Due to an insane addiction to harvest earth 1, the custom map uploaded by Kaillera, I have been wanting to make this for a good 2 years, but I never quite had the crew to do so. After learning programming and getting better at the editor, I believe I have the ability to tackle this project, but only with 1(or maybe 2) extra people. Here are the details:
I am willing to create either data, or triggers. I require at least 1 terrainer (I am horrible at terrain). It is preferred that this terrainer also knows how to get around in data and triggers. If I am to receive a second applicant, they will become either data or trigger, depending on what I have not chosen( so if im data, they will be trigger, and vice versa).
Requirements:
-Preferred that applicants know how farm games work
-Applicants should be able to succeed in their chosen field
If more than 2 applications are received, the additional applicants will be assigned to more specific things (unit creation, ability creation, ui designer, cinematics designer, etc.)
I have been desperate to finish this project, so I believe that I can spend about a max of 2 hours each day to work on this project. I will try to remain as consistent as possible. I live in North America. If you wish to contact me, send me a message.
Unfortunately, a couple months ago I deleted the map that I had, with most of the basic systems in place. I'm not sure if you'd prefer to start from scratch, but there's still probably an old copy of it hanging around in an online file locker or something that I could dig up.
The map took a lot of my time to edit since I was handling triggers (and Data later after Dkrchris drops it) which was what the map was entirely focused on. The two above me hasn't been on SC2Mapster for quite a while... Great to see two other tried :)
With Harvest Earth 2 I was going to make use of the calendar system as well as make crops grow only after everyone sleeps or a new day begins. Sigh, Good days.
Well I really loved that map and was sad when it died :( (I really love playing Harvest Moon on SNES) I was considering making another Harvest Earth also. I created a very nice trigger system for growing plants. Actually if you would want to reopen the project I would be very happy to polish it up and continue to work on it if you don't have the time.
I'm around every day. ^ ^
I just forgot to log in. Who are the "two other"?
I'm actually still kicking myself all the time that I'm not working on this or another project.
P.S. You don't want triggers growing your plants. Only so many triggers can run at once, and if they all do it at the day flip... you get a nice screen full of red errors.
I had a decent data system going. Its a bit harder to debug when things go wrong, but much more reliable.
LOL. Next time you open your mouth run it against your internal debugger first.
Only a grade D programmer would fail to see the benefits of C++ / Galaxy++ over XML / Data. In fact, using Galaxy++ guarantees you compatibility with future blizzard updates because the thing that changes in each update is - you guessed it the XML!
Do you fail to see the advantages of a generic function applicable to every unit in existence over adjusting a hundred variables in the data? I hope not!
Be advised I sent Dkrchris the original Harvest Earth map file since he was the "founder", thinking he would make use of it. There's no original left of that one. The Harvest Earth 2 that I was designing is still in Bnet's database, but the original editable file is long gone.
Apparently not even Blizzard can help me pull off that copy off their Bnet as of to date.
I was planning to switch to the Calendar system on HE2, and it was going great. Only trouble is trying to design Winter haha. If you're not using a calendar-based growth, Data is the way to go. Otherwise, Trigger. I was thinking of converting it towards Rune Factory style along the line.
I found the original Harvest Earth 2 file, which is surprisingly a day newer than my last published version (Although I remember I had started designing the mountain area in the real original one. Not sure how much of a setback it is. I don't think using Dependencies and or Mods was viable back then, because I was going to make this span over multiple maps. If it's possible to do so now, it's a start.
Edit: Z is to run as always.
I also have a 9 days older version of the published version of Dkrchris' Harvest Earth, from before the terrain tile change. I'm not sure how much work was put into the 9 days, nor do I remember what would be inbetween them.
Edit: I believe there was more building additions like an anti-grief gate and so, oh well.
I have removed the published maps from my accounts, so feel free to take the name. I haven't been programming in the last 3 years so I am terrible at it now. Harvest Earth 1 was actually my starting point for SC2 to learn Galaxy.
Edit: I was able to access our AOL email address, but to my surprise that AOL seemed to have gotten rid of everything because of it's inactivity or oldness.
No, you literally get a screen full of red errors when SC2 can only run 200 triggers at once, or whatever it was, and you have 300 plants trying to grow all at the same time because it is raining.
Do you fail to see the advantages of a generic function applicable to every unit in existence over adjusting a hundred variables in the data? I hope not!
I used a data effect to add 1 mana to every plant with the "watered" status at the end of each day. Each plant also had a "grow" ability to morph it to the next stage when its mana reached 100%. Specifically, I have a timer trigger activate that effect, so I get the benefits of both trigger timing/calendars/whatever and data.
No thanks. I'll stick with something actually maintainable. Data changes in custom maps aren't affected by the main game unless you're actually using the original unit, last I recall. Updates are no problem with either data or triggers.
The number of syntax errors in your function example made my day!
Galaxy's Data is formed in what is known as XML - "Extensible Markup Language" and it's designed to be a "Markup Language" like HTML. Any good programmer will use his brain to build bridges in order to accomplish any task that's needed - the limitations of programming are limited to the individual writing the code.
