You need to freakin create the rocker trough the units actor events. Atleast thats the way I got this working. Ill still have to play around with it a bit more to see everything works fine.
Well normally you only want 1 trigger per same event.
And in this case it seems like you could do something like simple if then else condition. You could check the unit type of triggering unit to see what kind of unit died or classification of the unit or something. Anyway just add some condition and it should be fine? You can also set condition for number of units in unit group.
Ooh since im coming closer to the glorious day of 1000 posts I should choose my words carefully
edit* OOh wtf I missed my glorious moment :(, I must be quite a being since I can warp time and space to alter my post count.
Thats what I did...still hoping someone could point out possible problems they have had. As I said before I have read the tutorial and tried many things (even copied the rocker from sample map)...but still the unit doesnt spin at any direction no matter what I do.
And basically I just want it to spin when I add the behaviour to unit. Even if I add it with triggers or have the behaviour as standard doesnt make a difference.
The name of unit can be same but ID cannot. Its pretty hard to say what you done wrong. Perhaps you didnt copy the actors? The units can have same model but need their own actor.
I cant understand this bullshit. I have managed to get this work before but seems like I cant anymore. Even if I look tutorials or excisting behaviours/rockers
I just cannot get this stuff to work....Im so frustrated, spend around 2h trying to figure this out but no...no fucking results. I looked the tutorials too...
so if you got any idea what could be the problem...tell me and Ill try it. I wonder if there is something that can prevent this actor from working or do I need to specially add it to somewhere or something....
Well I dont think this thread deserves to be stickied. I wonder if we could make somekind of study group to keep us motivated...I have tried learning stuff myself, but its so daaaamn boring to start from lvl1 (I have taken basic java course). Probly extremely hard to make it. I would be nice if someone talented would post some interesting beginner challenges and tutorials how to make them (that could work, but rather impossible).
There are some good videos on youtube from java beginners, but they are quite teadious to watch even though everything is explained well. I still think it would become more interesting after you learn some of the basic things like creating simple GUI or a worm game.
I really think some awesome 2d games could do well and be interesting (compared to the amount of work and assets you would need for a 3d game).
I actually wonder why gamecompannies dont make more of 2d games.
Well I suppose moneywise I would focus on mobile phone games.
If I someday manage to learn enough coding I probly would try to make a 2d card game. (I would use my own pathetic art to impress people)
Well this was completely off topic. So Im kind of dreaming of making game of my own someday.
I need 2 invetories 1 being the normal invetory bar 1*6 (Aiur chef style) where you can see your current weapons, potions etc...This is always open and placed middle of the screen above the unit stats thing.
and the other should be "bag" like 4*3 sized invetory that is placed at center of the screen and opened when you click the bag button.
Im not that familiar with layout files so I wonder if its possible to make new placement and invetory sizes for different containers/invetories.
Also I didnt mention my previous dream job...Poker.
That was quite interesting career experiment. Poker is actually quite good way to make money while in school, but then I made the mistake of thinking of actually overestimating my skills and mental challenges of poker (yea dont underestimate the luck factor). 2 years back I had 2 most amazing months in poker. Won 5k dollars in 2 months (tax free, fuck yea). Thats when I started thinking I could do it...I was gona have internship that summer, but desided to rather pursue my dreams.
In the end I didnt win a single dollar in that summer, luckily didnt really lose either. But playing poker fulltime can be extremely mentally challenging. You need to learn to take breaks and not let the loses affect you. Probly one of the most important aspects of being pro in poker would be to minimize your losses in everyhand, which is suprisingly hard to do. After enough of losing...Its really hard to reset your mind.
After end of that summer I quit poker...I have to say it wasnt that fun of a experiment, but Im still quite happy that I tried it. When you are winning in poker it gives this amazing feeling like you could do anything. And needless to say I already had seen the potential that you can make money equal or more than in any normal job (tax free helps a lot).
I tried playing poker every now and then, but it seems Iv pretty much grown tired of it. I have too much other things on my mind right now so I dont really want to try my luck again.
Mapnight test was more buggy than expected. I will probly try to test today with many fixes.
Its amazing how houdini ducky managed to blink to the walls even though I tested it solo and you couldnt ;D (it should be fixed now).
