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    posted a message on What are we supposed to thumbs up?

    Dont give me thumbs up, I HATE it!

    Posted in: General Chat
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    posted a message on Zombie defence development

    guys guys guys!

    I let you play this on mapnight! just post what you thought about it!!!

    cmon!! now you have a chance to join the conversation

    Posted in: Project Workplace
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    posted a message on Zombie defence development

    Since the feedback now Im doubtfull of my own skills. Apparently you should not hit the limit no matter the case?

    well I suppose I migh try to optimize the code...but I doubt I have any severe problems. I only think I use arrays needlesly large and I do have assets that I will most likely not to use but are useful when you create new triggers....

    I think this is the first time I actually got several different people posting on my threads woohooo!

    Posted in: Project Workplace
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    posted a message on Zombie defence development

    Arent you being nice...

    I will let people test it after I get it to better stage so you can form your opinion (even you or change your opinion from this negativity to posititivity :) )

    happy happy funtime coming soon?

    Posted in: Project Workplace
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    posted a message on Zombie defence development

    @Eiviyn: Go

    well thank you....If you want to make an decent rpg it does require shit ton of systems....

    you made your fair point why I should not continue this.

    and if you didnt already figure it out. I havent hit the limit yet, but if I want to make a good rpg it will take a lot of stuff...

    .*sight*

    • edit I suppose I was expecting someone to mock me. Since you dont even know what is actually in the map...cruel cruel world
    Posted in: Project Workplace
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    posted a message on Zombie defence development

    I did test it out as increasing triggers -> results in error Script size to big, and then you cannot save the game. so I know its trigger size

    I probly have shit ton of variables that I dont use cause I dont always remember to set the arrays to right amount..I just put 10 when I just might need 5 and so....I still dont think It can result to that much even if I were to reduce and optimize the code further.

    And I tried testing it with realistic code amount (copying triggers that have boss AI and such) so I would know what amount of stuff I can make. I think there is no way around it. It will eventually hit the limit

    • (Im not sure about the triggers sizes and such, but point being I will hit the limit at somme point). I might re-check the overwier to see if anything fuzzy is going on
    Posted in: Project Workplace
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    posted a message on Zombie defence development

    @DuckyTheDuck: Go

    I think thats the same file. Didnt they increase it cause mafia? I just dont have that popularity to increase the script size -_-.

    But yea...I might just wait to see patch 1.5.

    In worst case Ill just polish the map a bit more and throw it out there so people can see what it was about. I might even quit sc2 for a while, since there really isnt anything else Im missing besides this project. Iv even managed to try like 2 java tutorials a week -_-.

    Posted in: Project Workplace
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    posted a message on Zombie defence development

    AAAAAAaaaaaaaaah!

    well after finally getting around to see what the script limit is. It saddens me that with current limitations I wont be able to get all the content I want into the game. Current script is already 2,4mb and from what Iv seen the limit is around 3,3+mb. (I tested this around by adding new triggers). I got tonts of stuff I could clean up to free space, but I would rather be sure to have enough space than run out of it later...

    And I had to do many things in triggers cause data editor does not give chances to make systems that would go well with my map (spell management, inventory etc...). So its not really option to transfer stuff to data or to remove it. And boss AI is also quite heavy on the triggers. I want the bosses to have several different behaviours so its just not about sitting there....

    Well what does this mean?

    I currently have 6 bosses, some lesser creeps, 2 classes with 9 spells + 9 additional spells that you can buy from shops. All enemies have somekind of AI implemented on them.

    With my experiment I should be able to get around 9-12 bosses and 4 classes. But wouldnt have room for much more. That would mean leaving quests, random events, villagers behavirous, random dungeons etc. outside of the game. Im not sure what I would have added, but anyway it does mean I wouldnt be able to make a game that I want to make.

    Well the map size is still very limited even if I could add more code. So there is that problem too....

    I also read from some thread trigger libraries possibly reduce the script size? I got no idea wheter its true or not....

