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TheAdiktuzScrolls: Arzachel

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the other one is like the on I used in my cooldown system. If I'm correct you use a dummy ability that looks like it's disabled? Well if it is you really do need to make 1 dummy ability for each ability position. I think this isn't much of a problem if you use the same ability for each position. ie. I use dummy spell 1 - 4 for all unused abilities regardless of what ability they are.

well correct me when I'm wrong with how you did the unused ability thing
 
I'm gonna try changing the positions of the disabled dummies... Its just weird because the actual abilities have the same position setting on the OE, but they never bugged even if the cooldown system removes them then readds...

^_^

EDIT: nothing happened... I think its really because of the face that the actual abilities have the same positions on the OE... so I could not fix this unless I create four copies of each actual ability, so that they will have a definite position, which is pretty much resource extensive (and will ruin the ability codes) so, I won't be doing it...
 
Level 10
Joined
Sep 3, 2009
Messages
458
did you create the dummies this way:

ex. Firebolt - Firebolt Dummy, Cold Bolt - Cold Bolt Dummy?

I think it's better to do

ex. Firebolt position 1 - Dummy for position 1
Cold Bolt position 2 - Dummy for position 2
Death Bolt position 1 - Dummy for position 1

by doing this you only make 4 dummy abilities. offcourse when you hover on the Dummy ability you can only put ex. "Ability cannot be used right now" something like that

OMG since you let players pick the abilities there's no guarantee that the abilities are on a set position on the command card. Unless you create 4 abilities of each skill. Lol I think I get what your saying now. soooo hard.

can't you just disable the abilities for player >.> there's a trigger for that.
 
uhmmm, its an SPRPG...

{EDIT}
^_^

I might also be able to put more life into the world because of the existence of the Villager model with 150 animations!!! haha...

{EDIT 2}
If you guys have suggestions for character classes, I'd be happy to hear them out... ^_^

PS: If you also have models to use for them in mind, please post a link... ^_^
 
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Thanks!

Implemented my Item Drop System for this, and made the Luck skill improve drop chances by .02% per point...

Update

Guys!

The ability learning is set-up like this:
-you choose three offensive active abilities, plus one active supportive ability

now I'm thinking of adding a selection of one passive ability, making the total abilities that you have into 5 (3 offensive, 1 supportive and 1 passive)

the passives that could be learned would probably be the same for any class and would range from increasing your offensive/defensive power to increasing the bonuses you get from quests etc...

what do you think?
 
Honestly I don't like terrain, I would recommend some high res doodads (trees and rocks at first place)

It's single player so 1 MB more or less should not be such problem!
Still you will need to care, and avoid spam, mostly because you use custom camera so if you change angle, in some cases high res doodads can cause horrible lag :)

2nd bad thing is start, and abilities to pick :)

But I fu loved how you used worker to upgrade hero :)
I will steal that idea :razz: sorry :aht:

It's nice to see another great map, 1st Maker now you :)
Damn 2 epic coders against terrainer and all around player :D

Will see, will see.

note: sorry I'm 2 lazy to really review this, everything look great so far :D
 
ahh, you played the WK I suppose, which on the latest demo, only has 4 abilities... and I think the 3 offensive + 1 supportive isn't implemented yet on that version (my bad)...

anyway, if all goes well this week, I would release a new demo at the weekend, so that people can experience the new things first hand, and give first hand comments on them... ^_^

Updates

  • Working on the remaining offensive abilities for the WK, he has 6 right now
  • Working on some creep AI
  • Will be working on items next
UPDATE
And here's a picture of the new night lighting... (I removed the night model so the whole map is now really dark at night, so now the only lightsource would be lamps, candles, etc...)


158769-albums3005-picture45027.jpg



but the transition is pretty much instant... maybe Thyrael could tell me about how he have done the realistic Day-Night lighting shift...

UPDATE
well, I decided that a pure dark night lighting is pretty bad, since there is ambient light from the moon, so I tried to edit the DN model and have come up with this final night lighting


158769-albums3005-picture45029.jpg




158769-albums3005-picture45028.jpg




158769-albums3005-picture45030.jpg



and I think I now have a rough idea on how to make smooth transition for the DN lighting...

UPDATE

Okay, I have made the day/night lighting shift smoother (still not perfectly smooth, but I think its already fine at its current state)

and I have started terraining the first dungeon... and when inside dungeons, the only lightsource would be lightsources (torches, lamps, braziers etc...)


158769-albums3005-picture45034.jpg



Other notes:
-I've imported the cursor used on D3W by dab
-I've changed the UI into the HoN UI by darkdeathknight

and if there's anybody who's interested, http://www.hiveworkshop.com/forums/requests-341/custom-ui-request-192993/#post1886742


UPDATE
Some new pics for the dungeon using the new UI... Check out the whole album... (I've decided not to spam this post with more pics)

http://www.hiveworkshop.com/forums/members/158769-albums3005.html
 
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Adiktuz, I like the night system you've made. :)
Now, I suggest adding a few more light posts and stuff along the roads; and play the Death animations of those light posts from 6:01 AM to 6 PM, and let them turn on again from 6:01 PM to 6 AM.

Check out what I did here in my map, look for the Lamp Posts trigger somewhere there.
 

