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Staredit Network -> UMS Showcase -> Offical "The Matrix" production thread
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-26 at 00:47:57
QUOTE(Yoshi da Sniper @ May 25 2004, 09:55 PM)
Theres a max of like 2000.

no there is not.

Strings max out at 1024 but triggers don't max out. Not at a low number such as 2000 anyway.
Report, edit, etc...Posted by FamDav on 2004-05-26 at 01:34:15
People have copied thousands of blank triggers into maps. No trigger limits.
Report, edit, etc...Posted by Zombie on 2004-05-26 at 01:35:18
ya ive noticed that lol
Report, edit, etc...Posted by Daigotsu on 2004-05-26 at 02:31:13
Uhh whats the ETA on completion?
Looking good Yoshi
Report, edit, etc...Posted by .Coko[CK] on 2004-05-26 at 07:27:24
ETA on completion, those questions will be ignored!
Well, don't censored.gif it up, thats all im going to say, and if you hit problems on the MPQ, i can help.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-26 at 07:38:46
QUOTE((U)Bolt_Head @ May 25 2004, 11:47 PM)
QUOTE(Yoshi da Sniper @ May 25 2004, 09:55 PM)
Theres a max of like 2000.

no there is not.

Strings max out at 1024 but triggers don't max out. Not at a low number such as 2000 anyway.

I remember once I was making a map called "The Sims". I was using 6 players as an upgrade from Kck's previous version and I added much more stuff. Since every trigger was independantly from all the other players, it counted as singles.

It stopped allowing me to make triggers after one point. I just couldn't press the "new" button.

MAYBE it was the strings, but I highly doubt it.


ETA on completition is this summer. Expect a alpha demo next week hopefully.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-26 at 07:41:15
An alpha, things moving fast then! Any actual "gameplay" completed or just some good old fun...

Also i think i fun idea would be to make a side project, which is just like a battle game, with characters and spells and such, that would get a lot of play on B.Net.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-29 at 00:43:45
BULLET DODGE COMPLETE


Your unit will sacrifice speed in order to have the chance of dodging attacks from enemies for a split second.

lvl1 - 25%
lvl2 - 50%
lvl3 - 75%

Drains a lot of energy, but powerful at high levels.

The effect is great by the way. Units shoot at you without doing damage at you biggrin.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-29 at 02:16:08
Awesome......Now i can dodge Bullets and kick at the Same time tongue.gif
17%....long way to go....
Report, edit, etc...Posted by Felagund on 2004-05-29 at 02:30:58
How do you know exactly how far you are in the map?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-05-29 at 08:38:18
You try to plan out what you're putting into the map beforehand and then you take an estimate.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-29 at 09:02:46
QUOTE
You try to plan out what you're putting into the map beforehand and then you take an estimate.

I have a word document with all my secert plans.The EST % complete (the triggers and terrain) is 17%. Deathknight is about 60% done the city, but not doing anything on it currently. Bug him wink.gif


QUOTE
How do you know exactly how far you are in the map?

Check my signature. I'm hoping for a release this summer, and an alpha release to everyone in a week or two.


QUOTE
17%....long way to go....

I got homework and exams. Education comes first. When my school ends it'll go so much faster.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-29 at 11:52:37
Education first, bah! Its all about Time Management!
Report, edit, etc...Posted by Felagund on 2004-05-29 at 12:15:58
Hmmm, I feel your pain Yoshi. But then again, I cannot spend more than 6-8 hours a day working on my map. And come on, every once in a while it feels good to actually play a game, y'know? I get a kick out of it!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-29 at 13:43:16
I, myself, now have alot of time on my hands....School is over for me and won't start till august for me biggrin.gif But....Too lazy...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-30 at 03:33:21
I currently make maps at about the rate of 2 hours a week. Then every once in a while i'll spend a long time working on a map. (normaly something new to be abbandonded later)
Report, edit, etc...Posted by Felagund on 2004-05-30 at 03:44:38
I usually find that pacing yourself is inducive to good quality. Plus, you won't get ticked off at that certain bug and spend all day trying to fix it. blushing.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-30 at 10:14:37
The production of this map has slowly down drasticly mainly because of my school. Matrix is pretty complex so sometimes I dont feel like doing it. It doesn't mean im going to quit though wink.gif
Report, edit, etc...Posted by FamDav on 2004-05-30 at 18:32:49
While I've been working on Mario and Luigi, I find that I'm constantly changing ideas to better streamline gameplay, which essentially means rebuilding already finished parts of my map. And since I do about a a feature or two a day, this really hampers development.

One example is of how I handled spell selection. Originally, it was simply moving a civilian to the desired beacon. But due to the amount of abilities (roughly 10), I've recently changed it to units in bunkers who, when exited, trigger the spell as they are going right back in.


If I had a percentage bar in my sig for my map, it would constantly be going up and down...
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-30 at 18:40:54
Civillian spell systems are old and stinky now. They're inconvienent.

The dropship system im using is much better. You hotkey them, and you can activate them by unloading the unit. Thus, not requiring you to move your screen or anything.
Report, edit, etc...Posted by FamDav on 2004-05-30 at 18:50:29
Yep, thats essentially how my bunker system works, except with bunkers smile.gif.

Civilian systems still have their uses, ecspecially for choices which wouldn't need to be made during combat and are used so little that it would be a waste to use a hotkey on it.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-30 at 19:01:33
QUOTE(WoA-Felagund @ May 30 2004, 02:44 AM)
I usually find that pacing yourself is inducive to good quality. Plus, you won't get ticked off at that certain bug and spend all day trying to fix it.  blushing.gif

Alot of times with bugs its best to ignore it for a few days then review the triggers again later with a fresh mind.
Report, edit, etc...Posted by SpaceBoy2000 on 2004-05-30 at 21:40:28
Bunker systems are good if there is in a point in your game where the user would like to dump all their abilities in one click. Like a huge mass of bombs or spawning units or something. Other than that, go with dropships for a few reasons:
  • They can hold many more units
  • They can have differenet sized units
  • They're floating, so it's easier to trigger
Oh, and another downside is that you'll lose a transport. Not that big of a problem, but, a downside nonetheless. Though I would find it worse to lose the bunker, which is really unreplacable.
Report, edit, etc...Posted by FamDav on 2004-05-31 at 01:59:41
In my map, I have no use for bunkers, whereas I will have to use my transports.

And honestly, unless you were somehow going to have to use more than four different spells per hot-key, it would just become inevitable hassle to remember exactly which units in which bunker/transport would work for what, and since the only possible way would be to look at the are where the transport is (if you indeed wanted to waste that many units on a visual outline of 11+ spells), you'd be negating the entire purpose of the selection system.

Yes, you'd be losing your bunker, but in the end I feel it looks a lot cleaner than having dropships for each player huddled around their own patch of land.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-01 at 00:35:05
Dropships are better, because mainly u can just hotkey(der..) and look at what the spells are by placing ur cursor over the unit inside, and bunker is the same thing, but bunker cannot hold a Zealot, nor can it hold a Zergling... pinch.gif
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