actually compared to the bugs we had when the game move from beta to live this is rather tame. We were practically crying when live happened because some much of our stuff broke.
Yeah that's how we fixed ours. Since we are all pretty experienced with the data editor we went straight for the actor events because we noticed it was happening every time a unit tried to attack. Still funny as hell.
So patch 1.2 has come and first thing this morning we wanted to test to see if anything with our map was broken. As we assumed things were not as they should be. While I expect that this problem is unique to us it was still pretty funny and I hope other map makers if they have run into any amusing bugs will feel free to post them here as well.
The best way I can describe this bug is that whenever a unit attacks now in our map a blue Baneling is created in the center of the unit and as u can see the portrait of our hero also becomes a Baneling. We all had a good laugh......and then quickly fixed the issue (which was not an issue with 1.2 lest anyone misunderstand it was completely of our own doing).
Sorry for the poor quality of the thumbnail images sadly my skills posting images on forums are very lacking, But regardless hope it provides some entertainment for everyone.
There are several ways to do this. I can't know the specifics of what your drone is used for so here are just some suggestions.
1. Instead of using the create unit use the Arm Magazine ability (basically the same ability Carriers use) this insures that when your caster unit dies the drone will die as well. However it does come with limitations and if you need that drone to function like a normal drone or act as a completely independent unit then arm magazine will not work well with your needs.
2. you should be able to do this via triggers as well. I'm not sure there is another way via data, but you can make sure that whenever you create a drone it attachs a behavior to the drone (for identification purposes) and then on the death of your caster unit use a pick each unit in unit group and do actions. Then follow it up with an if then that matches the picked units against a true false if they have the behavior and kill the ones that do. Since images are worth a million words Ill post images of both triggers so u have an idea of what to do
3. do what SouLCarveRR suggested it's almost what Ive suggested but a little easier because you don't need a dummy behavior
Well sorry for no posts for a long time the whole team needed a mini-vacation so we took time to be with our families over the holidays. Now its officially back to work for us. I did manage to post some more screens and will continue to add to them. Regardless We are in the later stages of development with most aspects of the map and hope to have an early open beta out by the end of January but no promises. We try to follow Blizzard's lead by not releasing until we have a fairly polished product. We probably won't be hosting any more closed beta games for a while seeing as we solved our performance issue. Anyway a big thanks to those who helped us in closed beta and we look forward to releasing for the general public soon.
Ive had this happen before, no clue what causes it. It does seem to resolve itself though because our team's map was doing it for a while and then it went away.
Ive been told the best comments could literally in English explain to someone who had no coding knowledge what you are doing with the code.
That's a load of crap.
glad to hear it. When someone told me that I was a bit dubious because to do comments like that is very time consuming. He assured me it was the case but I'm positive after hearing from you guys that he is just spouting insanity.
I have an question about leaving comments. I am trying to become a rigorous comments leaver because I know that somewhere along the way I may hand sections of coding over to others and I want them to not have to look over code and wonder "wtf was he doing". However I'm fairly new to coding and likewise new to leaving comments. Ive been told the best comments could literally in English explain to someone who had no coding knowledge what you are doing with the code. In this next part I'll leave people with a bit of my code and the comments and see if anyone has some pointers to what I could do better or if I'm going to far. I'm completely open if anyone has some helpful suggestions.
if((gv_voteTally[0][0]==gv_voteTally[0][1])&&(gv_voteTally[0][0]>gv_voteTally[0][2])){// If Easy Difficulty Votes is equal to Normal Difficulty Votes// and Easy Difficulty Votes is larger than Hard Difficulty Voteslv_tieBreaker=RandomInt(0,1);//Sets TieBreaker euqal to a random number between 0 and 1if((lv_tieBreaker==0)){// If TieBreaker is equal to 0gv_voteTally[0][1]=gv_voteTally[0][1]+1;//Set Normal Difficulty Vote + 1 (increasing its number of votes by 1)}else{// If TieBreaker is equal anything elsegv_voteTally[0][0]=gv_voteTally[0][0]+1;//Set Easy Difficulty Vote + 1 (increasing its number of votes by 1)}}else{}
PS. Is a good idea to try and leave comments in the GUI? from what I can tell comments don't seem to carry over
I forgot to mention we are beta testing on US servers so unless you have a way to swap to the us servers. However we still will need some people to host on alternative bnet regions so if you would be interested in that please pm with the region you connect to.
