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Staredit Network -> UMS Production -> The Rise of Aivix RPG
Report, edit, etc...Posted by WoodenFire on 2006-05-21 at 14:12:28
Screenshots! biggrin.gif

Give us Screenshots!!
Report, edit, etc...Posted by FaiLuRe. on 2006-05-21 at 14:12:28
QUOTE(DoomGaze @ May 21 2006, 03:17 AM)
Well, at least you won't need to debate on whether to redo the terrain or not.

Yea, keep your important files in online storages. Since you know what to do now, the triggerwork and everything else would generally take less time than your first revision. At least, that's how it's supposed to work. I still don't see what's wrong with the Stargate method, nor keeping all six characters. Spell ideas may be limited, but it's still possible to incorperate a large amount of spells while still keeping them all rather original pertaining to your map.

Remember, the more players, the merrier, but there's always going to be a few players that drop out, or leave very early into the game. With fewer slots, there's a reduced chance of players leaving the game. I'm not sure why, but it's something psychological. However, it's always more of a party with more players in the game, if you're lucky enough to join one of the games whereas no one leaves until half an hour or so...
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oh yeah, i meant to mention that. im keeping all 6 characters, and just doing the stargate method.

i was curious, is there a "Larva" spell method? like, give them a spawn pool for a spell, and just have it morph to a zergling, remove zergling, cast spell? i was going to give 12 larva so that you would only have to rehotkey after 12 spells. but is it more inconvienent to do that than it is to do the stargate method?
Report, edit, etc...Posted by Grand_Dracolich on 2006-05-24 at 21:03:25
Alot of friends and I play several different RPGs whether or not they're cliche. Cause even if you have the exact same triggers and units, if its a different terrain layout, it's still different. The story sounds like my map Light in the Dark RPG, but with some differences.

But lay off the 6 unique bosses with spell systems!!!
Report, edit, etc...Posted by Element-Nature on 2006-05-24 at 22:01:22
Man this looks like a great rpg i cant wait for this thing to come out...
Ill keep checking up on this.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-05-24 at 22:24:30
QUOTE(FaiLuRe. @ May 21 2006, 01:12 PM)
oh yeah, i meant to mention that. im keeping all 6 characters, and just doing the stargate method.

i was curious, is there a "Larva" spell method? like, give them a spawn pool for a spell, and just have it morph to a zergling, remove zergling, cast spell? i was going to give 12 larva so that you would only have to rehotkey after 12 spells. but is it more inconvienent to do that than it is to do the stargate method?
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The idea is not to have to rehotkey at all. Using a larva system would be awkward at best: either you could hotkey all your larva, at which point you have to select one before you could morph it if you don't want to morph them all and lose your hotkey, or you could hotkey them individually, which would take up a lot of hotkeys and force you to keep switching between them. Stick with the stargate system, and use multiple buildings, multiple locations, or a command-combination systm if you absolutely need more than 4 spells (or 3 if you're cool enough to make it regular-SC compatible cool1.gif).
Report, edit, etc...Posted by Ice_Inferno_X3 on 2006-05-31 at 16:18:13
looks pretty cool. hit me up with a copy when it's done cool1.gif
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