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Posted: 13 Aug 2007, 05:40
by SwiftSpear
For the MG icon have more than one round displayed... Currently it looks like it could be anything from a VL missile to a cannon... Not that people wouldn't learn fast, but it's just a little more iconic that machine guns shoot many many bullets than one single bullet.
Posted: 13 Aug 2007, 05:42
by Neddie
I was just noting this. I'm pretty tired and I had just read about fifty or so threads - didn't mean to offend.
Posted: 13 Aug 2007, 08:44
by Maelstrom
neddiedrow wrote:I like that, but you may need to push the counters up visually, right now they overlap with units selected.
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 now

Posted: 13 Aug 2007, 09:08
by trepan
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).
Posted: 13 Aug 2007, 11:19
by smoth
Laser turrets in order, 3,2,1.
Posted: 13 Aug 2007, 12:07
by Sleksa
HOLY S****
THIS JUST KEEPS GETTING BETTER AND BETTER \o/
Posted: 13 Aug 2007, 14:27
by Lippy
This will be the best towerdefense game in the history of mankind. (seriously; i'm not joking; no flash game will ever come close to this, and I doubt that any mod for other games will surpass this in the near future)
Posted: 13 Aug 2007, 14:33
by Satirik
this will be the fastest made mod ever !!
Posted: 13 Aug 2007, 16:40
by klapmongool
(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!
Posted: 13 Aug 2007, 18:25
by smoth
don't hype it up too much, hype only leads to disappointment. I am doing some modeling still today and then playing with the gui, if all goes well maybe tomorrow there will be a video.
Posted: 13 Aug 2007, 19:02
by Sleksa
well stop hyping when you release a beta ;]
Posted: 13 Aug 2007, 19:19
by imbaczek
Don't hype up? I was addicted to friggin desktop tower defence and you're making one in spring. How am I supposed to not hype up?

Posted: 13 Aug 2007, 19:38
by Guessmyname
By thinking it'll be crap, so that you'll be pleasantly surprised when it isn't
Posted: 13 Aug 2007, 19:52
by Pxtl
Guessmyname wrote:By thinking it'll be crap, so that you'll be pleasantly surprised when it isn't
This is known as the "Revenge of the Sith" effect. If you set your expectations low enough, even the worst turds look good.
Posted: 13 Aug 2007, 19:54
by Neddie
Episode II: Clone Wars failed that test for me.
Posted: 13 Aug 2007, 20:00
by Pxtl
neddiedrow wrote:Episode II: Clone Wars failed that test for me.
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.
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!".
Posted: 13 Aug 2007, 20:46
by Neddie
No, it didn't look good. It looked worse. I couldn't expect them to do worse than Phantom Menace - I even saw it on a date.
Posted: 13 Aug 2007, 20:51
by Saktoth
Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
Get back on topic. Not overhyping is a good thing, but if this mod even works at all its going to open up a lot of new avenues for modders (Assuming you let other people work with what you've made here), even if its just the lua.
Posted: 13 Aug 2007, 23:03
by smoth
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.
Posted: 13 Aug 2007, 23:54
by Tim Blokdijk
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.