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161
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Player / Games / Re: DotA 2 Thread
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on: April 05, 2012, 06:32:52 PM
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Where is the patch? There is a patch, right? RIGHT!? I'm I just going insane? What is going on here!? Someone hold me, I'm scurred. anyways: Some "interesting" facts about techies:
Techies has longest base range(700) of any hero.
Techies has the slowest base movement speed o(270) of any hero.
Techies has the lowest base damage(29-31) of any hero.
Techies has the highest base mana regen(0.02) of any hero. In fact he's the only hero(except transformed Alchemist) who doesn't have 0.01 base mana regen.
Techies' Stasis Trap has the longest duration(6 seconds) stun in the game.
Some common misconceptions about Techies.
Techies as the squishiest hero in DotA - Actually, Techies has a surprisingly high strength gain for ranged int hero. Only around eight ranged int heroes have a higher strength gain than him.
Techies is a carry - Well, actually the fallacy more lies in the thought that "Techies needs a lot of farm". A lot of people will often point to how expensive Aghanim's is as well as pointing out that he needs items like Force Staff. Let me make this clear, Techies does NOT need a lot of farm. Aghanim's is NOT core but is a luxury. Aghanim's provides him the ability to use his ultimate as a nuke rather than as a mine, i.e. Aghanim's provides utility for Techies. It is a great item on him but he doesn't need it to function in his role. Force Staff is an item that his allies can buy instead of him. Techies himself doesn't need Force Staff. He can most definitely use it but he doesn't have to be the one to get it. With enough coordination having a teammate have the Force Staff is just as potent, if not more so, as having Techies buy it.
Some other facts about Techies:
Stasis traps have 600/600 vision and Remote Mines have 900/900 vision.
Techies' mines are not revealed by Dust of Appearance.
Of Techies' mines, only Remote Mines don't block neutral creep spawns.
In DotA 1, Techies' Land Mine activates against Sentinel(Radiant for D2) structures even when not attacked but not Scourge(Dire for D2) structures. For example, if you place a mine next to the Sentinel Barracks, the mine will explode even if there are no towers or creeps to activate them. If you place them on Scourge Barracks they will not explode without being activated by other units.
Techies cannot cast Suicide while ethereal.
Some facts about mixed damage(Land Mines & Suicide)
Mixed damage is reduced by armor, magic resistance, and damage block.
Mixed damage is NEITHER blocked nor reduced by magic immunity.
Mixed damage does not affect ethereal units.
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165
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Community / DevLogs / Unnamed Shmup (working title: Hybridalis)
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on: April 03, 2012, 08:49:41 AM
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I banged my head brutally against a rock for several days to get this- Collision Shapes supporting any shape you could want- as long as it's a convex hull. Shapes slide naturally against each other just as a natural result of the collision code. Colliding several (try 70) rectangles together- ===Image thumbnail===  Now my brain is like mashed potatoes. WOOOO! The method I used is Separating Axis Theorem that takes into account object velocity. It was NOT trivial to figure out the separating vector AND distance and a lot of tutorials I looked for did NOT help or include this. Next I have to optimize this by spatially partitioning objects/their collision so it isn't naively checking every shape against EVERY other shape EVERY frame. This would allow maybe several hundred objects (maybe even > 1000) on the screen physically colliding if I should wish.
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166
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Player / Games / Re: DotA 2 Thread
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on: April 02, 2012, 10:04:01 AM
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terrible, terrible damage
IS MAHVEL MAYBEE! WHERE YOUR CURLY MUSTAGE AT! SCOOPS!
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167
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Developer / Technical / Re: Low Screen Resolution
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on: April 02, 2012, 09:50:01 AM
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Use a Scaling Matrix (just an identity matrix with 2's, 3's, etc in place of the ones) on a simple rectangle textured with your native sized drawing surface/render target/whatever you want to call it.
You could even do effects like using a shader on your render target or using a rotation matrix to rotate the entire screen plane if you wanted.
