That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.
It's true, you have to make yours stand out by being better, there will be tons of Fly-by-night RPG's but only a hand full that spent months on end creating. Starcraft 2 is new, there will be tons of claims that people are creating RPG's but the proof is in the pudding. When july hits i bet you there will be maybe 5 noteworthy RPG's and the rest will be garbage. Put the time in to make a great game and you will get a great return. i know as soon as i get home from work everyday i am working on my map.
Great progress had been made with the battle system today and i am very pleased. the Encounter system is up (still working on how a ambush is going to happen to get 100% stagger on the opponents) , game music has been added, spawning spot of the units in the battle zone, Camera's are being worked out for the battle zones.
ATB system is up (its the baseline to the FF13 battle system) and UI elements are starting to come together. i would have some battle screen shots for you guys this weekend.
I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Crystarium trees, and Items equip.
I have created a WASD movement system but am unsure if i am keeping it. thoughts?
I am starting to think about the Item upgrade system. anything you guys would like to see? any thoughts on what has been done so far? anything you want to see put into the map?
Redefined identifier error,
Anyone know how to fix this?
It happens when i try to save.
//--------------------------------------------------------------------------------------------------// Trigger: Battle System - Battle Zone 1 Encounter End//--------------------------------------------------------------------------------------------------boolgt_BattleSystemBattleZone1EncounterEnd_Func(booltestConds,boolrunActions){intauto1E1F1627_n;intauto1E1F1627_i;intauto1E1F1627_n;intauto1E1F1627_i;
Can i just take the duplicates out or is something in my code causing this?
Here is the whole Trigger:
BattleSystem-BattleZone1EncounterEndEventsUnit-AnyUnitdiesLocalVariablesi=0<Integer>ConditionsOrConditions((Triggeringunit)isinBattleSystem-UnitGroup-BattleZone1-Creeps)==true((Triggeringunit)isinBattleSystem-UnitGroup-BattleZone1-Heroes)==trueActionsDebug-Display("Number before trigger happenes"+(Text(BattleSystem-BattleZone1CreepCount)))asdebugoutputusingType1,andDodisplayitinthegamewindowPlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Triggeringunit)isinBattleSystem-UnitGroup-BattleZone1-Creeps)==true(Player-Hero[(Pickedplayer)] is in Battle System - Unit Group - Battle Zone 1 - Heroes) == true
Then
Debug - Display ("Trigger conditions met :" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering unit) is in Battle System - Unit Group - Battle Zone 1 - Creeps) == true
Then
Variable - Modify Battle System - Battle Zone 1 Creep Count: - 1
Debug - Display ("Removing 1:" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
Else
Debug - Display ("Not Removing 1" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) == (Picked player)
Then
Unit Group - Pick each unit in Battle System - Unit Group - Battle Zone 1 - Heroes and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Variable - Set Battle System - Battle Zone 2 Unit Count = 0
Variable - Set Camera - Turn Drag off[(Pickedplayer)] = false
Camera - Unlock camera input for player (Picked player)
Unit Group - Remove all units from Battle System - Unit Group - Battle Zone 1 - Heroes
UI - Hide World for (Player group((Picked player)))
General - Repeat (Actions) UI - Battle UI - Number of images times
Actions
Dialog - Show UI - Battle UI - Images[i] for (Player group((Picked player)))
Variable - Modify i: + 1
Dialog - Hide (Screen button 1 dialog) for (Player group((Picked player)))
Dialog - Hide (Screen button 2 dialog) for (Player group((Picked player)))
Dialog - Hide (Screen button 3 dialog) for (Player group((Picked player)))
Dialog - Hide (Screen button 4 dialog) for (Player group((Picked player)))
Dialog - Hide (Screen button 5 dialog) for (Player group((Picked player)))
Dialog - Hide (Screen button 9 dialog) for (Player group((Picked player)))
Variable - Set Camera - Turn Drag off[(Pickedplayer)] = false
UI - Display "Set save name cleared. type -saveas..." for (Player group((Triggering player))) to Subtitle area
Variable - Set Player - Save Name[(Pickedplayer)] = ""
UI - Hide game UI for (Player group((Picked player)))
Camera - Follow for player (Picked player) (Unit group((Triggering unit))) with the camera and Clear Current Target
Camera - Lock camera input for player (Picked player)
Camera - Apply Hero Select - Camera for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Dialog - Show Hero Select - Categories Dialog for (Player group((Picked player)))
Dialog - Show Hero Select - Categories Array[HeroSelect-CurrentCategory] for (Player group((Picked player)))
General - Break
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Battle System - Battle Zone 1 Creep Count == 0
Then
Debug - Display ("Count is Zero " + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
General - Wait 5.0 Game Time seconds
Unit - Remove 1 InCombat from Player - Hero[(Pickedplayer)]
Unit - Move Player - Hero[(Pickedplayer)] instantly to (Point(Battle System - Vector_x Battle Zone 2[(Pickedplayer)], Battle System - Vector_y Battle Zone 2[(Pickedplayer)])) (No Blend)
Unit - Order Player - Hero[(Pickedplayer)] to ( Stop) (Replace Existing Orders)
Camera - Pan the camera for player (Picked player) to (Point(Battle System - Vector_x Battle Zone 2[0], Battle System - Vector_y Battle Zone 2[0])) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Follow for player (Picked player) (Unit group((Killing unit))) with the camera and Keep Current Target
Unit - Set Player - Hero[(Pickedplayer)] Life to 20000.0
Unit - Set Player - Hero[(Pickedplayer)] Energy to 20000.0
Unit Group - Remove all units from Battle System - Unit Group - Battle Zone 1 - Creeps
Unit Group - Remove all units from Battle System - Unit Group - Battle Zone 1 - Heroes
Variable - Set Camera - Turn Drag off[(Pickedplayer)] = true
General - Wait 2.0 Game Time seconds
Variable - Set Battle System - Battle Zone 2 Unit Count = 0
Variable - Set Player Enable Battle = (Picked player)
General - Break
Else
General - Break
General - Break
well there will be no game UI, only the UI i make for them, there will be custom buttons attached to triggers that will command the unit. i need it so you can not move the unit and the unit will only react to what buttons you press.
