I couldn't agree more with everyone who has said this is excellent. Even just using this tool to preview sizes on the fly is extremely useful. 90% of the dialogs for our current project are done, but for the remaining 10% as well as future projects this tool will save days of work (quite literally). In all honesty I would pay big bucks for something this useful. Keep up the excellent work.
Forgive me if this has been posted before I did some searching and couldn't find that it had but here it is. If you try and upgrade an ability with charges and your upgrade increases the amount of charges the ability has the new minimum amount of charges is increased by that amount as well.
to walk people through this
EXAMPLE:
Before upgrade
Ability: Summon Poorly Bred Broodling
Charges:
Count (Max): 5
Count (Start): 0
now lets say I have an upgrade which increases the Charges Count (Max) by adding 2 in the upgrades tab in the data editor it does correctly add plus 2 to the Count (Max), however and I assume this is a bug it also adds to the minimum amount of charges (which has no way to be set) and so now when your ability has 2 charges remaining it will sit there at 2 and let you infinitely use the ability. if I get a chance I'll post a video so people can see more specifically what I'm talking about. Hopefully though this is clear enough where people will understand though.
I didn't want a sending system based on dialogs because as of now there's no way to make that kind of thing lagless, (I like the ability to tap a key if I want to summon units instead of mouse clicking a bunch of times)
Most of the Dialog stuff is for heroes in general
We are lazy about the videos and pictures cause we are always working and I hate to stop working for something that's not productive (even though videos do build some extra interest in the project). We have begun a basic overview video where we will slowly release one video per hero showing off all their talent specialization options and abilities. The current one in the works is the Tech Marine. Can't give anyone a specific date but we are working hard to get it out by the middle of next month.
Okay I also dug up an old old video, I must make mention that pretty much all the stuff in this video has been changed, or modified to where it looks even better but the core of it is still there. It was a crappy rushed video we put out months ago but Ive brought it back and posted it up at the top.
Yeah some of the abilities aren't as straight forward. For example we have a hero that builds a defensive base platform with a shield emitting function giving shields to nearby heroes (or adding addition shields to Heroes that have shields already). Nothing too complicated or fancy, if a spell is too fancy it takes too long to actually do something it loses it usefulness especially in HLWs where most everything is fast paced. (our goal with spells was generally to modify animations enough where players will be wondering if that animation was actually in base SC2)
our Release date? Overall I'd just check our progress report every so often that's the best way to determine how close we are to releasing. I've stopped trying to predict a release date in general, but we are hoping sometime near Christmas to be in beta. We are on the US realm but hopefully we will get a version to EU and Ocean as well.
custom models or textures will shoot the map size right up, makes me sort of angry that the map limit is 10mb, while we haven't had to cut anything yet, we are getting close to 7mb and still have 4 more heroes' spell icons, talent buttons, and several other random images to finish, which is making us extremely worried.
Well when we started ours we were thinking we could have something out by the end of beta but as we delved deeper into the editor and realized we could expand past the typical HLW we decided to add our own spin on the predecessors. The biggest thing I can warn you about is watch your team sizes. Our team has had to scale back to 4v4 because of the massive lag we are getting fairly early on. While its always been an issue in HLW it's still especially bad in SC2 in general so just be warned. Other than that your map looks like its coming along nicely. Hoping you can preview some video of your skills sometime. Hopefully we can also get some video up and give you some ideas too. The hero skills took us a hell of a long time to polish and make look like blizzard quality.
Overall I'm glad to see some competition it helps motivate the team!
PS glad to see that you wanted to make good terrain, we also noticed that no previous HLWs had nice looking terrain and wanted to change that, glad we weren't the only ones thinking that way.
EDIT: also some problems we have had you probably won't face, we've had some map size concerns since are lucky enough to have an artist who is doing custom images for us and you wouldn't think it but a bunch of 76x76 image files start to add up.
Starting to add some screenshots of the Talent Trees. Starting with the Tech Marine. Put them in the top post. also made sure the progress report is up to date
oooo! finally some competition! Our team will be looking eagerly to see how you resolve certain issues (not that they can't be resolved, but we always like seeing how other mappers figure things out). Cant wait to see more of this project Kueken531. BTW, kudos for you if you are working solo, three people on our team and we are only 50-60% finished.
