Grr....I would really liked to have map wipe on the arcade. Now even the monobatltles are in the custom section (allthou they should be in melee custom)
I wish all the melee maps would stay in their own section....
1) I only use 3 effects. 1 instant, 1 target point, 1 unit (only to get the target reference, If I left the effect empty I dont think it will work properly.) If you have 4 same type of spells it doesnt really matter if they have the same effect (atleast in my case).
2) You can use variables too, but data tables were more handy in my case.
3) something like that. I think its only matter of preference/need how you want to do this.
4) for each SPELL there needs to be seperate triggers. Ofc you can do workarounds if you want to dump them in same triggers (like all target spells on same, but doesnt really matter).
Seems pretty fine to me. I havent explored the 1.5 editor too much, there are atleast more values that you can change with catalog set now than before. I think you mixed up effects and spells in your post. But you should try it out if you feel like its somethign you could need. Cant really tell if it fits your purposes or not. But currently dialogs are not good for casting spells.
Well I cant really say anything with this amount of information.
I have already seen what a pain in the butt it is to create RPGs in sc2. Map size is very small, handling quests is pretty hard, no matchmaking...
with that in mind. You should really think how you will execute everything. Making an RPG will take a long time, so I would work with it with and attitude "I have fun making maps, wheter it gets released or not".
Also you said you will expand to 4 maps? That sounds HUGE amount of work. Why not make 1 for starters, and really try to make it the best RPG.
My way of doing is. Setting command card ability info by catalog set value (images, tooltips, names etc...).
Then I save the spell I wana use to data table (I use trigger based spells to make this work). And when the spell is cast it runs the trigger that is stored in the data table (it does transfer triggering unit, triggering player and all that good stuff if you run other triggers)
And I disable/allow abilities depending what type of spell it is (Unit target, Point target or Instant). So basically you need 3 different types of spells on unit and modify them with triggers.
This is only sollution for my own game. So if you think its something you could use, go ahead. I think its way easier to manage levels/damage etc...with triggers than in data.
This is sort of a work around stuff for sure. But it does function perfectly fine for me.
Well my map is doing super well in the arcade as in 2nd most played!!! (sad thing is there is most likely like 10 players on arcade :D, but gotta thing positive right?)
I did one test run myself and it seems to work pretty fine. Just need minor adjusting on xp gains/gold sinks/difficulty.
Meanwhile I decided to make another boring video:
This stuff has been not used for anything for a long time. So might as well show it. Original plan was to have summoning spells to add variety to gameplay, but Im not sure how well would it fit in the game.
I might add it as endgame unlockable or perhaps even some boss that would use sumomons...who knows...
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Grr....I would really liked to have map wipe on the arcade. Now even the monobatltles are in the custom section (allthou they should be in melee custom)
I wish all the melee maps would stay in their own section....
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@kappyd23s: Go
1) I only use 3 effects. 1 instant, 1 target point, 1 unit (only to get the target reference, If I left the effect empty I dont think it will work properly.) If you have 4 same type of spells it doesnt really matter if they have the same effect (atleast in my case).
2) You can use variables too, but data tables were more handy in my case.
3) something like that. I think its only matter of preference/need how you want to do this.
4) for each SPELL there needs to be seperate triggers. Ofc you can do workarounds if you want to dump them in same triggers (like all target spells on same, but doesnt really matter).
Seems pretty fine to me. I havent explored the 1.5 editor too much, there are atleast more values that you can change with catalog set now than before. I think you mixed up effects and spells in your post. But you should try it out if you feel like its somethign you could need. Cant really tell if it fits your purposes or not. But currently dialogs are not good for casting spells.
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It depends on how you have done things. I wasnt affected too much.
Some actors worked before update, but after some didnt display properly (Just needed to fix couple actor events).
Just test it out and see what works and what not.
Also localization didnt work automatically (atleast in the earlier versions)
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@Ahli634: Go
I think only requirement is to have the "acrade image" to update your map. Atleast thats what it required in beta to be uploaded.
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@Frizi: Go
yes thats the one
I liked when you could alway win and people would gang up someone close to winning. And when you die you would just respawn...it was fun ^^
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Looks pretty fun.
I kinda would prefer similar mechanics to the wc3 styled snake game (cant remember name).
but im sure this is plenty of fun too
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Throw it on arcade so everyone can test it. Im not leaving my arcade until blizzard forces me to!
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Well I cant really say anything with this amount of information.
I have already seen what a pain in the butt it is to create RPGs in sc2. Map size is very small, handling quests is pretty hard, no matchmaking...
with that in mind. You should really think how you will execute everything. Making an RPG will take a long time, so I would work with it with and attitude "I have fun making maps, wheter it gets released or not".
Also you said you will expand to 4 maps? That sounds HUGE amount of work. Why not make 1 for starters, and really try to make it the best RPG.
0
@kappyd23s: Go
My way of doing is. Setting command card ability info by catalog set value (images, tooltips, names etc...).
Then I save the spell I wana use to data table (I use trigger based spells to make this work). And when the spell is cast it runs the trigger that is stored in the data table (it does transfer triggering unit, triggering player and all that good stuff if you run other triggers)
And I disable/allow abilities depending what type of spell it is (Unit target, Point target or Instant). So basically you need 3 different types of spells on unit and modify them with triggers.
This is only sollution for my own game. So if you think its something you could use, go ahead. I think its way easier to manage levels/damage etc...with triggers than in data.
This is sort of a work around stuff for sure. But it does function perfectly fine for me.
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My sollution. Dont use dialog items for casting spells. Use them for setting spells on command card and then cast it from command card.
I dont think there is good way of handling spells on dialog items (atleast not prior to 1.5, havent investigated 1.5 that much)
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Well my map is doing super well in the arcade as in 2nd most played!!! (sad thing is there is most likely like 10 players on arcade :D, but gotta thing positive right?)
I did one test run myself and it seems to work pretty fine. Just need minor adjusting on xp gains/gold sinks/difficulty.
Meanwhile I decided to make another boring video:
This stuff has been not used for anything for a long time. So might as well show it. Original plan was to have summoning spells to add variety to gameplay, but Im not sure how well would it fit in the game.
I might add it as endgame unlockable or perhaps even some boss that would use sumomons...who knows...
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I evolved during my last post. All is left is the teleport thing :)
Really good exercise to "waste" my time . Im waiting you guys in the top :)
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The games have begun again. It sure is hard to read the optimal build...I wonder if Ill even manage that today without losing my sanity.
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FINALLY
ye its awesome games
sorry if it spoils your fun but its worth posting since I finally got it.
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You should release sollutions lol. I improved to 109 on normal and tried complex and only got 197 while top is 222....need more tiles...