Diablo 1
May 31 2008, 7:11 pm
By: Ahli
Pages: < 1 2 3 4 5 >
 

Oct 19 2008, 6:28 pm Ahli Post #41

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I still like to have ideas because in the end I want more than 100 battlefields. And I'm to lazy to create a system that could randomly generate playable fields.
WIth my current system each battlefield is 1 trigger.

NEWS UPDATE:
I will use an EUD system instead of FRAGS because FRAGS was to inaccurate in my case and I can still use EUDs because my map is singleplayer only.
->
You will be able to give your hero with melee weapon orders to move and attack with your clickunit (e.g. 1 scourge or a ling or sth like that).
-(inverted location will detect the movement and trigger the mouse position scan)
-(if this is to slow because of lags I will need to store the data for 1 or more triggerloops)
-you can still give ur unit orders with your normal movement orders (select unit and right click)
-you will shot arrows with this system carrying a bow.
-you will use and target spells with this system ordering another unit to move...

EDIT:
DETAILS:

COLORS on battlefield:
Atm, I have p4,5,6,8 as enemies on the battlefield, but you cannot really differentiate between e.g. King Leoric and a normal Skeleton.
I will turn over to p9,10,11,12 and colored units to use the colors.

Projectiles like Arrows and Fireball/Holyball:
-will be flying Scourges
-maybe I will use Scouts, hero scouts and wraiths, too
-these units will be orderd to a side of the battlefield
-to avoid bugs, every enemie owns its own projectiles and they will only start moving if they are over the enemy's monster's head
-to determine hits, every enemie gets a location centered in his field.
-some walls will kill the projectiles
FIRST I WILL ONLY IMPORT ARROWS and maybe some enemy spell attacks.

EDIT:
I may lost nearly all of my battlefield progress because my Vista always had a bluescreen while booting and the only way to repair that was to reset it to the factory settings.
After that I noticed that that operation formated one of my partitions.
Atm I'm trieing to recover some files. But it seems I cannot recover that files.
EDIT:
I was able to recover that file.
EDIT:
Finished a program that calculates which is the best target unit to aim on outside the battlefield to hit the enemy unit with an arrow (flying air unit)...
The target units outside the battlefield create a big cycle around the battlefield. There are 71 of that units.
Atm 5852 triggers are used to set the offset value of that unit (0-71)
EDIT:
Cutted that amount to ~4.8k (1k less).
Here you can see my battlefield.

The mature crysalises will be transfered to burrowed infested terrans to hide the cycle in vision.
Atm the ai projectiles (arrows/bolts) will fly to that direction (I've the same plan with human's projectiles).
I just need to think about reorganizing my current fighting triggers to allow shared triggers for the aiming (1 monster can only aim / cycle).
or if I am lazy and copy the 4.8k triggers 3 times for the second, third and fourth possible monster on battlefield.

Tonight I nearly hit the 40k triggers. I don't know the exact amount because I didn't merge my 2 trigger files (main program & new battlefield), but it should be around 39k atm.
(detecting the mouse position on the map around battlefield will consume many triggers aswell, but most triggers do not run all the time)

And I'm already thinking about the controls since I know that I will EUDs.
Maybe I will use 9 buttons to move/melee attack on battlefield as an alternative to the clicking around on the battlefield every second (like it is now).

How should I use potions?
Should I have 1 key for drinking 1 of each potion?
(I would suggest qwerty // qwertz (German keyboard) for that
or I use qw (healing), as (mana) and yx//zx (rejuvation)).
potion list:
-healing potion
-full healing potion
-mana potion
-full mana potion
-rejuvation potion
-full rejuvation potion

list for key commands:
6 potion slots
maybe 1 activation key (talk/enter/activate)
maybe 9 movement/melee attack keys (maybe only 4... need to which keys I can detect if both are pressed)
4 spell slots (F5, F6, F7, F8)?

