

    Posted in: Triggers
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    posted a message on Battle Music!

    @Ababmer: Go

    lolol not really what I'm looking for but thanks :P

    Posted in: Art Assets
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    posted a message on Battle Music!

    Hey guys! I'm making a fast-paced action sort of game and I was wondering if anyone knows of some awesome unlicensed that I can use without breaking any copyright laws.

    Looking for music along the styling of Guilty Gear / Blazblue sort of stuff.

    If you're willing to make one, know the creator of one, or anything along those lines would be helpful too.

    Posted in: Art Assets
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    posted a message on The Assassins
    Quote from Ash4meD: Go

    echo this is not a remake of assassins creed... This is a remake of a system in the game.

    He is using the sc2 universe and he keeps with that.. The difference in the characters will be just fine. I mean I don't here you saying that these characters are bad for sc2. This editor was created to create sc2 maps plain and simple.. sure you can create your own models ... but if you are going to do all the work that requires you to create an entire game... Why use an editor. Create yourself a game.

    but Zelda I wouldn't be opposed with just using human units.. civs and terrain both being fine to pull your list from, may honestly make it look more professional , but either way its the sc2 universe.

    at no point did I say he was remaking assasins creed, I hate that shit. It's the game play of the map itself combined with his own references.

    Geeze guys stop giving me a hard time for things you clearly misinterpret :S

    I am simply saying it would be more successful and appealing if it followed a theme instead of randomly placed units that don't fit together very well given the setting and style of game.

    Posted in: Project Workplace
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    posted a message on The Assassins
    Quote from Nebuli2: Go

    @EchoedRequiem: Go

    I did read that and Zelda made a very good point.

    Not really but whatever.

    In AC Brotherhood they are all human. They also all wear clothing from the same century, and the world around them fits that century.

    It's also bad.

    The differences between characters can all be achieved with the separate civilian models as well as the hats.

    Currently he has what, 10 characters planned? There are 4 civilian males I believe, and another 3 of them with backpacks, as well as at least 3 female versions. Not to mention you can use the prisoner and scientist (which has 4 variations BTW) models as well (just assign them the same animation file that the civilians use to be animated) Then even just one hat will double the amount of variants.

    Heck if that's not enough for you, you can use all the other terran infantry units as well, and either use them as is or rip the weapon off them via model editor then use them the same way as the scientists (apply the animation set in-game)

    Posted in: Project Workplace
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    posted a message on Bank Limitations Without Strings?

    Sooo, say I wanted to save a lot of data in one string, say there's like, 1000 boolean options, and I save it as a single 1000 character string, just using A or B to show if that boolean is true or false.

    I then use a trigger that counts to 1000, loading whether or not that is A or B.

    Will that save more space than saving each boolean separately with it's own key?

    Can it even save a string that's 1000 characters in length?

    And roughly how much space does that take up?

    I can obviously shorten the length of the string to only include the ones that are true, but if the amount of trues outweigh the amount of false it suddenly becomes less efficient. hmmm

    Posted in: Miscellaneous Development
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    posted a message on The Assassins
    Quote from Nebuli2: Go

    @EchoedRequiem: Go

    Don't criticize it too much unless you could come up with a better way of doing it.

    Already did, if you bothered to read it you would have seen that. :P

    Posted in: Project Workplace
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    posted a message on The Assassins
    Quote from zeldarules28: Go

    I wish I had a run model for all the units. But the civilians only have a few variations, and they look very similar. There are male and female civilians, which come in black, white, and (I think) white with a backpack on. That's not enough visual variation for players. For example, in AC brotherhood, the characters are all very distinct, with different color schemes and totally different outfits.

    I've been preety busy recently and have not been working on this much. You guys will see what we've been working on soon ;) I've also got another project which I believe has more potential. So at the moment, this is not at the top of my "to-do" list. But it's still on there. Who knows? Maybe blizzard will make some improvements for the marketplace that allow for client side WASD or something similar.

    Meh suit yourself, I just don't think it looks very good.

    Posted in: Project Workplace
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    posted a message on The Assassins

    Looks alright, not sure how I feel about all the people in the city being random units, without a theme it kind of draws away from it :S

    The terrain is also really stiff right now (too many hard lines between textures)

    I would recommend just using all the basic civilian models, and being able to choose from those. Perhaps then randomly assign all the units in the city with different hats / no hat. And at start a player can also choose a hat.

    That would allow you to have a nice theme, as well as player customization. Not to mention the civilian models have some nice animations for the game.

    Also currently the AI looks really bad. Even just having them use a "wander" would be better than how they all travel in the same lines in groups :S Or at least have like, half of them wander and the other half use waypoints.

    Would also be cool to have a time of day system, that lowers visibility as time goes on, turns on streetlights, etc.

    Oh yeah, and as far as lag goes, try a different camera angle. I made a really heavy doodad intense map, and for some reason it would lag at certain camera angles, but was completely fine on others. It may have something to do with the amount displayed at a time, but I kind of doubt it cause one of the lagless camera angles for me revealed the whole map.

    It's probably a camera option that messes it up, like farz, depth of field, etc.

    Perhaps even fog? In war3 my TPS games would lag less when I revealed the whole map at the start, than when I had fog in it. Don't really know why.

    also another bonus to using civilian models, they have both a walk and run animation, which I could see coming in handy.

    Also, I recommend hats cause bitches love hats. Look at Mafia.

    Another bonus to hats means persistent rewards! It would also be cool if when you killed someone you could leave your "card" on their screen. Like, their camera will follow you for a few seconds as you walk away, then go back to your body, and a "decal" will appear on the screen. The Decal is chosen by the killing player at the start (more can be unlocked) You could also have an accompanying quote.

    Posted in: Project Workplace
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    posted a message on Leaderboard not working

    Hey guys.

    Leaderboard - Create a leaderboard with 4 columns and (Number of players in (Active Players)) rows, with the name "Multiboard!", and using (100%, 100%, 100%) color.

    Leaderboard - Turn (Last created leaderboard) minimize button On for (All players)

    Leaderboard - Show (Last created leaderboard) minimize button for (All players)

    Leaderboard - Set the automatic player column for (Last created leaderboard) to column 1 (Do group by teams)

    Leaderboard - Set (Last created leaderboard) item text at column 1 and row 1 to "Players:"

    Leaderboard - Set (Last created leaderboard) item text at column 1 and row 2 to "Kills:"

    Leaderboard - Set (Last created leaderboard) item text at column 1 and row 3 to "Assists:"

    Leaderboard - Set (Last created leaderboard) item text at column 1 and row 4 to "Wins:"

    Leaderboard - Move (Last created leaderboard) to (20, 0)

    Leaderboard - Show all leaderboards for (All players)

    I'm using it as an action function, but when I call it, there is no leaderboard? anyone know why it won't show?

    Posted in: Triggers
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    posted a message on Dialog below Dialog
    Quote from grenegg: Go

    @EchoedRequiem: Go

    Make it first.

    "even if it's made after the first"

    Posted in: Triggers
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    posted a message on Dialog below Dialog

    Any way I can set a dialog to render below another dialog even if it's made after the first?

    Posted in: Triggers
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