Reves is correct we have begun beta testing. The results are looking very promising. Now we do have some spots open for beta testers should anyone be interested. Just pm me and we will try and work out a schedule with you. Aside from that our latest testing reveled some latency issues late game so we are working very hard to reduce them. Some maps these days has latency issues but they aren't vital like in Hero Line Wars where you are pitting real players against one another. Regardless now that we are in beta video and pics are soon to follow.
seeing as I'm older ideas are easier to come up with because of a huge array of games Ive played over my lifetime. Generally our team looks at "the good, the bad, and the ugly" then we take and improve what we like and leave the rest. Very similar to what Jacob does with other maps. Other than that its a matter of practice the more you brainstorm the easier it gets. When we hit a dead end creatively we just keep going. Granted you'll come up with some ideas that won't work or are bad but you just keep pushing that creative intellect of yours and eventually it will come easier. Also it helps to bounce ideas off other people (its why working in a team is nice). They can help keep you on good ideas, plus your ideas will generally help them spawn other good ideas and vice versa.
Since I'm bored as I travel up to Phoenix today to visit with family I've decided to ask a question I'm sure we've asked before. Okay so maybe not but since I like to poke fun at the stuff I like I now come to the community with this question. granted I don't think I can start a poll so I'll leave the answers up to everyones imagination. Drawing sketches is also a great way to give everyone a good laugh. Here are a couple of examples to which I feel could be top choices.
How fast do the monster you spawn go up in strength? Because if its too fast you could get overrun pretty fast when heroes are low level.
About every 10 spawns or so the units are given a spawn buff that increases most stats 1-3% and its possible the heroes could be overrun at a low level. Because we haven't yet reached beta we have only estimations of how powerful things will get how quickly. Most of the issues along these lines will be worked on more heavily when we reach beta.
as for how we are doing. Sorry for the lack of updates for a while. The whole team has been busy working on the project and there were some unforeseen problems which arose with the unit summoning. However I'm glad to say that we have almost completely re-done the unit summoning and it works much better now without the problems we were experiencing before.
We have two fully functional and linked heroes (meaning their icons and menus have been linked and are working properly. As well as the Zerg and Terran summons being almost completely done complete with tooltips (I hate tooltips because there are so many of them). Lastly we were experiencing some heavy lag for unknown reasons, but as of the last patch they seem to have cleared up quite a bit so might be that blizzard fixed something.
The Terrain is currently being reworked and the map has been re-sized for latency reasons.
Hopefully we will start moving into a very early closed beta phase and we can begin showing some video. Regardless glad to see people still interested in the project I assume there will be more buzz as we get some video up and move closer to an open beta.
0
....when you try to apply a mover to your car in order to make it go faster
0
@cinicraft: Go
actually compared to the bugs we had when the game move from beta to live this is rather tame. We were practically crying when live happened because some much of our stuff broke.
0
@Ultimaswc3: Go
Yeah that's how we fixed ours. Since we are all pretty experienced with the data editor we went straight for the actor events because we noticed it was happening every time a unit tried to attack. Still funny as hell.
0
So patch 1.2 has come and first thing this morning we wanted to test to see if anything with our map was broken. As we assumed things were not as they should be. While I expect that this problem is unique to us it was still pretty funny and I hope other map makers if they have run into any amusing bugs will feel free to post them here as well.
The best way I can describe this bug is that whenever a unit attacks now in our map a blue Baneling is created in the center of the unit and as u can see the portrait of our hero also becomes a Baneling. We all had a good laugh......and then quickly fixed the issue (which was not an issue with 1.2 lest anyone misunderstand it was completely of our own doing).
Sorry for the poor quality of the thumbnail images sadly my skills posting images on forums are very lacking, But regardless hope it provides some entertainment for everyone.
0
There are several ways to do this. I can't know the specifics of what your drone is used for so here are just some suggestions.
1. Instead of using the create unit use the Arm Magazine ability (basically the same ability Carriers use) this insures that when your caster unit dies the drone will die as well. However it does come with limitations and if you need that drone to function like a normal drone or act as a completely independent unit then arm magazine will not work well with your needs.
2. you should be able to do this via triggers as well. I'm not sure there is another way via data, but you can make sure that whenever you create a drone it attachs a behavior to the drone (for identification purposes) and then on the death of your caster unit use a pick each unit in unit group and do actions. Then follow it up with an if then that matches the picked units against a true false if they have the behavior and kill the ones that do. Since images are worth a million words Ill post images of both triggers so u have an idea of what to do
3. do what SouLCarveRR suggested it's almost what Ive suggested but a little easier because you don't need a dummy behavior
0
WolfLisk beat me to it. Exactly what I was going to say. Dependencies are used for exceeding the 10mb map limit so to speak.