This is assuming you actually are writing/making a game in an environment capable of this, but you should be able to.
Also- Most modern graphics cards won't let your program go below a specific resolution ( like < 800 by 600) for a full-screen application and that's just the way it is. Just scale-up your graphics or use a window.
Also- It's not really a giant problem unless you want to run old windows games with those resolutions and when they use palleted colors and stuff. It gets really nasty trying to run Space Quest 4/5/6 for example without like patches or DOSbox or something.
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172
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Player / Games / Re: A Console from the Past; What was your Favorite?
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on: March 27, 2012, 11:09:03 AM
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ya im not even a big sega fan but even i have to admit the megadrive fm synth sounds at least a billion times better than the snes's awful compressed samples. the compression makes everything sound limp and vapid...
The SNES uses a lossy compression format for it's samples. One way of emulating the SNES sound would be to take regular 16 bit instrument samples, then "dirtify" them by converting them to the SNES format, and then convert them back to 16 bit samples to use in a tracker. I think command line tools exist for this (WAV to BRR conversion and back). Also lowering the sample rate might help, I think the SNES uses 30kHz.
I also remember that loops in samples on the SNES have to be aligned to blocks of 16 samples, so experimenting with "unclean" loops could also help.
Other than that the unique sound and capabilities of the SNES sound chip will make it difficult to reproduce that sound... especially regarding fx.
The perfect way to do it would be to use an SPC emulation library and provide your tunes and effects as an SPC program... So in otherwords, it's like you sampled the Genesis or other sounds you wanted and drastically downsized (64k total memory for samples) the sampling rate of the waves your using. Still awesome music on both machines though, IMO.
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173
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Player / Games / Re: A Console from the Past; What was your Favorite?
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on: March 27, 2012, 10:45:55 AM
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Genesis sound sounds like crappy midi.
Excuse you, you could at least say it sounds better than GUS or Microsoft Wavetable. I'm also tempted to say YOU sound like crappy midi, but I won't, but I just did...Oops. Anyways, the sound on the genesis is so unique many people have spent years trying to perfectly replicate the ym2612 chip inside that's responsible for the FM synthesis of the sounds. http://en.wikipedia.org/wiki/Yamaha_YM2612http://www.smspower.org/maxim/Documents/YM2612http://www.vintagesynth.com/misc/fm7.phphttp://project2612.org/I had a Genesis - and was sorely disappointed by it. There was one game I liked and that was Shadowrun. I was poor/have no soul (I'm going with no soul) and never played ANY Sonic the Hedgehog game EVER, never played Castle/World of illusion, never played Quackshot, ComixZone, SpaceHarrier, Phantasy Star, etc.
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174
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Player / Games / Re: A Console from the Past; What was your Favorite?
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on: March 27, 2012, 05:57:56 AM
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Sega Genesis/Dreamcast and PSX(Playstation 1) are totally wicked sick. The games on these consoles represent awesomeness incarnate. Sega Genesis- I remember getting the Genesis one day as a present and we hooked it up in my parent's bedroom. My mom was still sleeping and me and my dad put in Sonic the Hedgehog and cranked the sound up to eleven. Needless to say- my mom wasn't very pleased (try pissed), but it was one of the most awesome things ever. All you could hear was, "NUHHH - NUHHH - NUh- NUH -NUHHHHH!!!" You could look at the graphics for the first time in Sonic 1 and it was super-DAMN IMPRESSIVE. Same thing with the music, and everything about the game. You could see the smoothness, the colors, and the awesome 2d physics. It kinda put Mario to shame. You could tell this game alone- the single game you got WITH the console for FREE was the "killer app" for this machine- just at first glance! Holy crap! Not to mention this was the slickest looking console and just made the NES look like a brick. Greatest Birthday present ever. Now look where we are- Sega is for most intents and purposes-- is pretty much "dead".  They long ago they slowly pushed all their creative talent out of the door and now the only people left are pretty much suits. They made terrible business decisions that led to their state today. I know there is an alternate reality where Sega has brutally crushed all the opposition with a sonic-colored/themed sledge hammer and is still making amazing consoles and games to this very day and everyone loves them. Somewhere, somehow I know this reality exists.
