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    posted a message on help pls
    Quote from SouLCarveRR: Go

    @Molsterr: Go

    on top of that try and have your questions make sense....... wtf does ", converting it to catch their team " mean

    not everyone speaks English as a main or even a secondary language. Its not that hard to figure it out..

    Posted in: Data
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    posted a message on artistic skill = better at editor?
    Quote from Reaper872: Go

    @Molsterr: Go

    Ok fine, then forget pencils. If you are good at PCs will you be better? If you are good at designing websites will you be better? Will having a natural ability to think in a creative way make you better?

    Art doesn't have to involve pencils you know...

    no it dosnt, but that was the point you were making by giving said examples. And having a natural artistic skill, no , wont give you an advantage in the editor, have a creative mind, will (which does not have to be classified under "art/artistic" as people sometimes do) if you enjoy playing with legos as the example you gave, even if not good, means you have a creative mind, which is all you need when it comes to the editor.

    and as I already said, your examples showed you referring to the "drawing/artsy art" form of it.

    Posted in: Off-Topic
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    posted a message on help pls

    For the future, please make your topics relative to your questions, it helps when people are searching for similar problems.

    Posted in: Data
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    posted a message on artistic skill = better at editor?
    Quote from DarkRevenantX: Go

    Sorry, Molsterr, but artistic ability is very important for being a designer.

    thats not what he asked. The statment was "Does having a natural ability for art make you better at the editor?" answer is no no and nope. And you can be a top notch designer for games, without the "drawing" artistic skills of which the OP was talking about.

    once again: noo

    oh and

    Quote from DarkRevenantX: Go

    to create a vision in your mind and implement it in some way,

    its called having a good imagination to create grand ideas.

    Posted in: Off-Topic
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    posted a message on artistic skill = better at editor?
    Quote from Reaper872: Go

    Here is something for you all to ponder. Does having a natural ability for art make you better at the editor? I believe yes, at least in a way. If your mind is wired to like art, then you should be naturally talented at this, or so I believe. What do you say?

    Reason I had to ask is because I can only manage stick figures and I am lacking skills at Legos, even though they are fun.

    no no no and nooo, (unless you count games and programming a form of art.. but then you cant say "art makes you good at art")

    anyway, no no no and no. I hate art, I cant even draw stickfigures, and yet the editor is easy peasy, can do w/e I want with it, and have loads of sexy ideas that I can make come to life. so. no no and no

    PS: no

    Posted in: Off-Topic
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    posted a message on Teleport TD
    Quote from Karawasa: Go

    @Molsterr: Go

    There is an expression; "when you assume you make an ass of yourself." You presume to know why I called him ignorant but you couldn't be more wrong. Refer to this;

    @zeldarules28: Go

    I actually almost commented on that part of his statement as well actually, but to have that conversation would require more typing than I care to do on such a small subject =P . To put it very very basically, I Dont think thats an ignorant remark to make. TDs are easy to make... very. HOWEVER, yes the more quality you put into it, the better... but once you add so much to it, add so many "interesting" and "new" things that make it so much more advanced than just a normal TD... it really isnt just a TD so much anymore. And if it is...then its not really that hard to make

    TD- Places towers to kill mobs that come [yes very "dumbed" definition but as I said this is just to say basic stuff dont want to drag my thoughts on to long]

    If your td is solly based around towers, and mobs, even with twists, it IS easy to make, it may take "time" but easy indeed. However, if you do more to it, so thats its not just plan simple like that, then its not really a "TD" its something more.

    [and anyway can come and say "well any map is easy to make if you think making tons of towers is easy"] but that arrgument would drag this on past the point of where I care to go =P

    To make it clear, I think what your making Karawasa would fall into that "more than just a td" (which is why its one of the few ive ever wanted to try once you get it out there). but what he was commenting on, was just your normal definition "tower defence"

    and I dont think either of us have real statisitcs to throw out there of how many sc2 players "really" like Tds a lot. but I can tell you, adding such "random" things as the OP said.. would get people like me and others that dont like that simple play of normal TD's to give them a second look, as it wouldnt just be "Hey these turrets for case A or these for case B and you win".

    Posted in: Map Suggestions/Requests
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    posted a message on TB and Mephs playing Smashcraft
    Quote from Karawasa: Go

    @Gorandor: Go

    I agree. But not with your reasoning. You said "can" but neglected to mention "will." I doubt most people would consider BC over SC2. The real reason is that his map is tailored to a niche audience. It doesn't have the nice learning curve that SotIS does. It doesn't have enough depth for the long run. The gameplay makes it a "in between rounds" type of thing for a lot of people.