I was also playing around with lava and so far its not too promising. It seems fairly hard to add lava and then add smart boss AIs and unit AIs. I think its doable, but I will probly try to think something else to spice up the arenas.
Im trying still trying to get some feedback wheter the map is any good or not (the bugged tests sure dont help....). Todays test should be a bit better.
Do I want to use custom item bar aka. dialogs? or use normal inventory....The good thing in custom invetory would be hotkeys (1,2,3,4) and possibly would look better. But normal inventory sort of works better (if I want spell items), but bad hotkeys. Overall I want the smooth experience but I dont know...perhaps normal inventory is fine?
Another thing is how should I handle stunts. I suppose heros and bosses should only suffer minor stun from all spells. That would make PvP more interesting and boss battles more challenging (cannot stun lock :E). Yea kinda obvious thing to do, but havent done it yet.
Few other things Iv been wondering too. Like what should the "arena battles" give. Probly items or spells. Since I have bunch of spells that are not good enough or too similar to some spells I could add them as unlockables. Since I was thinking of system where you can choose what monsters you can fight (bosses or lesser ones). I think natural choise would be boss fights always, but If I had something like "you need to do this quest 5 times to unlock this spell" I could kinda force the replayability (Im so evil).
Well Im not sure if the boss fights will be purely boss fights. I might add couple random waves before them so it doesnt go over too fast and become repeative too easilly (sort of like in the test version, but probly not that long).
Well this post was another "train of thoughts" post. Ill probly end up testing stuff and see if it works. Im not sure if Im able to reveal too much stuff anymore since it would take away from the playing experience when/if this is ever released. I will keep posting, but not sure if Ill post more videos. I do need to run private tests again sometimes though.
Soon Im at a point where I need to start adding new content. Couple things I talked with ducky or the dungeon thing I talked earlier on mapnight. I feel like randomized dungeons could be a nice addition to harvest gold and gear. Mmm....
0
@DrSuperEvil: Go
Thanks that actually helped.
You need to freakin create the rocker trough the units actor events. Atleast thats the way I got this working. Ill still have to play around with it a bit more to see everything works fine.
0
Well normally you only want 1 trigger per same event.
And in this case it seems like you could do something like simple if then else condition. You could check the unit type of triggering unit to see what kind of unit died or classification of the unit or something. Anyway just add some condition and it should be fine? You can also set condition for number of units in unit group.
Ooh since im coming closer to the glorious day of 1000 posts I should choose my words carefully
0
@DrSuperEvil: Go
Thats what I did...still hoping someone could point out possible problems they have had. As I said before I have read the tutorial and tried many things (even copied the rocker from sample map)...but still the unit doesnt spin at any direction no matter what I do.
And basically I just want it to spin when I add the behaviour to unit. Even if I add it with triggers or have the behaviour as standard doesnt make a difference.
Would be pretty cool to get this working...
0
The name of unit can be same but ID cannot. Its pretty hard to say what you done wrong. Perhaps you didnt copy the actors? The units can have same model but need their own actor.
0
I cant understand this bullshit. I have managed to get this work before but seems like I cant anymore. Even if I look tutorials or excisting behaviours/rockers I just cannot get this stuff to work....Im so frustrated, spend around 2h trying to figure this out but no...no fucking results. I looked the tutorials too...
so if you got any idea what could be the problem...tell me and Ill try it. I wonder if there is something that can prevent this actor from working or do I need to specially add it to somewhere or something....
0
In america 12 months =! 1 year?
0
Well I dont think this thread deserves to be stickied. I wonder if we could make somekind of study group to keep us motivated...I have tried learning stuff myself, but its so daaaamn boring to start from lvl1 (I have taken basic java course). Probly extremely hard to make it. I would be nice if someone talented would post some interesting beginner challenges and tutorials how to make them (that could work, but rather impossible).
There are some good videos on youtube from java beginners, but they are quite teadious to watch even though everything is explained well. I still think it would become more interesting after you learn some of the basic things like creating simple GUI or a worm game.
0
I think making a game of on own would be great.
I really think some awesome 2d games could do well and be interesting (compared to the amount of work and assets you would need for a 3d game). I actually wonder why gamecompannies dont make more of 2d games.
Well I suppose moneywise I would focus on mobile phone games.
