GameHeart Project, Update 6 - Page 2
Blogs > GameHeart |
RakeSC2
Norway37 Posts
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operwolf
United States324 Posts
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NovemberstOrm
Canada16217 Posts
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feardragon
United States969 Posts
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GameHeart
286 Posts
FYI I have made the upgrade notifications feature that MIT Game Lab created available on all GHLight maps across all regions now. | ||
ETisME
12208 Posts
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Grumbels
Netherlands7028 Posts
Also, instead of showing 1/100th of a second can you just show 1/10th of a second? It's too busy. | ||
howLiN
Portugal1676 Posts
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SidianTheBard
United States2474 Posts
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nrv
United States113 Posts
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Plansix
United States60190 Posts
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ahswtini
Northern Ireland22203 Posts
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iHirO
United Kingdom1381 Posts
GHTesting - STC + Show Spoiler +
GHMITTest - STC + Show Spoiler +
GHTesting - TCE + Show Spoiler +
General + Show Spoiler +
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Chaggi
Korea (South)1936 Posts
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GameHeart
286 Posts
Thanks iHiro! I am pleasantly surprised that you found no actual bugs in the Stronger Team Color mod itself. Every issue you mentioned is either with just the test map or a suggestion. 1. Yeah I don't have the Hive set to texture swap on creation because the texture swap carries over from the hatchery > lair > hive as it morphs. So it would be a pointless use of resources. 2. Actually the thing I would want to change most is making it so the greater spire/hatcheries etc morph quickly. But I can't figure out how to do it using triggers. 3. Yeah the engineering bay does not have any STC textures. 4. That is an interesting idea, I will have to look into it. GHMITTest I will pass these along to the MIT Game Lab guys. TCE 2. That is just a test map issue. Right now all the effects are set for participants only (players) so you can see them when you are testing. But when actually implemented they will all be switched to 'observer' only. 3. I stopped working on the nuke because I decided I didn't want to team color it. I think the nuke icon needs to be red or it just won't feel right. Forgot to remove the work that I had done on it already. 4. Not sure what I can do about this. It won't make any difference for players, and if a tournament is forced to use low graphics setting on their observer computer they probably shouldn't be using GameHeart in the first place. But I do need to do something with forcefields anyways so I will see if I can make them stand out more on low settings. 5. I will see what I can do though the coloring process is kind of makes that difficult. 6. I definitely don't like fungal the way it looks right now. Might have to play with the textures themselves a bit. General 1. 99% of tournament broadcasts are done at 16x9 ratio so it does not make sense to compromise the design of the interface to support the 1%. All of our interfaces are likely to only work well at 16x9 ratios. 2. Eh maybe? Not a high priority to me. A fade in/out maybe but anything more than that adds a lot of complexity. 3. No that is not possible unfortunately. Perhaps if Blizzard gives map makers access to a player's clan decals through the editor. Maybe they already do? I haven't looked for it. Maybe they will add more stuff like that in the future for clans. | ||
iHirO
United Kingdom1381 Posts
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Ender985
Spain910 Posts
Also I loved the implementation of the important upgrade timing notifications! The only thing I would do is add a glow effect of some sort to the notification when it is completed, rather than simply changing the countdown number to "completed"; it would help it make it more visual if player 1 +1 attack completed 10 seconds before player 2 +1 carapace. Also great idea with the sponsors showing during the start of the map, look forward to see it in play! Overall great solid work, keep it up! | ||
SoniC_eu
Denmark1008 Posts
Excited with all these changes and so much work being done! I hope you get to enjoy xmas, and take a little break as well. A little play doesnt hurt, when you are working hard. <3 | ||
shiroiusagi
SoCal, USA3955 Posts
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philiptan
19 Posts
Thanks for all the feedback, everyone! We're really happy working with GameHeart; Ryan and Ahli have given us tons of help with advice and code. Big thanks to TotalBiscuit for the first real-world test of our code! For the curious, the notifications are designed to allow you to customize their look using your own observer UI. Position, size, background, and opacity are all adjustable in XML. You can even hide the decimals by making that font invisible or hide all the notifications by default while keeping the rest of the GHLight features on-screen. Reducing decimal points and duration are likely changes for the future. Observers can currently show/hide all of the notifications with Ctrl-Shift-N. Animations (glows/fades/slides) would be great but may be a lower priority than porting some of our other MIT Overseer features (e.g. in-game graphs) to GameHeart, if Ryan wants them. For now, we're just looking closely at VODs to spot bugs and our top priority is to fix them. A big THANK YOU to everyone who has linked and identified problems! We're really curious about how the notifications looked for casters using non-English language packs. If there was a non-English stream for the Scarlett/Naniwa showmatch in which you spotted any kind of problem with the upgrade notifications, send us a link! (Any other tournament VODs which display our notifications would also be helpful.) And to iHiro, bug hunter extraordinaire, some answers to your questions: + Show Spoiler + 2. Yeah, Chrono Boost is tricky because it'd mean we'd have to keep track of when Chrono Boost started, whether it'll expire before the research is complete, etc. Not impossible, but low-priority for us until it becomes a noticeable deal in actual matches. 3. We used to have an "interrupted" status but that word is confusing... it's too easily interpreted as "denied". "Paused" works the other way, it implies that the player willingly put their own upgrade on hold. (We're trying to accommodate viewers who may not play SC2.) Any suggestions for an alternate word would be great, but we may also try a graphic, like a big padlock. 4. Not intentional but the numbers displayed are still accurate. We're probably changing the timer duration in the future. 5. 7. 9. 10. All fixed and uploaded to GHMITTest (and probably to all NA GHLight maps, if the mod/pod system works as designed). Thanks! 8. This is a real bug but we haven't been able to consistently reproduce the problem. In our testing, the bug doesn't always seem to happen with the same upgrades... does it for yours? 11. We just noticed this as well. It's probably possible but messy to code a "Denied" condition in this case, because we'd have to maintain a table of every Terran building (past and present) attached to a Tech Lab to figure out whether it's still alive. Low priority but it is admittedly an irritating edge-case. 12. First-come, first-served. 13. We don't intend to implement this for 2v2, but my first guess is that we'd format the XML to make each notification smaller and halve the duration. Putting each team's notifications on opposite sides of the screen might be an option, but may collide with the leaderboard. Thank you so much for your thorough testing! | ||
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