Staredit Network > Forums > SC1 Map Production > Topic: Skyrim RPG
Skyrim RPG
Dec 15 2016, 8:10 am
By: MetalGear  

Dec 15 2016, 8:10 am MetalGear Post #1




It's been a while since my last RPG submission. I'm creating the finale to a sequel, The Elder Scrolls V: SKYRIM!

Why is this going to be better than my previous RPGs? Well, this map includes voice acting which really brings the story to life.

Also, I've tidied up my balancing skills and this map should be more challenging than my previous maps.




Tilset: Jungle
Size: 256*256
Players: 4
Progress: 100%



Key Features:
  • Over 150 actual voices.
  • Over 200 pieces of dialogue.
  • 14 epic missions.
  • Harvest herbs to create potions.
  • Unlock a total of 18 spells.
  • Unlock a total of 20 automatic abilities.
  • Enemies cast spells.
  • Upgrade a total of 5 attributes.



Attributes:
1. Strength: Increases total health and carry limit.
2. Intelligence: Increases total magicka and magicka regeneration.
3. Endurance: Increases armor and spell resistance.
4. Wisdom: Increases spell prowess and spell durations.
5. Stamina: Increases total stamina and stamina regeneration. (When you run low on stamina, your armor will be disabled.)







Post has been edited 3 time(s), last time on Jan 8 2017, 4:34 am by MetalGear.



None.

Dec 15 2016, 1:54 pm Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

The king is back??

Loved your previous RPGs man. Looking forward to playing this one too. :) If you want testers you know where to find me.




Dec 15 2016, 3:52 pm ScOULaris Post #3



Holy shiiiiiiit! I never thought we'd see another RPG release from MetalGear. Welcome back!

I don't have much time to help test at the moment, but I will certainly be playing this when it's finished. Can't wait.



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Dec 15 2016, 4:26 pm Swampfox Post #4



Awesome! Look forward to it!



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Dec 29 2016, 1:56 am MetalGear Post #5



Well, I had to take the voices out due to file corruption. Turns out I can't upload to SEN so the download link is here: http://sc.nibbits.com/maps/project/78813/skyrim-rpg



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Dec 29 2016, 2:10 am Sie_Sayoka Post #6



Still need testing? I'm online now.



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Dec 29 2016, 12:27 pm Oh_Man Post #7

Find Me On Discord (Brood War UMS Community & Staredit Network)

I'd like to know more about this voice over corruption thing. You seem to make it out to be like it's some sort of unfixable issue. But surely it isn't? Or are you just saying it is gonna take too much additional time to be worth implementing?




Dec 29 2016, 3:48 pm MetalGear Post #8



I had to manually edit sounds to take certain words out of the speech. When I imported the new wav files to the editor, they stopped working. It basically causes the sound to completely stop whilst playing. Also, I uploaded my map to nibbits which has a 10 MB limit. So yeah, not much I can do about the voice files.



None.

Dec 30 2016, 4:21 am Oh_Man Post #9

Find Me On Discord (Brood War UMS Community & Staredit Network)

I know there is a glitch where sometimes you add a WAV file to the editor and then it doesn't work, but that's simply fixed by deleting it and re-adding it, at least for me. As for 10 mb limit, who cares? Just don't use nibbits. I have a 100mb map called One Piercing Note which is full of voice acting and it works fine.




Jan 2 2017, 4:59 pm MetalGear Post #10



Well, looks like you convinced me. I fixed the sound corruption problem and now I've uploaded a new version with voices, music, and weather. Here's the link: http://www.mediafire.com/file/2pfcdn4ofyw3c2p/Skyrim_RPG_v1.5.scx

Enjoy! (Oi Oh_Man, play it with me, okay?)

Post has been edited 1 time(s), last time on Jan 7 2017, 4:02 am by MetalGear.



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Jan 2 2017, 7:17 pm Oh_Man Post #11

Find Me On Discord (Brood War UMS Community & Staredit Network)

Less buggy than actual Skyrim. 10/10 would playtest again.




Jan 2 2017, 8:38 pm Wormer Post #12



Wow, this is fantastic! A quick question: is there a way to see the abilities that I've already learned? Have you considered an option to show abilities that have been learned in color like the current selection? (it can be different color)



Some.

Jan 2 2017, 9:56 pm Oh_Man Post #13

Find Me On Discord (Brood War UMS Community & Staredit Network)

If it was separate colour it would use more strings.




Jan 4 2017, 2:48 am ScOULaris Post #14



98% complete? How in the hell do you work so fast on these robust RPG maps, MetalGear? I can't wrap my head around it.



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Jan 7 2017, 4:09 am MetalGear Post #15



Quote
Wow, this is fantastic! A quick question: is there a way to see the abilities that I've already learned? Have you considered an option to show abilities that have been learned in color like the current selection? (it can be different color)

Cheers. And no, there isn't a way. I could add it but I only have 3% string space left, so I'm not sure if it would fit.

Quote
98% complete? How in the hell do you work so fast on these robust RPG maps, MetalGear? I can't wrap my head around it.

Just patience and dedication I guess.

...By the way, just submitted a new version. Now spell "Incinerate" targets all units but is more expensive. DL: http://www.mediafire.com/file/2pfcdn4ofyw3c2p/Skyrim_RPG_v1.5.scx



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Jan 7 2017, 1:59 pm Wormer Post #16



Quote from Oh_Man
If it was separate colour it would use more strings.
Not really, if you store the string something like this: "\Grey\Yellow 1)\Cyan Some text", when you reference the string from the first character it is all grey, when you start the string from the second it's colored. The same technique works for menus with current selection marker like: "> 1) Some text". :P

Sometimes I wish tools were able to pack stuff like this automatically. Not sure if this worth bothering. Actually the same color might probably work good as well since the selection moves around.

Anyways, going to check out the new version soon!

Post has been edited 1 time(s), last time on Jan 7 2017, 2:04 pm by Wormer.



Some.

Jan 7 2017, 7:28 pm Oh_Man Post #17

Find Me On Discord (Brood War UMS Community & Staredit Network)

You're talking about the string bleeding effect? Where if you have the <01> colour it will adopt the colour as the string above it? This requires additional lines - and Starcraft can only display 11 lines on screen at a time.



Here you can see 10 lines are already in use. Using string bleeding method you'd need 15 lines, which exceeds the 11 line limit.

Though I will point out, MG, that if you really wanted to you could quite readily free up many strings, as looking at your map I note you have unique comments and locations strings. If you recycled these to pre-existing strings you would free up a bunch. You could also recycle your WAV strings as well if you wanted even more strings, though that's definitely a pain to do.

Post has been edited 1 time(s), last time on Jan 7 2017, 7:33 pm by Oh_Man.




Mar 21 2017, 12:15 pm MetalGear Post #18



Having trouble uploading the file to the SEN database. DOWNLOAD HERE



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Apr 18 2017, 7:57 pm ScOULaris Post #19



Now that the PTR has brought me back to BW in full force, I'm finally gonna try this map out tonight. It looks incredibly impressive, which has become what I expect from a MetalGear production.

@MetalGear - have you considered joining our Discord channel? It's for UMS discussion (including mapmaking discussion), and it's a good resource for finding people to help test maps in development.

If you're interested, check it out HERE.



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Apr 18 2017, 8:16 pm Zoan Post #20

Math + Physics + StarCraft = Zoan

This elder-scrolls map isn't as good as the others IMO. The spells were really underwhelming and no one really liked the stamina system.



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


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