| What a bitch to code... | |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: What a bitch to code... Sat Jul 05, 2008 7:56 am | |
| Sigh, gotta get this off me:
I'm coding an M-Spell that will make a 500 AoE crater for 4 seconds, then pull people into it depending on the range between them and the center and damaging people who are close enough to the epicenter. It's... taking... forever... I have to think SO hard to get it right. I'm not even sure if it'll work, but I will do it no matter how long it takes. Same with the shield system (which wont be in 7.11 but w/e... it'll come, I promise you!).
You may know that it's earth, but I'm not giving the other element. | |
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Guest Guest
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 8:06 am | |
| Mmm....Earth is the obvious of the two...I have my guesses about the second one though I'm not sure if I'm right or not and don't wish to spoil it if i am right. better to wait and see.
Yeah thats some pretty tricky stuff you're into, don't see too many maps who will use that sort of coding, infact i've seen none who base the pull and damage on how close you get...I've seen you try to walk out and get sucked back in with a simple overall damage in the middle a few times but never that, sounds like it'll be amazing to see. |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 8:47 am | |
| I tried it out - the sucking in doesn't work currently. The effect works with the sinkhole, the animation within it, and I think the damage works. But I need to recode about half the spell right now to make it work flawlessly. | |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 10:49 am | |
| - Jay.J wrote:
- rupture
Has absolutely nothing to do with distance to a point. - Jay.J wrote:
- Impetus
This is mad easy to code. Take the distance and multiply it by 0.04/0.08/0.12/0.16. The spell I'm working on takes a group from an AoE and uses movement instead of damage. The damage done is set, but only in a certain small area near the epicenter. I'm also trying a new movement method that allows the victims to move and cast spells (like in warlock) to make sure it's able to be escaped. UPDATE: It simply refuses to work. Bringing the code to the THW (The Hive Workshop) for immediate repair. | |
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Jay.J Head Admin
Number of posts : 3470 Registration date : 2008-05-21 Age : 33 Location : Toronto
Your Character Level: ∞ Primary Move: Moderate
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 11:07 am | |
| Oohh, moving and casting . Have fun with the coding... Also I just realized that guy is from mortal combat in your signature | |
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Lagger09 Legendary
Number of posts : 535 Registration date : 2008-05-23 Age : 31 Location : SoCal
Your Character Level: 1 Primary Move: I am the Destroyer of Time... guess...
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 1:38 pm | |
| hmm, I know you dont like taking idea from other games, but I know Age of Myths has a spell that sounds similar to this. Perhaps looking at their coding will help, as I beleve it too uses Vjass. | |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 2:02 pm | |
| Don't worry - Vexorian's currently helping me with it (I think... he's really sarcastic!). | |
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kuro Clan Chieftan
Number of posts : 1331 Registration date : 2008-05-31 Age : 114 Location : in the middle of nowHere.
Your Character Level: 2 Primary Move: invoke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 2:44 pm | |
| 1- aw dang does this mean arcane isnt going to have arcane implosion? 2- you could make it easier, and create some dummy units with different ranged immolations at the caster's feet. 3-along with the dummy guys, the pull is separate. that way you wont have any problems with this. | |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 2:50 pm | |
| - kuro wrote:
- 1- aw dang does this mean arcane isnt going to have arcane implosion?
2- you could make it easier, and create some dummy units with different ranged immolations at the caster's feet.
3-along with the dummy guys, the pull is separate. that way you wont have any problems with this. Damage works fine. Number are wrong, I think, for the pull, which makes it look like it does nothing. It's almost done, though. | |
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kuro Clan Chieftan
Number of posts : 1331 Registration date : 2008-05-31 Age : 114 Location : in the middle of nowHere.
Your Character Level: 2 Primary Move: invoke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 2:57 pm | |
| oo okay, i suggest like .5-1 second cast time (slam the ground or whatever) and then for about 3 seconds the spell is sucking in everyone. and also... why post ths 'what a btch to code' when you were almost done anyway? | |
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Dragonheart91 Godlike Sage
Number of posts : 2358 Registration date : 2008-05-21
Your Character Level: 1 Primary Move: Cursed Waves (pwned much?)
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 3:15 pm | |
| kuro, all of your suggestions are using GUI dummy units. I just want to point out that SinisteRing is using a totally different language in this map, and doesn't need dummy units most of the time. (Also, dummy units cause leaks and slow things down sometimes.) | |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 3:56 pm | |
| I'd also like to mention that the spell is done, yet could use some SERIOUS tuning. It's all slow and trippy. I guess I will work on a few things and come back to it when I'm ready. That took about 3 hours straight of coding to finish. | |
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Piddagoras Map Maker
Number of posts : 592 Registration date : 2008-05-22 Age : 36 Location : California
Your Character Level: 1 Primary Move: Cosines and Sines.
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 5:07 pm | |
| I can give it a go if you want, without using an engine I'll have to start from scratch. Whats the range? And do you want it to accelerate them? or just apply a velocity based on the range? and do you want it to pull them more if they are closer or is the force greater the further they are from the center?
Or i could just take a look at what you have already, although that could be more difficult, depending on how long the code is.
Edit: Btw, i'm brainstorming force fields for my kobold engine atm, think Tornados and things of that nature. | |
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Guest Guest
| Subject: Re: What a bitch to code... Sat Jul 05, 2008 8:02 pm | |
| - Dragonheart91 wrote:
- (Also, dummy units cause leaks and slow things down sometimes.)
Possibly slow things down but only cause leaks if you're an idiot who can't finish a proper code...I've used dummy spells in my things forever and never had a problem with memory leaks...just need to make sure you cover all your bases. |
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