StarForge - The new map making Editor

Wing Zero

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Originally posted by Heimdal
auto-complete feature
what do that mean??
 

REDMAN-Dragon

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Man, 1 Yen per minute? Japan is SO much better than America...lol. They have more things such as Japanese Transformers that you have to pay 500 yen to buy, gumball machines that cost 100 yen :p. BTW, will StarForge be able to change colors for players, have a feature were units start off in a bunker, and a easy to use Mineral start off thing?

-Red
 

Wing Zero

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aww nobody answered my question =[
 

Gator

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Originally posted by Wing Zero
what do that mean??
When your typing in the adress bar and then it will come up with words that have been put in before you can click on it and it will do it, something like that, lets say "create units" it will do "at location" or something, im just guessing, but Heim is on vacation so don't except an answer from him for awhile.

If you want a pull down menu then use regular staredit
 

Tidus

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This sound sooo cool... except the type trigs instead of drop bar, which I find very easy to use...

:wavey :shoot

LOL smiles are so fun!!
 

Wing Zero

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i think its just 1 file this thing is
 

Heimdal

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Hey, I'm back.

Auto-complete is where you're typing a word, and there is a list of possible things you could type over to the right...and you'd just hit the comma key to move to the next parameter. For people familiar with visual basic it will be very natural. The function prototype will also be shown above the text box where you type the triggers. Here is an example:
Code:
Bring(Player 1, At Least, 5, Terran Marine, SomeLocation);
RemoveUnitAt(All, Terran Marine, SomeLocation, Player 1);
 

irunthemile

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I think that you should still have a dropdown menu, just make both and people can use whichever they prefer. And also, i am not sure if this is entirely possible, but could you make it so you could see what text you are writing? This would help especially with overlapping. This would probably only have to be in unit names and other things that are commonly overlapped. And btw dont forget to have the font colors built into the program so you dont have to have that .txt file open while making maps. (like scxe 2.5 and ^)... and also will we be able to mod over bnet?
 

Heimdal

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Modding over B.net is impossible unless all players are running the same mods.

No, as of right now I'm only including one trigger option. It really isn't as hard as it looks.

The color characters are included in a nice little palette. You simply click one and it will either insert it into your textbox or copy it to the clipboard, or both (you can set this option).

Text previewing is on my list of things to do, but closer to the bottom.
 

Bolt Head

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Originally posted by Heimdal
Modding over B.net is impossible unless all players are running the same mods.

No, as of right now I'm only including one trigger option. It really isn't as hard as it looks.

The color characters are included in a nice little palette. You simply click one and it will either insert it into your textbox or copy it to the clipboard, or both (you can set this option).

Text previewing is on my list of things to do, but closer to the bottom.
Are you includeing the Center text character? and Right align?
 

irunthemile

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will players 9-12 (maybe more) have full ai capabilities?
will starforge be able to protect against SCU?
will units be able to have more than 100% hp?
will free sounds be built in?
will starforge have unit hp trigger conditions (imposs. i think)?
will text previewing include overlaps? (there are differences in how overlaps are effected depending upon where they are, ie. unit name or leader board)
will starforge have more than 1 mode like scxe or will u be able to change from mode to mode in the same program without losing units? this is done in scm draft
will player colors show in the editors
will there be upg level trigger conditions? (imposs. i think)

more q's coming
 

Heimdal

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will players 9-12 (maybe more) have full ai capabilities?
-Maybe
will starforge be able to protect against SCU?
-Yes
will units be able to have more than 100% hp?
-Maybe
will free sounds be built in?
-Yes
will starforge have unit hp trigger conditions (imposs. i think)?
-No
will text previewing include overlaps? (there are differences in how overlaps are effected depending upon where they are, ie. unit name or leader board)
-Maybe
will starforge have more than 1 mode like scxe or will u be able to change from mode to mode in the same program without losing units? this is done in scm draft
-Only one mode, but it does everything.
will player colors show in the editors
-Yes
will there be upg level trigger conditions? (imposs. i think)
-No

Bolt, those characters are just the overlapping front/back ones.
 

irunthemile

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will copy/paste copy units as well?
will starforge have modding capability
if on a network can u run a mod game?
how big will starforge be? (size, not popularity)
what are some new ai scripts you have found that will be in SF?
for big maps and ease, will SF have add map revealers and remove fog of war as in SCM Draft?
are you testing the doodads from different tilesets to make sure that they dont crash sc?
same q as above but with the actual tiles
will players 13-255 have anyrole in SF?
will SF be able to open maps protected by GUEdit or SCM Draft or Toolkit?
will the diagonal terrain brush work, unlike in SCM Draft?
will triggers be able to stack things in game? w/o light trix
are the unit graphics in SF as good as SCXE or as bad as SCM Draft?

all i got for now, i am just trying to give u some ideas on things so SF is as good as it can be.
 

Heimdal

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will copy/paste copy units as well?
-Yes
will starforge have modding capability
-Maybe, but it's doubtful.
if on a network can u run a mod game?
-Yes
how big will starforge be? (size, not popularity)
-About 1 mb
what are some new ai scripts you have found that will be in SF?
-None - it will have all scripts that are defined in AIScript.bin.
for big maps and ease, will SF have add map revealers and remove fog of war as in SCM Draft?
-Yes
are you testing the doodads from different tilesets to make sure that they dont crash sc?
-All the doodad sprites work fine in SC. Some sprites do crash, but I haven't tested all of them yet.
same q as above but with the actual tiles
-As long as the tile is defined, it will not crash.
will players 13-255 have anyrole in SF?
-You can place units and sprites for players 9-256, as well as write triggers for them just as easily as for players 1-8.
will SF be able to open maps protected by GUEdit or SCM Draft or Toolkit?
-In the interest of preserving map protection, no.
will the diagonal terrain brush work, unlike in SCM Draft?
-Yes.
will triggers be able to stack things in game? w/o light trix
-It is impossible to change the functionality of triggers.
are the unit graphics in SF as good as SCXE or as bad as SCM Draft?
-Right now, units and sprites show only the first frame of their GRP. Later, I will be loading IScript and the units will show their idle animations.
 

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