Post has been edited 6 time(s), last time on Mar 8 2009, 3:06 am by Ahli.




Mar 8 2009, 3:14 am Kaias Post #42



That's a lot to digest.



None.

Mar 8 2009, 5:42 am TF- Post #43

🤙🏾

Potion slots would probably be too cumbersome unless you could see what potions you had all the time (colored leaderboard or something), so one key for healing and so on would probably be best.
Good luck with the trigger limit and all.



🤙🏾

Mar 8 2009, 9:17 am Devourer Post #44

Hello

I always thought that RPGs always fails at SCBW, but this seems to be different.



Please report errors in the Staredit.Network forum.

Mar 8 2009, 12:12 pm Ahli Post #45

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Devourer
I always thought that RPGs always fails at SCBW, but this seems to be different.
I didn't test the new battlefield yet....
maybe it isn't different ^^




Mar 9 2009, 1:32 am payne Post #46

:payne:

Man, 40k triggers?!? And it does not lag?
WOOT! Good job with the reduce-lag on that! :hurr:



None.

Mar 9 2009, 11:11 am Ahli Post #47

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Man, 40k triggers?!? And it does not lag?
WOOT! Good job with the reduce-lag on that! :hurr:
I didn't test it yet and the demo has 30k and a few k (maybe 2-8k, depends on stats, equipment, inventory...) run every trigger cycle which is unnessecary.
I will tweak that with a few simple switches (activate system only when needed).
That systems would be (item effects, max HP and MP calculations, stats to damage/CtH/AC).

If you have many calculaltions at once like in the repair triggers, there will be a bigger lag. But I think most lags depend on your system speed since this map is only singleplayer.




Mar 9 2009, 1:27 pm payne Post #48

:payne:

I though you had already done the switch thing. >.<
You'll have to add a little condition for nearly every single trigger of your map, why not doing so when creating them? :S



None.

Mar 10 2009, 12:43 pm Ahli Post #49

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
I though you had already done the switch thing. >.<
You'll have to add a little condition for nearly every single trigger of your map, why not doing so when creating them? :S
I have no idea :D




Mar 11 2009, 12:47 am stickynote Post #50



Dude. Ahli. Finish the map. I want to play. Is the combat system going to be turn-based or real time? I know its in a separate arena, but still...



None.

Mar 11 2009, 1:44 pm Ahli Post #51

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from stickynote
Dude. Ahli. Finish the map. I want to play. Is the combat system going to be turn-based or real time? I know its in a separate arena, but still...
It's going to be real time. You don't have a menu to chose from an action. You just do your actions and the monsters do their actions. But every action takes time (actioncooldown). Getting hit is an action, too.
Btw, I have to learn math next days. I've not that much time to work on it.




May 25 2009, 11:23 am Ahli Post #52

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Some more news. I implemented the WASD player movement system (and melee attack).

Ok, time to think about the potion system...

Available Potions (6):

-Small healing potion
Warrior: health adding range: [ maxHP/4 , 3*maxHP/4 ]
Rogue: health adding range: [ 3*maxHP/16 , 9*maxHP/16 ]

-Small mana potion
Warrior: healing range: [ maxMP/8 , 3*maxMP/8 ]
Rogue: mana adding range: [ 3*maxHP/16 , 9*maxHP/16 ]

-Small rejuvation potion (equals small health potion + small mana potion)
-Full healing potion (set HP to maxHP)
-Full mana potion (set MP to maxHP)
-Full rejuvation potion (set HP & MP to max)

Using potions:
Hit the specific key to drink a specific potion (6 keys for 6 potions) ?
Which keys could be easy to reach, if you use WASD in a fight?

Storing potions:
Should I store the potions inside the inventory (1 slot = uhm, place for a few different potions)?
Or should I use an external potion "belt" (e.g. you could carry only x amount of potions (e.g. 12) and you simply hit the corresponding potion?