My advice is to just keep doing it. At first the data editor can seem very convoluted and confusing but after a while of doing it you get used to everything that needs to be done in each tab. As Kueken suggested the prefix and suffixes help in keeping stuff organized. The other half of the data editor is just memorization. The data editor is a breeze for me know because I know exactly where to go when I need to do something and when something doesn't' work right it easy to pinpoint where the problem is.
Epic find! As a religious person myself it makes me sad to see insanity from other religious people. That aside I LMAO'd reading through that entire thread. As usual it's easier for people to criticize something by making wild and false accusations then trying to understand it. If I had the time to waste I'd join the forum and post "I'm pretty sure God plays SC2".
We found a solution along those lines, The color Grey didn't effect the images much but Red worked very well and for our purposes visually implies the same thing.
Our Team really wants to make use of this kind of option as well. We have custom icons in custom dialog boxes and we would like to be able to gray-scale the icons that can't be clicked. I'm giving this post a bump to see if anyone knows of a solution.
Posted our official progress report and tacked it onto the first post up top, anyway I hope to update it once or twice a week from now on so everyone can see how things are coming along.
A personal update is that our progress data side with making tiers and tiers of units is starting to speed up, largely to the fact that we finally got a standardized naming convention in place.
Also in the next day or two here I should be posting more pictures possibly even reveling some more of our heroes.
Okay I lied it took me like 5 minutes but only cause I didn't setup the map to where the units are already rotating.
Here is an example of units Rotating around another unit. Its pretty fleshed out but since I was lazy I included some extra stuff cause of how the units that rotate appear it was easier to just keep it as is then to go in and modify it. Regardless All you should know is that use any of Elemental Sorcerer's single target moves: "Ignition Burn", "Lightning Blast", and "Ice Shard" 3 times and a small orb will appear and circle around the Sorcerer. You may repeat the process up to 3 times for each type of orb making a total of 9 orbs circling the Sorcerer. If there is a lot of demand ill spend a little more time remove everything that's unnecessary and have the orbs already present and circling, in the meantime this should do well enough.
I'll post the map of this later, our team figured out how to make this happen via Triggers Give me 24 hours to copy over the relevant data and triggers into a new map and I'll show you how we did it. and I really wish I could figure out a way to do this data side.
0
I couldn't agree more with everyone who has said this is excellent. Even just using this tool to preview sizes on the fly is extremely useful. 90% of the dialogs for our current project are done, but for the remaining 10% as well as future projects this tool will save days of work (quite literally). In all honesty I would pay big bucks for something this useful. Keep up the excellent work.
0
Forgive me if this has been posted before I did some searching and couldn't find that it had but here it is. If you try and upgrade an ability with charges and your upgrade increases the amount of charges the ability has the new minimum amount of charges is increased by that amount as well. to walk people through this
EXAMPLE:
Before upgrade
Ability: Summon Poorly Bred Broodling
Charges:
Count (Max): 5
Count (Start): 0
now lets say I have an upgrade which increases the Charges Count (Max) by adding 2 in the upgrades tab in the data editor it does correctly add plus 2 to the Count (Max), however and I assume this is a bug it also adds to the minimum amount of charges (which has no way to be set) and so now when your ability has 2 charges remaining it will sit there at 2 and let you infinitely use the ability. if I get a chance I'll post a video so people can see more specifically what I'm talking about. Hopefully though this is clear enough where people will understand though.
0
@Kueken531: Go
I didn't want a sending system based on dialogs because as of now there's no way to make that kind of thing lagless, (I like the ability to tap a key if I want to summon units instead of mouse clicking a bunch of times) Most of the Dialog stuff is for heroes in general
We are lazy about the videos and pictures cause we are always working and I hate to stop working for something that's not productive (even though videos do build some extra interest in the project). We have begun a basic overview video where we will slowly release one video per hero showing off all their talent specialization options and abilities. The current one in the works is the Tech Marine. Can't give anyone a specific date but we are working hard to get it out by the middle of next month.
Okay I also dug up an old old video, I must make mention that pretty much all the stuff in this video has been changed, or modified to where it looks even better but the core of it is still there. It was a crappy rushed video we put out months ago but Ive brought it back and posted it up at the top.