If I someday manage to learn enough coding I probly would try to make a 2d card game. (I would use my own pathetic art to impress people)
Well this was completely off topic. So Im kind of dreaming of making game of my own someday.
0
I need 2 invetories 1 being the normal invetory bar 1*6 (Aiur chef style) where you can see your current weapons, potions etc...This is always open and placed middle of the screen above the unit stats thing.
and the other should be "bag" like 4*3 sized invetory that is placed at center of the screen and opened when you click the bag button.
Im not that familiar with layout files so I wonder if its possible to make new placement and invetory sizes for different containers/invetories.
0
Also I didnt mention my previous dream job...Poker.
That was quite interesting career experiment. Poker is actually quite good way to make money while in school, but then I made the mistake of thinking of actually overestimating my skills and mental challenges of poker (yea dont underestimate the luck factor). 2 years back I had 2 most amazing months in poker. Won 5k dollars in 2 months (tax free, fuck yea). Thats when I started thinking I could do it...I was gona have internship that summer, but desided to rather pursue my dreams.
In the end I didnt win a single dollar in that summer, luckily didnt really lose either. But playing poker fulltime can be extremely mentally challenging. You need to learn to take breaks and not let the loses affect you. Probly one of the most important aspects of being pro in poker would be to minimize your losses in everyhand, which is suprisingly hard to do. After enough of losing...Its really hard to reset your mind.
After end of that summer I quit poker...I have to say it wasnt that fun of a experiment, but Im still quite happy that I tried it. When you are winning in poker it gives this amazing feeling like you could do anything. And needless to say I already had seen the potential that you can make money equal or more than in any normal job (tax free helps a lot).
I tried playing poker every now and then, but it seems Iv pretty much grown tired of it. I have too much other things on my mind right now so I dont really want to try my luck again.
0
Mapnight test was more buggy than expected. I will probly try to test today with many fixes.
Its amazing how houdini ducky managed to blink to the walls even though I tested it solo and you couldnt ;D (it should be fixed now).
I was also playing around with lava and so far its not too promising. It seems fairly hard to add lava and then add smart boss AIs and unit AIs. I think its doable, but I will probly try to think something else to spice up the arenas.
Im trying still trying to get some feedback wheter the map is any good or not (the bugged tests sure dont help....). Todays test should be a bit better.
0
yup pretty normal to me. I get all crazy ideas for these awesome cinematics too...last time I imagined cinematic how LotV would go...mmm
0
I find this thread pretty hilarious.
Does the nigma come from nigga? since those screens are so fucking BLACK
Im not sure if its good to have it that dark aaaand perhaps actually show them from actual gameplay view?
for me it seems like every picture tries to be cool and artistic, but fails to do so...
0
secret
0
Few development problems Ill have to solve.
Do I want to use custom item bar aka. dialogs? or use normal inventory....The good thing in custom invetory would be hotkeys (1,2,3,4) and possibly would look better. But normal inventory sort of works better (if I want spell items), but bad hotkeys. Overall I want the smooth experience but I dont know...perhaps normal inventory is fine?
Another thing is how should I handle stunts. I suppose heros and bosses should only suffer minor stun from all spells. That would make PvP more interesting and boss battles more challenging (cannot stun lock :E). Yea kinda obvious thing to do, but havent done it yet.
Few other things Iv been wondering too. Like what should the "arena battles" give. Probly items or spells. Since I have bunch of spells that are not good enough or too similar to some spells I could add them as unlockables. Since I was thinking of system where you can choose what monsters you can fight (bosses or lesser ones). I think natural choise would be boss fights always, but If I had something like "you need to do this quest 5 times to unlock this spell" I could kinda force the replayability (Im so evil).
Well Im not sure if the boss fights will be purely boss fights. I might add couple random waves before them so it doesnt go over too fast and become repeative too easilly (sort of like in the test version, but probly not that long).
Well this post was another "train of thoughts" post. Ill probly end up testing stuff and see if it works. Im not sure if Im able to reveal too much stuff anymore since it would take away from the playing experience when/if this is ever released. I will keep posting, but not sure if Ill post more videos. I do need to run private tests again sometimes though.
Soon Im at a point where I need to start adding new content. Couple things I talked with ducky or the dungeon thing I talked earlier on mapnight. I feel like randomized dungeons could be a nice addition to harvest gold and gear. Mmm....