If you have a better idea, please post/talk to me in bnet.
My current task will be shoting arrows (EUD mouse position on map triggers (again a few k) )

~Ahli




May 25 2009, 1:15 pm Pigy_G Post #53



Quote
Which keys could be easy to reach, if you use WASD in a fight?

Well if you're using WASD, you could cycle through potons with Spacebar and Shift then hit F to use them, or you could just use the numbers.



None.

May 25 2009, 1:49 pm Decency Post #54



4, 5, 6,
E, R, T.

Provided you aren't using them already. 3 hotkeys should be enough for the players, I think.

Do 4/E heal, 5/R mana, 6/T rejuv.

I like the look of this map, it was actually one of the first I planned on making but only ever conceptualized.

Good luck! =)



None.

May 25 2009, 2:18 pm Morphling Post #55



Quote from Ahli
My current task will be shoting arrows (EUD mouse position on map triggers (again a few k) )
You could use a few more keys to aim like IJKL. The pointer starts at the hero. Hold down one or two of the keys to move a pointer to aim. It will be more realistic because in real life you have to take your time and aim.



None.

May 25 2009, 2:44 pm Dem0n Post #56

ᕕ( ᐛ )ᕗ

For the potions, why not just use 1-6? It only takes a second to hit those numbers.




May 25 2009, 3:28 pm Madroc Post #57



Quote from Ahli
Some more news. I implemented the WASD player movement system (and melee attack).

Ok, time to think about the potion system...

Available Potions (6):

-Small healing potion
Warrior: health adding range: [ maxHP/4 , 3*maxHP/4 ]
Rogue: health adding range: [ 3*maxHP/16 , 9*maxHP/16 ]

-Small mana potion
Warrior: healing range: [ maxMP/8 , 3*maxMP/8 ]
Rogue: mana adding range: [ 3*maxHP/16 , 9*maxHP/16 ]

-Small rejuvation potion (equals small health potion + small mana potion)
-Full healing potion (set HP to maxHP)
-Full mana potion (set MP to maxHP)
-Full rejuvation potion (set HP & MP to max)

Using potions:
Hit the specific key to drink a specific potion (6 keys for 6 potions) ?
Which keys could be easy to reach, if you use WASD in a fight?

Storing potions:
Should I store the potions inside the inventory (1 slot = uhm, place for a few different potions)?
Or should I use an external potion "belt" (e.g. you could carry only x amount of potions (e.g. 12) and you simply hit the corresponding potion?

If you have a better idea, please post/talk to me in bnet.
My current task will be shoting arrows (EUD mouse position on map triggers (again a few k) )

~Ahli

Why aren't you using the arrow keys for movement instead of WASD? That would make it easier to hit the 1,2,3,4,5,6, as well as be able to move with your right hand (easier for me)



None.

May 25 2009, 3:59 pm Pigy_G Post #58



Quote
Why aren't you using the arrow keys for movement instead of WASD? That would make it easier to hit the 1,2,3,4,5,6, as well as be able to move with your right hand (easier for me)

Because arrow keys move the screen too.



None.

May 25 2009, 4:04 pm Ahli Post #59

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Pigy_G
Quote
Why aren't you using the arrow keys for movement instead of WASD? That would make it easier to hit the 1,2,3,4,5,6, as well as be able to move with your right hand (easier for me)

Because arrow keys move the screen too.
good point :D
maybe 3 keys are better... then you use the small potions first




May 25 2009, 5:41 pm Morphling Post #60



Quote from My Idea From a Post Above
You could use a few more keys to aim like IJKL. The pointer starts at the hero. Hold down one or two of the keys to move a pointer to aim. It will be more realistic because in real life you have to take your time and aim.
You could do WASD for movement and Shift WASD instead of IJKL(to save keys) to incorporate my idea from a post above. Also use 1,2,3 for the first three potions and Shift 1,2,3 for the last three. This would keep all the keys within one hand.



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