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175
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Player / Games / Re: DotA 2 Thread
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on: March 27, 2012, 01:55:24 AM
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The enemy team's Antimage was so pissed he started calling me names and ordering me to 1V1 him
Why do people even demand this in a team game. It just makes them look... childish. Because these types of players -intrinsically- ARE childish. yeah, I don't get it-why furion?
Teleport anywhere, anytime AND ZAP, ZAP, ZAP. He also possibly farms better than Tink ever could.
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176
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Player / Games / Re: DotA 2 Thread
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on: March 26, 2012, 02:55:28 AM
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 I hard-won a game as viper with 3+ vanguards... Game ended before the 4th one could be flown to me. The enemy team's Antimage was so pissed he started calling me names and ordering me to 1V1 him ---he was PRETTY mad--- Concerning/Alarming thing is: No one on my team noticed I had gotten said vanguards until I told them after the game ended  ViperTrollFace.JPG Yes, Vanguards stack-- just not the way you might expect them to. Works like this: Scenario #1: Roll for Vanguard one -> did it proc? -> no -> goto Vanguard #2 and roll again... Scenario #2: Roll for Vanuard one -> proc? -> yes -> don't roll rest vanguards. Chance to block = 1 - [(1-X)*(1-Y) ...] where variables. X, Y, etc are the block chances on each of your blocking items. | Vanguards--- | 1 | 2 | 3 | 4 | | Chance to Block stuff--- | 70% | 91% | 97%... | 99.91%... | | Total Dmg Blk if youre Melee: | 40 | 40 | 40 | 40 | | Total Dmg Blk if youre Range: | 20 | 20 | 20 | 20 | | Hp regen | 6/sec | 12/sec | 18/sec | 24/sec | | +Hit points | 250 | 500 | 750 | 1000 | | Gold wasted--- | 0??? | 2225 | 4450... | Way too much | | Could've bought: | N/a | Blink | Shadow+VitBoost---- | Radiance+More | | N/a | Actual boots | MKB or BKB | Dedalus |
Why do tables have no borders? Last note- I need this annoucer pack whenever it is released: http://www.dota2wiki.com/wiki/Dr._Kleiner_Announcer_Pack
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179
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Player / Games / Re: League of Legends
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on: March 24, 2012, 02:03:42 AM
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Nice. Have you tried Twitch with surge yet? Someone told me if you do surge + the spray and pray it just wrecks anyone early game.
Also yellow boots > speed greaves. Just sayin'.
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180
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Player / Games / Re: DotA 2 Thread
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on: March 23, 2012, 03:23:09 AM
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So I haven't been in a game vs. Lycan in Dota 2 yet, but I bet I will be soon. How do you counter this hero? I remember that he was pretty much OP.
Ghost Scepter might work, but it doesn't last as long as Lycan's ulti lasts. I guess you could gank him early to prevent his farming, but considering the wolves and his high health, it'll take a lot of work just to kill him a few times, which might not even stop his farm completely. Maybe I should pick Void and try permastunning him or something? Or Tiny + maxed Craggy Exterior to stun him whenever he attacks? Though I believe Craggy Exterior is blocked by BKB.
Fiend Grip through his BKB. A good grip will completely waste the entire duration of it. Asphyxiate him by putting a bag over his head. Completely nullify any attack damage (he used to have). Any other hero that can keep him from moving for a long time or perma-stunning him is useful. You could also just Finger/Laguna Blade him, he's not incredibly tanky-- just fast with high damage output. He can be surprisingly squish for a wolf-man. Ward rosh around 16-20. He can't solo rosh as well as Ursa can, but he will want to try to do it. It takes him forever to get the job done. Sneak behind him with an invis rune or some other type of stealth early game in his jungle and finish him off if he gets too low. Even he gets away it's terribly damaging if he has to go back to base to keep jungling.
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