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Messages - Bagr

#1
SC2 Tools / Re: SC2 Strat Javascript
March 21, 2010, 05:06:39 PM
TheLeapist: I'll try to put that together some day ^^

CTS_AE: Hello again, I was bored on the subway today and drew up some sketches on my trusted notebook. Involving 2 windows, 1 for the board/map (will contain a bunch of tiles for each "section" of a map) and another frame for "content of current tile"... I found a Jcrop opensource javascript library, and working to optimize it to what I want it to do... Current test folder resides in http://www.lava-gaming.com/target/Jcrop/demos/tutorial5.html where the squares will be units you can mark...

Then, who knows what battle system will evolve, maybe I'll use yours :)
#2
SC2 Tools / Re: SC2 Strat Javascript
March 16, 2010, 03:23:00 PM
cool dude, gonna try to work on it now..

on a side note, I just got done implementing chrono boost, it has a 56energy pr 100sec increase. Energy can now be spotted under the nexus image, additional nexus equals energy gain * nexus count, because i am lazy and don't want to make some array to hold energy levels for all nexus buildings....

maybe later though ^^

EDIT:
Some fixes:
  Better mineral gain.
  support for additional nexus with probe moving to the expansion and   better economy support.
  Chrono boots (this was really sought after)
  EDIT:
   A new overlay at load with options for "start fastest" and "browse"

  Still gotta fix:
  it's possible to make 20 assimilators for each nexus :p
#3
SC2 Tools / Re: SC2 Strat Javascript
March 16, 2010, 01:58:02 PM
starcrafter64: sorry, might be my bad, I'm trying to tweak it now, but there was some miss clicking in there ^^ it should work now

-Idea-
making an overlay with a "start" button, when clicked, overlay disappears and the counter starts at fastest speed.
good/bad idea?
#4
SC2 Tools / Re: SC2 Strat Javascript
March 16, 2010, 11:41:54 AM
Reelix: haha, fun idea ^^ having an AI do a specific buildorder shouldn't be too much work to do, but how do you feel the attack function should work? at the moment of mouseclick, calculate attackforce and defenceforce of the full army of each oposition and have a winner declared? or something much more interesting involving skill in the fight itself?

ideas please ^^
#5
SC2 Tools / Re: SC2 Strat Javascript
March 16, 2010, 04:49:31 AM
Tresh: yeah, each button is a input type=text, with a background showing off the builing. It was the easiest way to implement hotkeys for builing when i started out ^^
and haha, no, the queue box is meant to expand, but I must have messed up somewhere, gonna fix it when i have time

(the source is open, using files ./style.css , ./sc2.js and ofcourse ./index.php, no php included, just a counter at the bottom)


Luxus: oO forgot it completely..


Chrono boost issues:
anyone? how many seconds does it take for a nexus to charge to 100   energy, and what speed were you testing on?

(notes for myself)
should be easy to implement, retract 2 seconds instead of 1, on anything being built from a building with chrono buff, take into account count(buff) and count(building) so we can't boost 8 gateways with 1 buff...
anything i missed?

CTS_AE: The main idea behind the script.. (long story) is a competition that was just being held for BW, where someone made a time build with medics, Optical Flare, vultures, mines and communication addon VS protos to take out the observers and harrass the scv's. I made this script to find the fastest way to different builds (preset from a form).. half way through, as j4vz said, javascript sucks for multithreading, so i went in a new direction, trying to make the game 2player, where you could fight eachother (if you check the sourcecode, you can see a
#mapwrapper {
....
}
#map {
....
background-image: url('images/steppesofwar.gif');
}
I played with it a bit, but found the micro would be microscopic.. Anyone have any ideas how to make this a realistic 2player battle game, post your ideas (i know we will have to implement either a applet or ajax support..) but how to make it gameplay like in a battle?
#6
SC2 Tools / Re: SC2 Strat Javascript
March 15, 2010, 06:18:33 AM
Tresh: thanks, updated it
Kouga: yeah, sorry, made it primarily for my own use ^^ , got any tips to make it more user friendly?
#7
SC2 Tools / Re: SC2 Strat Javascript
March 14, 2010, 05:35:13 PM
CTS_AE : thanks alot for your feedback, I'll work on it tomorrow.Nostrada: Yeah, it's the same problem CTS_AE pointed out, max probe count for minerals are 21 atm, since I've only done tests with up to that many probes. any more probes will give an unvalid amount of increase.
//                                           6                          10     11     12     13     14     15                                      20
var pp=['0','0.75','1.5','2.1','2.85','3.5','4.25','4,95','5.65','6.35','6.90','7.54','8.18','8.80','9.42','10.00','10.56','11.10','11.60','12.10','12.60','14.60'];
are the numbers I've gotten so far, if anyone wants to double check them, or check amount gathered for more probes, please post your finds and ill update the script.
#8
SC2 Tools / SC2 Strat Javascript
March 14, 2010, 03:09:49 PM
Hello community,

I made a javascript to try out some builds while I was away from my home computer. I shared it with some friends who all told me to make it public, so here it is, if anyone finds it useful...

http://www.lava-gaming.com/

-Bagr