In this case, if you have extensive function calls you need better more modular code that makes use of a chainloader instead of messy and sloppy code.
I suggest you familiarize yourself with C++, PHP, Python, etc... and come back to Galaxy++ with an understanding of MVC frameworks and Object Oriented Programming, also - while you're at it you could use some Hungarian Notation.
No, you literally get a screen full of red errors when SC2 can only run
200 triggers at once, or whatever it was, and you have 300 plants trying
to grow all at the same time because it is raining.
Quote from electricprism: Go
Do you fail to see the advantages of a generic function applicable to
every unit in existence over adjusting a hundred variables in the data?
I hope not!
I used a data effect to add 1 mana to every plant with the "watered"
status at the end of each day. Each plant also had a "grow" ability to
morph it to the next stage when its mana reached 100%. Specifically, I
have a timer trigger activate that effect, so I get the benefits of both
trigger timing/calendars/whatever and data.
No thanks. I'll stick with something actually maintainable. Data changes
in custom maps aren't affected by the main game unless you're actually
using the original unit, last I recall. Updates are no problem with
either data or triggers.
I'm going to have to sympathize with A52 on this one. Back in the prototype day of HE1 our plant growth were trigger based, Once we had about 100 plants or so the game would crawl and probably even freeze due to the triggers trying to grow 100 plants at once at some point which were common during rainy season.
You can't build a good map without first having the skills to do it right.
Besides you were the one who originally put me down for a trigger based growth system. But it really doesn't matter because I now have the map and in the end it doesn't really matter who has access to the map but rather who has the ability and persistence to complete it and make it great. Whether you achieve that through data or triggers is up to you but you might find yourself limited by your ability.
@DarkForce9999
I appreciate you open up your map and I will look into it and see what I can build off of and how I can improve it :) I will probably PM you so I can speak to you directly without interruption.
I appreciate you open up your map and I will look into it and see what I
can build off of and how I can improve it :) I will probably PM you so I
can speak to you directly without interruption.
No problem. I just can't let Harvest Moon games die without being tried. It was such a nice escape from all the competing.
Also if you were to run around in HE2, the terrain looks very nice and lucious. However I was going to try and make everything shift towards Dependencies/Mod file since there isn't enough room to make more areas given to how limited the size of SC2 maps can be in comparison to WC3. I feel the size of the map is acceptable towards Harvest Moon 64 or Harvest Moon GBC. As it is though, but needs expanding. Rune Factory Maybe?
Due to an insane addiction to harvest earth 1, the custom map uploaded by Kaillera, I have been wanting to make this for a good 2 years, but I never quite had the crew to do so. After learning programming and getting better at the editor, I believe I have the ability to tackle this project, but only with 1(or maybe 2) extra people. Here are the details:
I am willing to create either data, or triggers. I require at least 1 terrainer (I am horrible at terrain). It is preferred that this terrainer also knows how to get around in data and triggers. If I am to receive a second applicant, they will become either data or trigger, depending on what I have not chosen( so if im data, they will be trigger, and vice versa).
Requirements: -Preferred that applicants know how farm games work -Applicants should be able to succeed in their chosen field
If more than 2 applications are received, the additional applicants will be assigned to more specific things (unit creation, ability creation, ui designer, cinematics designer, etc.)
I have been desperate to finish this project, so I believe that I can spend about a max of 2 hours each day to work on this project. I will try to remain as consistent as possible. I live in North America. If you wish to contact me, send me a message.
Thank you for your time.
Sincerely, Psionic Data
Bump.
@PsionicData: Go
I actually tried my hand at this myself, but that was about 2 years ago, and I really didn't get any offers for help. http://www.sc2mapster.com/forums/general/team-recruitment/13616-need-several-positions-for-a-farming-map/
Unfortunately, a couple months ago I deleted the map that I had, with most of the basic systems in place. I'm not sure if you'd prefer to start from scratch, but there's still probably an old copy of it hanging around in an online file locker or something that I could dig up.
Sadly the idea died didn't it.
The map took a lot of my time to edit since I was handling triggers (and Data later after Dkrchris drops it) which was what the map was entirely focused on. The two above me hasn't been on SC2Mapster for quite a while... Great to see two other tried :)
With Harvest Earth 2 I was going to make use of the calendar system as well as make crops grow only after everyone sleeps or a new day begins. Sigh, Good days.
I would be willing to do your terrain, I really like doing terrain but there is a catch.
I will make you terrain only after I see that you have a majority of the data and triggers working, you can PM me if you want to talk about it more :)
Also if you require screenshots of some of my terrain I'd be willing to post them.
Was talking about Harvest Earth 1, the one that was out there long time ago that I made.
@DarkForce9999: Go
Well I really loved that map and was sad when it died :( (I really love playing Harvest Moon on SNES) I was considering making another Harvest Earth also. I created a very nice trigger system for growing plants. Actually if you would want to reopen the project I would be very happy to polish it up and continue to work on it if you don't have the time.
@DarkForce9999: Go
I'm around every day. ^ ^ I just forgot to log in. Who are the "two other"?
