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offtopic: i'm not really that good when it comes to interfaces...
about the bug, the first one was really weird, the other is pretty hard to fix unless I am willing to use A LOT OF OBJECT DATA, which will increase the map size unnecessarily...
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...
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.
well, I could use disable ability, but it will just work the same as the current method, the only difference is that the abilities will be actually removed... which I think is a worse idea than replacing them with something unusable...
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...
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 sorry
It's nice to see another great map, 1st Maker now you
Damn 2 epic coders against terrainer and all around player
Will see, will see.
note: sorry I'm 2 lazy to really review this, everything look great so far
about the high res thingy, still thinking about it... but yeah, maybe... (if it would cause lag on my comp, then maybe I wont be able to add them until I get a better comp)
can you explain what's bad with the start and abilities?
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...)
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
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...)
Other notes:
-I've imported the cursor used on D3W by dab
-I've changed the UI into the HoN UI by darkdeathknight
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.
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... ^_^
I had a hard-ass time killing that annoying boss troll guy...
The troll on the southern part of the map. He didn't even die! He just stayed alive, and he didn't take any (significant) damage.
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)
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...
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... ^.^
My god ... Adikutz, could you please edit the posts as you go instead of submitting up to 9 in a row and delete? Thank you very much.
As for the other people, please try submitting only contributory posts.
Thank you in advance. ~Thread cleaned
You seem to submit a new post containing the same information as the previous plus some more that you add, then delete the post that you made first. Might as well just edit the previous post.
ahhhh... I learned that from Nurga... instead of using a Bump post... but I guess I used it so frequently... sorry sir... I'll keep away from that as much as I can... ^.^
Yow bro! just visited the site now. Progress is looking good ^^. ehm Downloading the latest demo. Like the terrain specially the DayNight System very very awesome!
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...
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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