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    posted a message on How's my loading screen?

    LoL
    i use that image as wallpaper xDDD the only thing you added to art is the werewolf (that is good, but i would remove those white foot claws)

    im with zenx1. there is to much text and the position was way better on first image, letting you to see all picture instead of hide it

    Posted in: Artist Tavern
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    posted a message on This Is Anime Character List

    @ivanbin: Go

    specially now, that fate/zero is still fresh
    (btw: season2 will start on april)

    Posted in: Map Suggestions/Requests
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    posted a message on This Is Anime Character List

    man i never thought so many people know about fate/stay night. what a wonderfull surprise

    Posted in: Map Suggestions/Requests
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    posted a message on I don't remember the name of this map.. HELP pls? :)

    well...... i have a good and a bad news. i think the good new is for you :P

    the bad is that i mistake "infested arena" with another hero defense game.
    the good new is that this other game (that i had forgotten about) seems more similar to the one you are searching for!

    Posted in: General Chat
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    posted a message on I don't remember the name of this map.. HELP pls? :)

    i remember one map tha was arena type, 4 players with 5-6 heros maybe. stetman, zeratul, high templar, tosh, raynor (raynor had a heal robot as ablity?).

    but i dont remember any object on this map :/ but the map had a data bank so the more you play the more level your hero had

    will try to search it

    PD: i just remembered one think. the first time i saw this map was because a friend show it to me. He used to mistake the name with "marine arena" and i joked about it. Can this map be named "infested arena" or something like that?

    Posted in: General Chat
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    posted a message on Turn Based Combat System

    @rpc190: Go

    y, you are right about the image. The reason i use beacon is because i started this map to learn about the editor. I didn't know how actor and model worked, tried to copy the green square from campaign but couldn't find the actor, so the best i could do was use beacon actor U (and like trieva said it's funny how they die xDD)
    with my current knowlegde i can change it whenever i want, so you are right. it's no that i can but i SHOULD change it

    i can't upload map on american server but the last version is the one on the second post (0.44), feel free to check it and thx for the opinion ^^

    Posted in: Map Feedback
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    posted a message on Turn Based Combat System

    Hi again guys!
    i wanted to public another version before 30 Jan, but due to family it was imposible to me...
    on first half of Feb i had to study, that is why i wanted to public it before 30 Jan .

    well, anyway I'm back and with the work finished ^-^
    right now the map is publish on EU under the name "Advance Wars", if you want to try the multiplayer mode

    this is the first time i publish a game so don't know exactly how it works but don't worry, next update will try to add sc2mapster log!

    Posted in: Map Feedback
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    posted a message on Turn Based Combat System

    hi! thx all for your comments, i'm relieved no one found any bug ^^

    today i came with a new version that include:
    1. air units are now aviable
    2. air units can move over allied units
    3. fog of war active
    4. units can't attack enemies inside fog of war
    5. now terrain can block your ground units (water, etc)
    when attacking remember to target unit's position, not unit itself

    right now near every unit in the game can be added with little work, so next big patch will add a option to customize your army

    Posted in: Map Feedback
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    posted a message on Crimson Contract

    instant abilities are located at caster itself. what you need is probably an objetive ability, like psi storm, that create a persistent effect at a target point

    another option is create a dummy unit that have "seal" as pasive. Then give the hero an instant ability to create that unit (similar to hallucination).
    This way "seal" will be cast on dummy unit, not on hero

    Posted in: Map Suggestions/Requests
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    posted a message on Crimson Contract

    y, it's hard to format text on the forum :(

    i think that the best to present a game is start with a little explanation of lore and how to play, and finish with the tecnical information (maybe use your second post to difference both sections)

    for example:

    Quote:

    2 magic factions are fighting a secret war on earth. Denizens, who will not hesitate to consume human souls to take over the world; and Contractors, whose sole purpose is to hunt down the Denizens and stop their destructive lust for power.
    On their way the Keepers of the artifacts, humans destined to protect those sacred items, will have to make a choice: take over the world with the dark denizens, or join their power with Cotractors and help to save it.

    something like that, but wth your taste ^-^. and now that users have been atracted by the history explain the game a little, like that it's a RPG game, initial alliance and possible change of humans (keepers), videos, images, etc

    Since format text is hard on forum, you can take advantage of your double post and explain all tecnical information on the second one

    edit: and about the sound i'm glad that you managed to solve it, anyway i couldn't help with it, sound is something with i have no experience yet

    Posted in: Map Suggestions/Requests
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    posted a message on Crimson Contract

    you really like shakugan no shana

    but even knowing that anime it's really hard to understand your explication

    Posted in: Map Suggestions/Requests
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    posted a message on Custom Movement

    First remove the move and attack button from units, but keep move and attack ablities on them. This way units will keep capablity to move and attack, but player have no command buttons to order.
    Second you must deactivate smart click, otherwise player can order them to move or attack with right click.

    Now you have a unit that can't receive move or attack orders from player, but with other abilities aviable. Now just need to create a permanent trigger to order, for example, any stoped unit to attack a enemy base

    Posted in: Data
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    posted a message on Turn Based Combat System

    and the attachment:

    Posted in: Map Feedback
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    posted a message on Turn Based Combat System

    hi guys!
    since December i had a turn based combat system (a really basic one) which work through dialogs, triggers and custom values

    this last week i have been working to make it work through default UI and abilities, trying to reduce the use of dialogs to the minimum (i'm happy to say that the "End Turn" button is the only one remaining).
    It is far away from being a complete map, but i would like you to enjoy it for some minutes ^^

    Features:
    - move related commands share charges (like siege tank)
    - attack related commands share charges (like snipe)
    - "real range" is half of "weapon range", since every square have 2x2 dimensions
    - siege tank mode have a minimum range of 3 squares
    - siege tank mode have a + form area damage (don't damage in diagonal)
    - when "End Turn" button is pressed the units will change owner. In other words, the player play both sides

    Posted in: Map Feedback
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    posted a message on Is it possible to change movement speed of every units?

    Have you tried applying an upgrade to all units or weapons?
    this way all affected units/weapons will take the bonus at the same time when the player purchase the upgrade

    if you want it to be more selective you could create a behaviour and add it via trigger when needed

    Posted in: Triggers
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