I need to do just that i tried creating a behavior as a Attribute and a Buff un clickable is not there but un-selectable is. The problem is this dose not work. I am making Turn based battle system for my map but i need for the unit to not be able to be clicked on by the players, the unit will be controlled through triggers.
2 rules:
the unit has to be able to be controlled by triggers (order to attack, use spells ect...)
the player has to own the unit.
so i am working on my Final Fantasy map and i am trying to make the encounter system. whenever the players hero gets within 1 unit of any unit owned by player 14. but its not working.
The If conditions are not being met.
0
if i add a behavior like strength to a unit and call it an attribute, how do i find out that number in a trigger?
Calling a Behavior like "Strength" and returning the value of it.
anyone have any clue?
0
@Kimphoe: Go
That can be done, gil is usually used to buy components anyway so it would be like removing a step i like it!
0
It's true, you have to make yours stand out by being better, there will be tons of Fly-by-night RPG's but only a hand full that spent months on end creating. Starcraft 2 is new, there will be tons of claims that people are creating RPG's but the proof is in the pudding. When july hits i bet you there will be maybe 5 noteworthy RPG's and the rest will be garbage. Put the time in to make a great game and you will get a great return. i know as soon as i get home from work everyday i am working on my map.
0
@GolbezzAnewco: Go
Great progress had been made with the battle system today and i am very pleased. the Encounter system is up (still working on how a ambush is going to happen to get 100% stagger on the opponents) , game music has been added, spawning spot of the units in the battle zone, Camera's are being worked out for the battle zones.
ATB system is up (its the baseline to the FF13 battle system) and UI elements are starting to come together. i would have some battle screen shots for you guys this weekend.
I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Crystarium trees, and Items equip.
I have created a WASD movement system but am unsure if i am keeping it. thoughts?
I am starting to think about the Item upgrade system. anything you guys would like to see? any thoughts on what has been done so far? anything you want to see put into the map?
0
@Pandaros_Brewmaster: Go
The fix. make a new trigger and copy everything over, do not copy the trigger. this is a bug in the editor.
0
Redefined identifier error, Anyone know how to fix this?
It happens when i try to save.
Can i just take the duplicates out or is something in my code causing this?
Here is the whole Trigger:
0
Cool got it working thanks!
0
@xenrathe: Go
well there will be no game UI, only the UI i make for them, there will be custom buttons attached to triggers that will command the unit. i need it so you can not move the unit and the unit will only react to what buttons you press.
0
I need to do just that i tried creating a behavior as a Attribute and a Buff un clickable is not there but un-selectable is. The problem is this dose not work. I am making Turn based battle system for my map but i need for the unit to not be able to be clicked on by the players, the unit will be controlled through triggers.
2 rules: the unit has to be able to be controlled by triggers (order to attack, use spells ect...) the player has to own the unit.
0
so i am working on my Final Fantasy map and i am trying to make the encounter system. whenever the players hero gets within 1 unit of any unit owned by player 14. but its not working. The If conditions are not being met.
Solved.
0
@Pandaros_Brewmaster: Go
got it working.
0
@Pandaros_Brewmaster: Go
this is what i cannot get to work.
0
@SystemSe7en: Go
the unit moves around. i want to center the camera to behind the unit.
0
this i am trying to get the camera positioned behind the unit how do i do this?
0
@BloodLX99: Go
the buttons can be in .tga format also, witch photo shop can do native.