    Anyway I would like to hear your thoughts. Do you think I should try to make a mediocre map with the limits Iv been given? Or just do something else that has more potential?

    Embed Removed: https://www.youtube.com/v/ZL0_kJRqddc?fs=1
    Posted in: Project Workplace
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    posted a message on Custom Map System Suggestions (Visual)

    @QueenGambit: Go

    Unfortunately Iv made decent points why simple/fast etc...is better. Too bad you dont know a shit about UI design (Im not claiming Im an expert, but I can easilly say Iv seen better than the OP posted).

    and stop assuming that you know what I think. Since you fail to see how to improve OPs ideas.

    And as I said there are already threads about this, which is why I dont bother posting the same things twice.

    This will be my last "angry" post for now...I could say things nicely, but I wont...cause whats the difference when point is valid?

    BYEEEEEE. Ill return when new and improved bnet comes.

    Posted in: General Chat
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    posted a message on Custom Map System Suggestions (Visual)

    No offense, but I dont like your changes at all.

    There are already atleast 2 threads that have way better presentations how the system should be. You should look those threads.

    I didnt really read all of the text. But purely at looking those pictures...Ill have to say no to your changes.

    • edit* somehow I got this horrible feeling while watching this thread that this is what blizzard will give us
    Posted in: General Chat
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    posted a message on Open games list to come out in patch 1.5!!!!!! YESS

    @jaxter184: Go

    Just look on bnet forums. There are tons of complaints about they popularity.

    Posted in: General Chat
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    posted a message on Open games list to come out in patch 1.5!!!!!! YESS

    Suprisingly good news.

    I honestly thought they would keep the updates to HOTS just of sake of being anoying...but I suppose it doesnt matter when you release it since the battle net witll be same with hots -_-.

    And UI upgrades too!! Oooh I wana see a better UI for the editor.

    I hope Ill get my inventory customization and image replacement with catalog set...I think those are my 2 wishes but I cannot see them getting granted...one can dream....

    Posted in: General Chat
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    posted a message on Desert Strike is Hackzor!

    I wish more noobs would make maps so we could have a bigger community...not on dogmais watch?

    Posted in: General Chat
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    posted a message on I'm BACK, and with a NEW DEBATES!

    Anyone else think rodgiros videos are freaking horrible...

    I would appriciate if someone posted clifnotes, I just cannot watch his videos ever....

    Posted in: General Chat
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    posted a message on Zombie defence development

    Development diary:

    • Reduced arena size almost 1/2 and it feels WAY better (atleast in solo). Good job suggesting that testers! and If I decide to keep smaller arenas that will give space to do other things.
    • boss fights are feeling ok, but I suppose they need lot of adjusting. Im not sure what level of interaction I want with the bosses. We were discussing with ducky for possible ideas like making boss attack you, if you dodge boss hits a wall and get stunned. I cant quite grasp yet what more could I add to the current bosses, but I think I would like to have something that boss would get really angry if you just run around...Allthough many bosses have attacks that cover most of the arena limits so you cannot escape that easilly.
    • I want to add different difficulty levels. Naturally easier levels give you less exp/loot. And perhaps Ill add some new tactics for bosses on higher difficulty too. As I said before, bosses will require some adjusting.
    • Base system for inventory is slowly starting to be done. Just need to make some adjustments so I can equip stuff too. I will be adding items later though...probly not anytime soon.
    • Currently race option is purely visual. I wonder if it would be better to have certain bonuses for classes (hp,mana,speed etc...) or just keep it purely visual...
    • Also need to redo some abilities. I want to add more support abilities and most likely you will need some defensive magic to survive. Also need to balance the abilities at some point....

    All and all. Game is probly around 10% done...This will probly shape out to be RPG game with story and all, since thats what fits the most. I dont expect this to be ready any time soon. But I will still run those tests I always talk about....

    Posted in: Project Workplace
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