    I think what you said is perfect! As I said in the other thread, I love the game, played it manyyy times, but as of late... I just dont touch it. your thoughts are spot on.

    Posted in: Off-Topic
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    posted a message on Staying Dedicated to a map
    Quote from Sixen: Go

    This is a huge problem that I have... What happens is, I come up with 10 different map concepts, work on the first and then stop to work on the second... Then stop to work on the third... and so on... So I end up with 10 projects and absolutely nothing done.

    scary that we are 100% the exact same.

    Posted in: General Chat
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    posted a message on Teleport TD

    @zeldarules28: Go

    Quote:

    You're ignorant.

    hes not... a LOT of people agree with him... I do too... TDs to me are the most boring of the custom maps. [thats not to say I wont try new ones, for example Im looking forward to trying yours] but I wouldn't call him ignorant for thinking that at all, when its a common thought of TDs

    And his idea was that you can move the towers, thus it dosnt just destroy your base, plus those meteors stay on the ground, which add another level to the game. I dont think its that bad... and random like that is better than "oh instead of this tower I can place this tower" thats not "fun" random. [granted fun is relative to the person playing]

    Posted in: Map Suggestions/Requests
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    posted a message on C# or C++, level editors.
    Quote from StatusQ3: Go

    Isn't 'C' old and out of date? :/

    old yes, out of date, no. It has its uses, for example a lot of "hardware gadgets" are programed in C, some server side or client applications can be done in C.. for games, yes out of date, but as a language overall no. But like I said, for anything you want to do, skip c.

    Quote from avogatro: Go

    @StatusQ3: Go

    is assembler not out of date?

    for ANYTHING he could possibly want to do, yes.

    Posted in: Off-Topic
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    posted a message on Resource refund
    Quote from jangsy: Go

    Is their a field in the data editor that once a unit is killed x amount of resource is refunded to the player that just lost the unit? Or do I have to set up a trigger for it?

    there is a data effect that will restore minerals. im pretty sure of it. (just as theres one that cost minerals.)
    possibly put a buff on the unit, when it does, it cast an effect for -minerals (thus adding them) not sure if you can dynamically make it refound the % of the units nrml amount, but you could manually set it at least.

    Posted in: Data
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    posted a message on Do we have minecrafters?
    Quote from StatusQ3: Go

    I have classic. :P

    You cant "have" classic =P get beta.

    Posted in: Off-Topic
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    posted a message on Not attaching new unit?

    did you make sure to attach middle east to the original auto turret?

    and a even better trigger thant wouldnt use all the regions, when any unit dies, if unit is auto turret. you give it to owned if killing unit at "killed_unit_x, Killed_unit_y" kinda thing.

    Posted in: Triggers
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    posted a message on Teleport TD
    Quote from Karawasa: Go

    No offense, but it sounds like a bad idea. This is the type of map that frustrates people. Random != Good.

    so playing the same map with the same results is fun right? random = fun and interesting for more than one play. If i can just predict where everything is going to happen, not sure why I want to play it anymore.

    Posted in: Map Suggestions/Requests
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    posted a message on Constructors in Java!

    Enemy1 myenemy = new Enemy1(1000, 20)

    I just made a new enemy, my enemy has vars in his constructor, hp and dmg, I just gave him 1000 health and 20 dmg.

    Youll also learn about overloading. for example one constructor will take two int values, while you can overload and have another take 1 string and two ints, what this means is I can do the code I just did, OR i can

    Enemy1 myenemy = new Enemy1("evil chicken", 1000, 20) , now I just gave my new object a name

    Keep in mind my java is rusty, our Enemy1 object would look like this

    public class Enemy1
    {
        private String name;
        private int health;
        private int dmg;
    
        public Enemy1(String name, int health, int dmg)
        {
          this.name = name;
    this.health = health;
    this.dmg = dmg;
        }
    
        public Enemy1(int health, int dmg)
        {
    this.name = "Lazy Enemy"
          this.health = health;
    this.dmg = dmg;
        }
    
    public Enemy1() {
    this.name = "Generic enemy"
    this.health = "100"
    this.dmg = "5"
    }
    
    public int getHp() {
    return health;
    }
    

    thats what our object would look like for exmaple to make all that happen.

    Posted in: Off-Topic
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