I'm actually still kicking myself all the time that I'm not working on this or another project.
P.S. You don't want triggers growing your plants. Only so many triggers can run at once, and if they all do it at the day flip... you get a nice screen full of red errors. I had a decent data system going. Its a bit harder to debug when things go wrong, but much more reliable.
@A52BcE: Go
I'm sorry but you only get a screen full of red errors when you don't know what you're doing...
@A52BcE
LOL. Next time you open your mouth run it against your internal debugger first.
Only a grade D programmer would fail to see the benefits of C++ / Galaxy++ over XML / Data. In fact, using Galaxy++ guarantees you compatibility with future blizzard updates because the thing that changes in each update is - you guessed it the XML!
Do you fail to see the advantages of a generic function applicable to every unit in existence over adjusting a hundred variables in the data? I hope not!
Be advised I sent Dkrchris the original Harvest Earth map file since he was the "founder", thinking he would make use of it. There's no original left of that one. The Harvest Earth 2 that I was designing is still in Bnet's database, but the original editable file is long gone.
Apparently not even Blizzard can help me pull off that copy off their Bnet as of to date.
I was planning to switch to the Calendar system on HE2, and it was going great. Only trouble is trying to design Winter haha. If you're not using a calendar-based growth, Data is the way to go. Otherwise, Trigger. I was thinking of converting it towards Rune Factory style along the line.
@DarkForce9999: Go
Actually I just found something amazing in my sent box in my email address o.o!
I found the original Harvest Earth 2 file, which is surprisingly a day newer than my last published version (Although I remember I had started designing the mountain area in the real original one. Not sure how much of a setback it is. I don't think using Dependencies and or Mods was viable back then, because I was going to make this span over multiple maps. If it's possible to do so now, it's a start.
Edit: Z is to run as always.
I also have a 9 days older version of the published version of Dkrchris' Harvest Earth, from before the terrain tile change. I'm not sure how much work was put into the 9 days, nor do I remember what would be inbetween them.
Edit: I believe there was more building additions like an anti-grief gate and so, oh well.
I have removed the published maps from my accounts, so feel free to take the name. I haven't been programming in the last 3 years so I am terrible at it now. Harvest Earth 1 was actually my starting point for SC2 to learn Galaxy.
Edit: I was able to access our AOL email address, but to my surprise that AOL seemed to have gotten rid of everything because of it's inactivity or oldness.
@LitePollution9: Go
No, you literally get a screen full of red errors when SC2 can only run 200 triggers at once, or whatever it was, and you have 300 plants trying to grow all at the same time because it is raining.
I used a data effect to add 1 mana to every plant with the "watered" status at the end of each day. Each plant also had a "grow" ability to morph it to the next stage when its mana reached 100%. Specifically, I have a timer trigger activate that effect, so I get the benefits of both trigger timing/calendars/whatever and data.
What does your grow function look like?
No thanks. I'll stick with something actually maintainable. Data changes in custom maps aren't affected by the main game unless you're actually using the original unit, last I recall. Updates are no problem with either data or triggers.
@A52BcE:
The number of syntax errors in your function example made my day!
Galaxy's Data is formed in what is known as XML - "Extensible Markup Language" and it's designed to be a "Markup Language" like HTML. Any good programmer will use his brain to build bridges in order to accomplish any task that's needed - the limitations of programming are limited to the individual writing the code.
In this case, if you have extensive function calls you need better more modular code that makes use of a chainloader instead of messy and sloppy code.
I suggest you familiarize yourself with C++, PHP, Python, etc... and come back to Galaxy++ with an understanding of MVC frameworks and Object Oriented Programming, also - while you're at it you could use some Hungarian Notation.
@electricprism: Go
Pseudocode, dude. : )
Show me how you'd write a function to handle all of the plants growing into new ones when fully watered.
I'm going to have to sympathize with A52 on this one. Back in the prototype day of HE1 our plant growth were trigger based, Once we had about 100 plants or so the game would crawl and probably even freeze due to the triggers trying to grow 100 plants at once at some point which were common during rainy season.
So does anybody want to focus on trying to make a new map instead of arguing about whose unimplemented idea is theoretically best?
@A52BcE: Go
You can't build a good map without first having the skills to do it right.
Besides you were the one who originally put me down for a trigger based growth system. But it really doesn't matter because I now have the map and in the end it doesn't really matter who has access to the map but rather who has the ability and persistence to complete it and make it great. Whether you achieve that through data or triggers is up to you but you might find yourself limited by your ability.
@DarkForce9999
I appreciate you open up your map and I will look into it and see what I can build off of and how I can improve it :) I will probably PM you so I can speak to you directly without interruption.
No problem. I just can't let Harvest Moon games die without being tried. It was such a nice escape from all the competing.
Also if you were to run around in HE2, the terrain looks very nice and lucious. However I was going to try and make everything shift towards Dependencies/Mod file since there isn't enough room to make more areas given to how limited the size of SC2 maps can be in comparison to WC3. I feel the size of the map is acceptable towards Harvest Moon 64 or Harvest Moon GBC. As it is though, but needs expanding. Rune Factory Maybe?