On June 29 2012 00:25 Rinrun wrote:
Google, "zerg rush". A nice little easter egg.
Google, "zerg rush". A nice little easter egg.
That's... f/&%ing hilarious.
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Mahtasooma
Germany475 Posts
On June 29 2012 00:25 Rinrun wrote: Google, "zerg rush". A nice little easter egg. That's... f/&%ing hilarious. | ||
Mavvie
Canada923 Posts
On July 03 2012 11:04 Cheshyr wrote: Show nested quote + On July 03 2012 10:54 Mavvie wrote: Ok so the good news is I wrote a 3D graphics engine with lots of vectormath to boot, and I've got item selection down, hotkeys shouldn't take long either. Camera centring on buildings is done (f.ex. double tap 4 and it will centre on whatever building you have hotkeyed). The really fucking hard part will be MBS (multiple building selection). Adding a UI is hard enough, but selecting multiple buildings?? Man, the amount of AI used when you hit 5dddaaaaaa (2TL 3Reactor rax) is actually ridiculous. Not to mention little white dots to show a production queue lmao. I'm thinking that I will start with zerg stuff, as MBS where S selects all your larvae is easy. Again, since this will be a /macro/ trainer, I doubt that it's necessary to put up with specifics like unit pathing AI and even maps. There's a reason that gaming companies have full teams ![]() Anyways, I'll keep you posted. May even start a thread (probably in SC2 general forums) once this gets ready to release. I'll probably make it open source to 1) Possibly get extra hands, and 2) avoid any and all legal issues with Blizzard. Disclaimer: Graphics will look like a shitty version of minecraft, but worse. I'm a bit of developer as well; let me know if I can help, or you want alpha tester. I'm suprised you didn't just use Unity and the GUI layers... likely would have saved you some time on the engine stuff, and you could export it to mobile/flash eventually as well. Anyway, I had been tossing around the same idea since mid 2011, but never got off my ass to do it. Looking forward to your progress. :-) Awesome, any help would be great! I've never heard of Unity; I have coded everything using C++ classes and OpenGL's 3D rendering interface, using wgl functions to get everything initialized. Basically, I have: -a graphics engine that renders texture-mapped 3D objects (mass triangles lol) -a sound engine that using IrrKlang to great effect -a mediocre input engine (using windows GetKeyStates a lot, seems slow) Everything is on different threads (rendering, input, and processing) All I need is: -2D GUI -A game engine (roflol, pretty important). -Graphics. I have NO experience making 3D graphics-- However, if you give me a model (series of triangles) and a texture image, I can throw it together into my stupid model file-format that my engine reads. I have a mentor who can help me out with developing a game engine. I've never coded smart AI before, but I feel that A* pathfinding and basic collision detection should be fine. Again, it's a macro tester, not micro. Anyone feel free to PM me with any questions, and again, any help is greatly appreciated! It's probably too big a job for one person. Note: You'll need VC++2010 to even run the .exe -- I use it to code everything and have NEVER gotten it to run on a computer without the compiler itself (yes, even installing the runtime rarely works). And yes, simian, a web developer will definitely be helpful later on! Thank you! However, first thing's first: getting a basic version of the game running. | ||
TRaFFiC
Canada1448 Posts
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vorxaw
Canada245 Posts
On July 01 2012 11:56 Mavvie wrote: Hey! This topic intrigues me, so I plan on spending this weekend and week developing a (simple) 2D mockup of SC2, where you can practice macro mechanics (injects, constant production, supply blocks, etc) in various minigames. I may add some simple micro games, but adding the AI, models, and information for every unit would be a lot of work (herp derp that's why there's development teams). Either way, it will be a fun project, and I will post here when done/looking for feedback! Basically it's going to be SC2 with SC1 graphics, hopefully will be believable enough ^^ This is a FANTASTIC idea, I've been waiting for something like this for a while, just make sure the keys are all changeable, since many people modify their hotkeys and camera keys! Good luck! | ||
Nimelrian
Germany142 Posts
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vorxaw
Canada245 Posts
http://i.imgur.com/avHOY.png This image was provided by someone on this forum. The idea is you move your mouse from one box to another as fast as possible, in a straight line, without over/under shooting. Practices precision clicking instead of boxing stuff. Good luck. | ||
TheGreenMachine
United States730 Posts
Some people say memory isnt part of macro but... if your queen has more than 1 energy after an inject you probably had a small memory gap or you don't need the larva for some reason. Same with spreading creep, its almost always good since its free. So take a break from sc2 and practice some memory! | ||
simian_sc
United States91 Posts
On July 04 2012 06:06 TheGreenMachine wrote: practice memory! have between 5-10 things you have to remember in a certain order. Keep teaching yourself something new that seems to help. Like going through basic training learning the 10,000 random little things helped me be more attentive during an sc2 game. Attention to detail went up and everything feels easy to remember. Learning a new language or an instrument could be similar. Some people say memory isnt part of macro but... if your queen has more than 1 energy after an inject you probably had a small memory gap or you don't need the larva for some reason. Same with spreading creep, its almost always good since its free. So take a break from sc2 and practice some memory! I like this idea a lot, Green! I play guitar so this rings true for me. When I am running through a scale or arpeggio I am constantly accessing my memory. I guess you don't really realize it but music and sc2 are very similar. I am going to apply the same principles here! Thanks! | ||
Cheshyr
United States78 Posts
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