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    posted a message on Making Icons for requests

    @Adelios: Go

    Good luck with your computer, hope to see you back in business soon.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    @Adelios: Go

    The dark part of the head can stay, but the glowing eyes and lower face should reflect the color of the rest of the archon.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    I had the recolored archons and I was wondering if you could recolor the base archon portrait in a similar fashion. Black, green, red, yellow, violet.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    Do you do static unit portraits at all?

    Posted in: Art Assets
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    posted a message on Making Icons for requests
    Quote from Adelios: Go

    I did your "Archon Elements" if you want me to change something just say ...

    Awesome, that's exactly what I was looking for. I could use three more colors if you would be so kind =D

    Yellow, violet, and then one that would be black, I am unsure of how you would do that one, so whatever you feel looks good.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    An icon from http://media.photobucket.com/image/archon%20energy/samwrai/Starcraft/ProtossArchon.jpg If possible, could the default blueish coloring be changed to reflect various other elements, IE redish for fire, greenish for life?

    Posted in: Art Assets
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    posted a message on Weekly Terraining Exercise #9: Canyon Ambush

    Didn't have a ton of time to throw something together, but I didn't see any volcanic themed entries so I wanted to get one in ;)

    Unsuspecting caravan attempting to make it through Reaper Pass.

    Posted in: Terrain
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    posted a message on [WIP] Settlers of Haven: Settlers of Catan SC2 Remake

    I am currently working on remaking the popular board game for Starcraft 2. Currently, this encompasses recreating the original version, without any expansions or the extra 5-6 player version. My only changes to the original so far have been to rename most of the elements of the game to be SC2-esque.

    These changes are currently:
    -Command Centers (Settlements)
    -Orbital Commands (Cities)
    -Supply Lines-chain of 3 supply depots is the model used (Roads)
    -Minerals (Brick)
    -Vespene (Wood)
    -Terrazine (Wool/Sheep)
    -Psi (Ore)
    -Energy (Grain/Wheat)
    -Appropriate Terrain Hexes for each of these resources (Vespene Geyser, Mineral Field, Protoss Psi Relic for Psi, Raw Terrazine Grotto-thingies, Energy Pickup)
    -Marine Cards (Knight Cards)
    -M.U.L.E. Cards-due to the fact that they are ridiculous at getting resource...thought it made sense (Monopoly Cards)
    -Improved Supply Depots Cards (Road Building Cards)
    -Improved Drills Cards (Year of Plenty Cards)
    -Hyperion, Void Seeker, Protoss Temple, Xel'Naga Tower, Overmind Cards (Replace the 5 Victory Point Cards)
    -Zerg Infestor-corruptor model (Robber)
    -Zerg Infestation-spawning pool model (Desert)
    -Stargates (Ports/Harbors)

    I have finished quite a few of the basic gameplay functions including:
    -Stargate Trade (Maritime Trade-Harbors)
    -4:1 Trade (Maritime Trade-4:1)
    -Playing/Selecting Cards from hand
    -Completely Custom UI
    -Turn Order, Board Setup According to Standard Rules, Initial Placement, Basic Turn, etc.
    -Dice with Resource Rewarding
    -Zerg Infestor-IE Robber (90% done, just need the steal portion)
    -Building Placement

    Things left to do yet:
    -Couple additions to the UI to keep track of current visible VP's, your remaining Supply Lines/CC's/OC's, etc.
    -Implement Player Trading (My idea is to have a trade proposal type deal and you make a proposal of your resources for other person's resources, propose, then he can accept or counter-propose; auto-selects the person who's turn it is to trade with if its not your turn; proposal appears similar to achievements across the mid-bottom of screen)
    -Some icons/cards need to be finished
    -Longest supply line and largest army triggers need to be implemented
    -Victory Points
    -Help guide (tips section)
    -Overall polish of the game

    I've listed everything I can think of right now. Currently my goal is to release this basic Settlers of Catan remake. Ultimately I'd like to make an original board game for SC2 incorporating the ideas of Settlers of Catan resource management with army production similar to Risk. I'll also probably include the 5-6 player version in a later release.

    Any ideas for polish/differing concepts to replace those of Catan are welcome and appreciated and I will credit you in the map.

    One thing I'd like to change about what I have already completed is the building placement...I'd like to imitate SC's base outline of the building when you are determining placement, but am unsure of how to go about doing that with custom building locations that I did through triggers. Is it possible to do the placement options through the data editor? I'm not great with data so I really have no idea how to do it if it's possible.

    I'll be posting a video of all the features I have completed soon.

    Posted in: Project Workplace
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    posted a message on Removing Visibility in an Area (back to black mask style)

    I don't know if anyone else has come across this problem, but I was attempting to completely remove any trace of a unit having been to an area before, IE after revealing an area through triggers for selection of a hero, completely hiding that area, unexploring it, and destroying the revealer did not have the effect of removing sight of it on the minimap, able to scroll to it and look at fog of war hidden terrain. Then I came across the Set camera bounds trigger, which allows you to set the bounds of the camera to not include that area, effectively removing it as long as it is on the edge of your map.

    I couldn't find this anywhere else stated as openly, so I figured I'd post it. (correct me if im wrong)

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Minigame

    Quickly made this since I was camping most of the time during this contest, its a small minigame based off audiosurf/guitar-hero type mechanics with a simple idea, hit the colored blocks and dodge the black ones. Left and right mouse arrow for controls, nothing too fancy just the basic gameplay is implemented.

    Posted in: Project Workplace
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