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    posted a message on Hover-over dialogs, possible?

    Basically I have a bunch of info that I want displayed a certain way, which tool-tip won't really accommodate. For instance I have unit portraits, and statistics and stuff. The information has to be displayed kinda independent of the button location (tool-tips appear beside the dialog item, however I heard you can move them around, but still it's not what I want).

    I haven't heard of anyone using dialogs like this, it might simply not be possible, but I was curious.

    Posted in: Triggers
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    posted a message on Hover-over dialogs, possible?

    I've been wondering if this is at all possible? The ability to "display" a dialog on a hover over of a dialog item (like a button). I know people will say "just you use tool-tips", however I find tool-tips kinda limiting, and I want to have a better visual appeal.

    Posted in: Triggers
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    posted a message on Custom inventory, where to start?

    I've started logistics on how to develop a custom inventory, however I'm looking for some advice. Atm I'm looking at using the current inventory, and hiding it some how, and then compare the items in the inventory to the items in an record, and then displaying this on the dialog inventory. However I'm interested in advance of going by doing this.

    Posted in: Triggers
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    posted a message on Demigod "Semi" Port

    Hello everyone, I'm interested in putting a team together for a starcraft "port" of demigod. For those who haven't heard or played Demigod allow me to explain. Demigod is a game similar to that of LoL/Dota/HoN, but with a few differences. Demigod had a skill-based talent tree (not sure if I'm going to incorporate this, but it's a possibly.). It also had a lot fewer items, and a lot fewer heroes. It was also a less of an "open field" and more of a constricted battle arena. The map has numerous control points, each grant the team bonuses, and each giving the team "creep" experience. Creep experience was used to help purchase additionally powerful minions, and increase the strength of towers/other base defenses.

    I'm interested in porting the concept of demigod, and adding/changing some elements of it. For instance, the map will not be as constricted as demigods was, and will be more "open" presenting players with more fighting opportunities and strategy (ambushes i.e. ganks, etc).

    Instead of the Assassin/General archetype of demigod, I'm interested in a less restricted archetype (similar to how league of legends heroes are fashioned).

    So what I'm looking at the map having:

    • Purchasable and upgradeable creep waves.
    • Heroes with some sort of talent trees (along with the normal skills. I'm thinking 3 normal skills (a combination of passive and actives), 1 ultimate, and 1 additional hero exclusive passive perk ability.
    • Larger map, with multiple lanes, and multiple control points.
    • At least 10 heroes at launch (more will be added eventually). The heroes will consist of 2 "tank" types, 2 "support" types, 2 "nuker" types, 2 "melee dps" types, and 2 "ranged dps" types.
    • A more "fantasy" themed map, possibility of using some WoW models depending on space restrictions

    What I'm looking for is the follow:

    • Another data/trigger editor
    • Terrain artist (some experience with 2d art for item/ability icons is a major plus).

    Feel free to PM any questions, or post them here.

    Posted in: Team Recruitment
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