Tower Defense thread.
Moderator: Moderators
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
THey are moved now. I had put them there, working off the Colorful Tooltips widget, which has slightly smaller tool tips. They lined up nicely there, but then when smoth used it without the widget, it didnt fit But yes, dont worry, its all fixed nowneddiedrow wrote:I like that, but you may need to push the counters up visually, right now they overlap with units selected.
You could use a widget to display the info and allow it to be moved around.
A similar sort of setup was used with the deployment LuaRules; a fixed
location gadget version that is disabled when the widget version is available.
The CreateTeamRulesParams(), SetTeamRulesParam(), and
GetTeamRulesParams() calls might be the easiest way to pass the data
(or the Game versions of those calls, I don't really know what plans you
have for multiplayer).
A similar sort of setup was used with the deployment LuaRules; a fixed
location gadget version that is disabled when the widget version is available.
The CreateTeamRulesParams(), SetTeamRulesParam(), and
GetTeamRulesParams() calls might be the easiest way to pass the data
(or the Game versions of those calls, I don't really know what plans you
have for multiplayer).
-
- Posts: 843
- Joined: 13 Aug 2007, 13:19
(first post on this forum)
Looks great already, and that after such little time! great job! Also a great idea by AF to get working on a zone control mod! (mucho fun and more of a player vs player experience). I know i spend too much time on both TD as zonecontrol in WC3 when i was tired of laddering
ino i didnt read all the thread but 'from WC3 im both used to TD's where the units walk in their own path as well as TD's where you can use the towers to make lines to block the units, suppose the latter is not within reach?
Great job, can't wait to test the beta!
Looks great already, and that after such little time! great job! Also a great idea by AF to get working on a zone control mod! (mucho fun and more of a player vs player experience). I know i spend too much time on both TD as zonecontrol in WC3 when i was tired of laddering
ino i didnt read all the thread but 'from WC3 im both used to TD's where the units walk in their own path as well as TD's where you can use the towers to make lines to block the units, suppose the latter is not within reach?
Great job, can't wait to test the beta!
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
False. Clone wars was every bit as bad as the first, which is what you expected. A lot of people I talked to said "better than the first, but still sucked", which fits with the principle - their bad expectations mitigated its craptitude.neddiedrow wrote:Episode II: Clone Wars failed that test for me.
Ep III was a mediocre movie that is revered as the one that redeemed the prequels because the first two were so miserably bad.
In other words: if you expect it to suck hard and it sucks hard, you go "ho hum" (as in ep II). However, if you expect it to suck hard and it only sucks a little (as in ep III) then you go "yay!".
saktoth, you know I believe in giving to the community. My team feels the same. We are probably going to CC this whole thing so you guys can use the code to do other things. Although, if someone makes a variant, I would personally prefer to include it with the minigame as a mutator, that way people only have to download one thing.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
CC-SA that way you can include any variant made.
And about hype, you could release the 'crappy' alpha. Would stop the build-up of expectations. But I would not recommend it as you would have to deal with people that start to give feedback on all the clearly known bugs.
And I have a "process" related question, who is involved in development and how are you coordinating? PM me if you like.
And about hype, you could release the 'crappy' alpha. Would stop the build-up of expectations. But I would not recommend it as you would have to deal with people that start to give feedback on all the clearly known bugs.
And I have a "process" related question, who is involved in development and how are you coordinating? PM me if you like.