0
Yeah some of the abilities aren't as straight forward. For example we have a hero that builds a defensive base platform with a shield emitting function giving shields to nearby heroes (or adding addition shields to Heroes that have shields already). Nothing too complicated or fancy, if a spell is too fancy it takes too long to actually do something it loses it usefulness especially in HLWs where most everything is fast paced. (our goal with spells was generally to modify animations enough where players will be wondering if that animation was actually in base SC2)
our Release date? Overall I'd just check our progress report every so often that's the best way to determine how close we are to releasing. I've stopped trying to predict a release date in general, but we are hoping sometime near Christmas to be in beta. We are on the US realm but hopefully we will get a version to EU and Ocean as well.
custom models or textures will shoot the map size right up, makes me sort of angry that the map limit is 10mb, while we haven't had to cut anything yet, we are getting close to 7mb and still have 4 more heroes' spell icons, talent buttons, and several other random images to finish, which is making us extremely worried.
0
Well when we started ours we were thinking we could have something out by the end of beta but as we delved deeper into the editor and realized we could expand past the typical HLW we decided to add our own spin on the predecessors. The biggest thing I can warn you about is watch your team sizes. Our team has had to scale back to 4v4 because of the massive lag we are getting fairly early on. While its always been an issue in HLW it's still especially bad in SC2 in general so just be warned. Other than that your map looks like its coming along nicely. Hoping you can preview some video of your skills sometime. Hopefully we can also get some video up and give you some ideas too. The hero skills took us a hell of a long time to polish and make look like blizzard quality.
Overall I'm glad to see some competition it helps motivate the team!
PS glad to see that you wanted to make good terrain, we also noticed that no previous HLWs had nice looking terrain and wanted to change that, glad we weren't the only ones thinking that way.
EDIT: also some problems we have had you probably won't face, we've had some map size concerns since are lucky enough to have an artist who is doing custom images for us and you wouldn't think it but a bunch of 76x76 image files start to add up.
0
Starting to add some screenshots of the Talent Trees. Starting with the Tech Marine. Put them in the top post. also made sure the progress report is up to date
0
oooo! finally some competition! Our team will be looking eagerly to see how you resolve certain issues (not that they can't be resolved, but we always like seeing how other mappers figure things out). Cant wait to see more of this project Kueken531. BTW, kudos for you if you are working solo, three people on our team and we are only 50-60% finished.
0
I couldn't help myself
0
My advice is to just keep doing it. At first the data editor can seem very convoluted and confusing but after a while of doing it you get used to everything that needs to be done in each tab. As Kueken suggested the prefix and suffixes help in keeping stuff organized. The other half of the data editor is just memorization. The data editor is a breeze for me know because I know exactly where to go when I need to do something and when something doesn't' work right it easy to pinpoint where the problem is.
0
Epic find! As a religious person myself it makes me sad to see insanity from other religious people. That aside I LMAO'd reading through that entire thread. As usual it's easier for people to criticize something by making wild and false accusations then trying to understand it. If I had the time to waste I'd join the forum and post "I'm pretty sure God plays SC2".
0
We found a solution along those lines, The color Grey didn't effect the images much but Red worked very well and for our purposes visually implies the same thing.
0
Our Team really wants to make use of this kind of option as well. We have custom icons in custom dialog boxes and we would like to be able to gray-scale the icons that can't be clicked. I'm giving this post a bump to see if anyone knows of a solution.
0
Posted our official progress report and tacked it onto the first post up top, anyway I hope to update it once or twice a week from now on so everyone can see how things are coming along.
A personal update is that our progress data side with making tiers and tiers of units is starting to speed up, largely to the fact that we finally got a standardized naming convention in place.
Also in the next day or two here I should be posting more pictures possibly even reveling some more of our heroes.
0
Okay I lied it took me like 5 minutes but only cause I didn't setup the map to where the units are already rotating.
Here is an example of units Rotating around another unit. Its pretty fleshed out but since I was lazy I included some extra stuff cause of how the units that rotate appear it was easier to just keep it as is then to go in and modify it. Regardless All you should know is that use any of Elemental Sorcerer's single target moves: "Ignition Burn", "Lightning Blast", and "Ice Shard" 3 times and a small orb will appear and circle around the Sorcerer. You may repeat the process up to 3 times for each type of orb making a total of 9 orbs circling the Sorcerer. If there is a lot of demand ill spend a little more time remove everything that's unnecessary and have the orbs already present and circling, in the meantime this should do well enough.
Rotating Units
I just uploaded it as an asset, no clue since its still pending if you can access it or not but should be available shortly.
0
@lothar9999: Go
I'll post the map of this later, our team figured out how to make this happen via Triggers Give me 24 hours to copy over the relevant data and triggers into a new map and I'll show you how we did it. and I really wish I could figure out a way to do this data side.