A little update on the progression-
Changed the map size from 256x128 to 192x128 and then even smaller to 128x128
And of course, I condensed the map to waste less space
Arena is smaller and terrain redone, although this may be temporary as well
Modified the reverse position system to be more reliable
And fixed a major bug involving the modifications
Added Mana Shrines
Finished a couple more spells
Among these being Time Down and Time Reverse (which in reality I can't be really done with either until I'm done with all the spells, as each one has to be specifically written according to these two)
Changed plan and made 6 different heroes rather than 1 and rewrote all triggers accordingly.
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This game sounds like its getting better and better with the modifications to it your doing
I cant wait to try it out.
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This game sounds epic. Gibme beta nao.
Production is going to slow, starting tomorrow I won't have as much time on my hands.
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Dang. Well good luck to you. Make sure you work on it, and if you simply can't, get someone reliable here to help you out. I'm sure most would be glad to, with your guidance of course.
In any case, once public beta's out, I nominate this thing to be advertised (not that I know how that works, if it uses minerals normally or whatnot). Buggy or not, I'm sure this'll be worth the play.
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In any case, once public beta's out, I nominate this thing to be advertised (not that I know how that works, if it uses minerals normally or whatnot). Buggy or not, I'm sure this'll be worth the play.
Advertising works by paying a (usually) large sum of minerals to the store. You can help him advertise by sending him minerals.
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Dang. Well good luck to you. Make sure you work on it, and if you simply can't, get someone reliable here to help you out. I'm sure most would be glad to, with your guidance of course.
In any case, once public beta's out, I nominate this thing to be advertised (not that I know how that works, if it uses minerals normally or whatnot). Buggy or not, I'm sure this'll be worth the play.
In any case, once public beta's out, I nominate this thing to be advertised (not that I know how that works, if it uses minerals normally or whatnot). Buggy or not, I'm sure this'll be worth the play.
Advertising works by paying a (usually) large sum of minerals to the store. You can help him advertise by sending him minerals.
I couldn't expect anyone to understand my jargon anyway. No, I'll find the time to get this done. And if I advertise, I'll pay for it by myself.
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Thanks. But either way, I think it should be sponsored this once by the lovely mineral tree in the center of SEN...
and yeah, not really lookin' good on the whole giving thing, unless you allow deficits =P.
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I had to stop production for quite a while.
I've picked it up again though, and it's coming along nicely.
I completed another spell this morning as well as a rather tiresome bug.
The more compact design is much more clean feeling than before. I also had to decrease recorded memory from 12 to 10 seconds for physical storage system in smaller version. This isn't a big difference and it allows me such more freedom.
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Wow, can't wait to play this map, it sounds... [is there a word for how great it is other then the original ones?]
Have fun finishing this map, i would really love to play it
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Wow, can't wait to play this map, it sounds... [is there a word for how great it is other then the original ones?]
Have fun finishing this map, i would really love to play it
Remember its still SC
I spent more (a lot of) time on it today and finished 4 spells. Of course some of these spells can't really be called done until all of them are (as they affect every other spell).
I'll free for most of tomorrow so I'll work then too.
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I'll sponsor your map for spotlight if you can finish it.
Hm, just an idea, but perhaps a spell to pull your future self back in time, so that for say, 10 seconds you have 2 units, then for 10 seconds, you have no units, then you respawn where you left off your 10 seconds forward in time self.
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Hm, just an idea, but perhaps a spell to pull your future self back in time, so that for say, 10 seconds you have 2 units, then for 10 seconds, you have no units, then you respawn where you left off your 10 seconds forward in time self.
Hmm, I don't see any advantage do doing this.
Maybe I'm just reading you wrong
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Hm, just an idea, but perhaps a spell to pull your future self back in time, so that for say, 10 seconds you have 2 units, then for 10 seconds, you have no units, then you respawn where you left off your 10 seconds forward in time self.
Hmm, I don't see any advantage do doing this.
Maybe I'm just reading you wrong
I can see the advantage to this... Team up against enemies with yourself... 2 v 1
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Yes, travel back in time 10 seconds to meet your former self and team up to beat the enemy. This is where I think it should be different than what you said: I think that it would make more sense if, at the end of the 10 seconds, one of your selves (the one that did NOT go back in time) poofs in a hallucination cloud, as he has to go back so there isn't a time paradox. What if the one that must go back in time dies during those 10 seconds? well then a time paradox is created and the game ends in a draw.
Wait what?
Sorry I didn't really contribute.
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Hm, just an idea, but perhaps a spell to pull your future self back in time, so that for say, 10 seconds you have 2 units, then for 10 seconds, you have no units, then you respawn where you left off your 10 seconds forward in time self.
Hmm, I don't see any advantage do doing this.
Maybe I'm just reading you wrong
I can see the advantage to this... Team up against enemies with yourself... 2 v 1
Yes, travel back in time 10 seconds to meet your former self and team up to beat the enemy. This is where I think it should be different than what you said: I think that it would make more sense if, at the end of the 10 seconds, one of your selves (the one that did NOT go back in time) poofs in a hallucination cloud, as he has to go back so there isn't a time paradox. What if the one that must go back in time dies during those 10 seconds? well then a time paradox is created and the game ends in a draw.
Wait what?
Sorry I didn't really contribute.
Think about it from a map designer's perspective. How how you differentiate who casts the spell? Would you create two different spell casting systems for each just for this spell? Would it even be worth it as you can't play at peak performance when you have to worry about dodging, moving and casting with two units while it wouldn't really add much anyway. And what about damage? Both units could get hurt, which one would you end with? I would do both added together for when its over. In fact I would add the damage the former self takes to the future self (only way to be at all realistic) which would just make it easier to die.
And then from a more technical level- This would in fact be technically possible but it would double the threshold for occurrence in every area, I don't have enough locations to possibly do that. I've skimped for locations from the very beginning but to have to do this I would have to cut a bunch of spells.
And I'd have to have designed it that way from the very beginning.
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hmm, knowing theirs a limited amount of locations, does it cause lag the more locations you have? just a question
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