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Yeah, basically that's already a part of the Day night System (I believe I already did that on Demo 2c, if not, you could see that on the picture of the pub coz one was the picture during the day, the other was a night shot)... it turns of all lights during the day, and turn them on at night... and that's why I'm limited to lamp posts/light sources that has animations for stand and death...

and oh, the night lighting on the previous pictures was the lighting for midnight... its lighter during the start of the night, and becomes darker as you go near midnight then starts to lighten up again during daybreak... ^_^
 
haha... yeah, because there's really not much items to help you yet... ^_^

and that troll actually has a regen ability...

And he's supposed to be alive after killing him, but was supposed to be removed after the cinematic... (it didn't happen?)

one more thing, for mini-bosses and bosses, once you go away for a certain range, they have increased regeneration...
 
I looked at the code, and nothing seems wrong... hmmm...

but his life went back to full after you killed him? gonna do some test...

EDIT: it works fine for me... maybe you should wait for the next demo and see if it still happens...

and that boss was not really something you should be fighting for now... haha...


UPDATES:
-Currently making new items
-Added a low-level repeatable quest
-Applied Shop System (well basically, each shop has sub-menus/shops, allowing a "single" shop to sell a lot of items under different categories)
 
New Demo Release

The Adiktuz Scrolls: Arzachel Demo 3

Changes from last time

  • New Ability learning system, you now choose 3 offensive abilities and one supportive ability
  • Some new abilities and some minor ability changes
  • Improved Day/Night Lighting
  • Enterable buildings
  • Global weather changes (outdoors only)
  • New Items and a new shop system
  • Items now have level restriction
  • New UI
  • Changed the exp values gained from monsters
  • Change one of the quests into a repeatable quest
  • Added some visual effect when enemies die (for non-hero enemies only for now)
  • Removed the letters gc from the save/load command
  • New enemies (but not advisable to fight them for now)
  • Salvaging items (you might not be able to try it unless you're lucky at gambling)
Some features that are present but not yet fully implemented

  • Guilds -> the blacksmith guild is there and enterable, but you cannot do anything there for now
  • The Crypt -> the first dungeon of the game, partially terrained with some enemies
NOTES:Saves from the previous demos won't work... ^_^
Known Bugs:Using Focused Casting more than once causes permanent stasis (indomitable1319)[/center]
 

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yeah, but for now, just plain, light rain and heavy rain...

and just for special effects right now, still thinking how would I make it affect the game... maybe I should make people go inside when its raining... I just don't know right now how to make sure that it won't collide with the DayNight system...

and if I or other people think that it would just overcomplicate things, then I would really not add it... ^_^

and oh, there's no weapon yet for the SM, and only one for the WK... haha...

Demo 3 Here

Updates:
-currently working on items (especially rings and amulets)
-made the first set for the WK
-made a system for treasure chests... ^_^

{EDIT}
-^.^-

Progress: Currently making items/equipments...
 
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hmmmm... gotta look at that... sorry for the late reply, I just got back home...

so basically you used Focus Casting and stayed on stasis forever?

Tested: It happened to me after my second cast of FocusCasting... seems like a problem with the StatusEffect System... I think something is bypassed since the lockdown isn't even initialized... looking on it now...

EDIT: it seems to be fixed now (on the main map, not the demo)...

Maybe a Demo 3b could come in the near future... ^_^

if anyone encounters any other bug, just post here... ^.^
 
okay... I'll be sure to keep that it mind...

Updates

Haven't done much the past two days, busy with some other things... ^_^

Maybe I'll release a demo 3b next week...

UPDATE

Currently optimizing the spell codes...

UPDATE

Made the last spell for the Soul Master: Gravity Field (supportive)

UPDATE - 18/04/11

  • Optimized the ability codes a bit
  • Made the supportive spell disabled when undergoing LockDown
  • Added the last two supportive ability for the WK, will work on the remaining two offensives for the WK
  • Had an idea for the next class
  • Will probably do the alchemist guild next and I'd also add some repeatable quests that will help you befriend the guild
  • Fixed some error with the return call for creeps when they go too far
UPDATE - 20/04/11 12 PM

-started terraining the alchemist guild
 
No... the whole place was supposed to be inside a cave... ^_^

Also, I've started making a Flash-based website for this... take a look. (for now, its only the UI)

http://tasarzachel.webstarts.com/

NOTE: progress had been severely slowed due to the fact that I got addicted to Card Captor Sakura... 9 more episodes to go...
 
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one thing, the latest demo has a bug with the stasis... if you use focused casting more than once you'd be stasised forever... already fixed it though I haven't uploaded a new demo yet...

and, good to see you again... ^_^

EDIT: Updated the site... it now has three main tabs and I also added one reading (regarding some historical person, with two pages)... ^_^

Updates

Going to add repeatable quests for the guilds, then I'll try to whip up some nice BGMs on fruityloop...

Next class might be something that uses a model based on the D3 demon hunter...

Compressed the high res textures that I've added (for some trees and rocks)

Added models for item drops (based on item class)
New PICS!!!

158769-albums3005-picture46109.jpg




158769-albums3005-picture46108.jpg



NEWS

Currently having a good progress though still not at my normal rate...

Doing some things with:

-> the guilds (quests and guild points)
-> Save-Load
-> Items

Details will be released together with the version .25 alpha, later this week... ^_^
 
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something using a model based on the D3 Demon hunter... haven't decided yet on the name and kind of abilities...

it should have been last week, but I wasn't able to do things last week because I got addicted to playing Star Ocean (PSX)...

and I've also yet to decide whether it will be using heavy armor or leather ones (as the model has variations with increasing amount of armor, but I might settle with the variation that looks like the DH from the trailer)
 
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