0
Well sorry for no posts for a long time the whole team needed a mini-vacation so we took time to be with our families over the holidays. Now its officially back to work for us. I did manage to post some more screens and will continue to add to them. Regardless We are in the later stages of development with most aspects of the map and hope to have an early open beta out by the end of January but no promises. We try to follow Blizzard's lead by not releasing until we have a fairly polished product. We probably won't be hosting any more closed beta games for a while seeing as we solved our performance issue. Anyway a big thanks to those who helped us in closed beta and we look forward to releasing for the general public soon.
0
Ive had this happen before, no clue what causes it. It does seem to resolve itself though because our team's map was doing it for a while and then it went away.
0
glad to hear some input back about this
glad to hear it. When someone told me that I was a bit dubious because to do comments like that is very time consuming. He assured me it was the case but I'm positive after hearing from you guys that he is just spouting insanity.
0
I have an question about leaving comments. I am trying to become a rigorous comments leaver because I know that somewhere along the way I may hand sections of coding over to others and I want them to not have to look over code and wonder "wtf was he doing". However I'm fairly new to coding and likewise new to leaving comments. Ive been told the best comments could literally in English explain to someone who had no coding knowledge what you are doing with the code. In this next part I'll leave people with a bit of my code and the comments and see if anyone has some pointers to what I could do better or if I'm going to far. I'm completely open if anyone has some helpful suggestions.
PS. Is a good idea to try and leave comments in the GUI? from what I can tell comments don't seem to carry over
0
@alderis: Go
I forgot to mention we are beta testing on US servers so unless you have a way to swap to the us servers. However we still will need some people to host on alternative bnet regions so if you would be interested in that please pm with the region you connect to.
0
@Reves: Go
Reves is correct we have begun beta testing. The results are looking very promising. Now we do have some spots open for beta testers should anyone be interested. Just pm me and we will try and work out a schedule with you. Aside from that our latest testing reveled some latency issues late game so we are working very hard to reduce them. Some maps these days has latency issues but they aren't vital like in Hero Line Wars where you are pitting real players against one another. Regardless now that we are in beta video and pics are soon to follow.
0
seeing as I'm older ideas are easier to come up with because of a huge array of games Ive played over my lifetime. Generally our team looks at "the good, the bad, and the ugly" then we take and improve what we like and leave the rest. Very similar to what Jacob does with other maps. Other than that its a matter of practice the more you brainstorm the easier it gets. When we hit a dead end creatively we just keep going. Granted you'll come up with some ideas that won't work or are bad but you just keep pushing that creative intellect of yours and eventually it will come easier. Also it helps to bounce ideas off other people (its why working in a team is nice). They can help keep you on good ideas, plus your ideas will generally help them spawn other good ideas and vice versa.
0
Since I'm bored as I travel up to Phoenix today to visit with family I've decided to ask a question I'm sure we've asked before. Okay so maybe not but since I like to poke fun at the stuff I like I now come to the community with this question. granted I don't think I can start a poll so I'll leave the answers up to everyones imagination. Drawing sketches is also a great way to give everyone a good laugh. Here are a couple of examples to which I feel could be top choices.
1. Baby Maraling
2. Firelisk Jr
3. Little Girl Broodine
4. Feisty Diamondbane
5. Tiny Scrapper Mutavik
And don't forget their loyal pet the: Cuddalisk
0
<<reply 213374>
About every 10 spawns or so the units are given a spawn buff that increases most stats 1-3% and its possible the heroes could be overrun at a low level. Because we haven't yet reached beta we have only estimations of how powerful things will get how quickly. Most of the issues along these lines will be worked on more heavily when we reach beta.
as for how we are doing. Sorry for the lack of updates for a while. The whole team has been busy working on the project and there were some unforeseen problems which arose with the unit summoning. However I'm glad to say that we have almost completely re-done the unit summoning and it works much better now without the problems we were experiencing before.
We have two fully functional and linked heroes (meaning their icons and menus have been linked and are working properly. As well as the Zerg and Terran summons being almost completely done complete with tooltips (I hate tooltips because there are so many of them). Lastly we were experiencing some heavy lag for unknown reasons, but as of the last patch they seem to have cleared up quite a bit so might be that blizzard fixed something. The Terrain is currently being reworked and the map has been re-sized for latency reasons.
Hopefully we will start moving into a very early closed beta phase and we can begin showing some video. Regardless glad to see people still interested in the project I assume there will be more buzz as we get some video up and move closer to an open beta.