hi guys!
since December i had a turn based combat system (a really basic one) which work through dialogs, triggers and custom values
this last week i have been working to make it work through default UI and abilities, trying to reduce the use of dialogs to the minimum (i'm happy to say that the "End Turn" button is the only one remaining).
It is far away from being a complete map, but i would like you to enjoy it for some minutes ^^
Features:
- move related commands share charges (like siege tank)
- attack related commands share charges (like snipe)
- "real range" is half of "weapon range", since every square have 2x2 dimensions
- siege tank mode have a minimum range of 3 squares
- siege tank mode have a + form area damage (don't damage in diagonal)
- when "End Turn" button is pressed the units will change owner. In other words, the player play both sides
hi! thx all for your comments, i'm relieved no one found any bug ^^
today i came with a new version that include:
1. air units are now aviable
2. air units can move over allied units
3. fog of war active
4. units can't attack enemies inside fog of war
5. now terrain can block your ground units (water, etc) when attacking remember to target unit's position, not unit itself
right now near every unit in the game can be added with little work, so next big patch will add a option to customize your army
Hi again guys!
i wanted to public another version before 30 Jan, but due to family it was imposible to me...
on first half of Feb i had to study, that is why i wanted to public it before 30 Jan .
well, anyway I'm back and with the work finished ^-^
right now the map is publish on EU under the name "Advance Wars", if you want to try the multiplayer mode
this is the first time i publish a game so don't know exactly how it works but don't worry, next update will try to add sc2mapster log!
I don't have access to EU servers but if you have successfully made the movement system then I tip my hat off to you. But please please don't use beacons to represent movement squares. Use a square model like they do in the actual game, will make it looked so much more polished.
y, you are right about the image. The reason i use beacon is because i started this map to learn about the editor. I didn't know how actor and model worked, tried to copy the green square from campaign but couldn't find the actor, so the best i could do was use beacon actor U (and like trieva said it's funny how they die xDD)
with my current knowlegde i can change it whenever i want, so you are right. it's no that i can but i SHOULD change it
i can't upload map on american server but the last version is the one on the second post (0.44), feel free to check it and thx for the opinion ^^
hi guys!
since December i had a turn based combat system (a really basic one) which work through dialogs, triggers and custom values
this last week i have been working to make it work through default UI and abilities, trying to reduce the use of dialogs to the minimum (i'm happy to say that the "End Turn" button is the only one remaining).
It is far away from being a complete map, but i would like you to enjoy it for some minutes ^^
Features:
- move related commands share charges (like siege tank)
- attack related commands share charges (like snipe)
- "real range" is half of "weapon range", since every square have 2x2 dimensions
- siege tank mode have a minimum range of 3 squares
- siege tank mode have a + form area damage (don't damage in diagonal)
- when "End Turn" button is pressed the units will change owner. In other words, the player play both sides
and the attachment:
This works just perfectly as it should. I like how the siege tank can't fire nearby!
Works exactly as it should. The "End turn" Dialogue took some finding, but not too much.
hi! thx all for your comments, i'm relieved no one found any bug ^^
today i came with a new version that include:
1. air units are now aviable
2. air units can move over allied units
3. fog of war active
4. units can't attack enemies inside fog of war
5. now terrain can block your ground units (water, etc)
when attacking remember to target unit's position, not unit itself
right now near every unit in the game can be added with little work, so next big patch will add a option to customize your army
Hi again guys!
i wanted to public another version before 30 Jan, but due to family it was imposible to me...
on first half of Feb i had to study, that is why i wanted to public it before 30 Jan .
well, anyway I'm back and with the work finished ^-^
right now the map is publish on EU under the name "Advance Wars", if you want to try the multiplayer mode
this is the first time i publish a game so don't know exactly how it works but don't worry, next update will try to add sc2mapster log!
@arubaru304: Go
I don't have access to EU servers but if you have successfully made the movement system then I tip my hat off to you. But please please don't use beacons to represent movement squares. Use a square model like they do in the actual game, will make it looked so much more polished.
@rpc190: Go
y, you are right about the image. The reason i use beacon is because i started this map to learn about the editor. I didn't know how actor and model worked, tried to copy the green square from campaign but couldn't find the actor, so the best i could do was use beacon actor U (and like trieva said it's funny how they die xDD)
with my current knowlegde i can change it whenever i want, so you are right. it's no that i can but i SHOULD change it
i can't upload map on american server but the last version is the one on the second post (0.44), feel free to check it and thx for the opinion ^^
I actually had an idea like this where the battle starts and on a player's turn, they have a choice of:
But I was afraid to post it cuz I thought it would be stealing an idea.