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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Thu Feb 02, 2017 1:14 pm 
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DeadlyLampshade wrote:
Thought I would explain what I believe to be possible, looking at the demo streams for it.

Thank you, I couldn't watch the entire streamisho when it was airing and if I could, only with sound muted so I probably missed some other important factoids.


And yeah, I would love to see more crazy concepts put into this!


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 03, 2017 5:56 pm 
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I would like to know what all can be controlled by the buttons. In the Stream they show how you can use a button to move an object between two points, but I had some other ideas.

- can Buttons change the the "Team" of an Object?
- can Buttons have Cool-Downs?
- can Buttons change other variables? (like Jump Pad Strength)
- can Buttons do "On-Hit" Effects instead "On-Hold" Effects? (for example: Jumping up and down on a Button to spawn Buzz Droids 1 at a time instead of all of them)
- can Droids/Creeps hit Buttons and can you change it to Nauts only or Droids/Creeps only?(say a Droid has to hit a button to open up a wall for you)
- can Buttons have a "Maximum Hold Time"?(like if you made a damage area controlled by a button)
- Can Buttons be resized?
- Can Buttons count the number of Units currently pressing it and activate only when a certain number is reached?(for example: a Floor that can only hold X doods before it falls a away)

Sidenote

also I have some questions about teams

I know there are 3 teams in the game (Red, Blue, and Neutral)

Can we make more Teams?
Can we make peaceful Teams? (for instants, a Purple Team that treats both Red and Blue as Allies)
can we create recolored Sprites/Animations for Teams and load them into the game?


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 03, 2017 8:49 pm 
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Most of the things you mention are more specific than what our buttons can currently do. A lot of these things can be done using an AI instead. You can put a creep in the level that can do much more advanced stuff than basic buttons can. I expect the most awesome mods will use AIs for lots of things.

As for teams: none of the characters have sprites for all three teams. You can't make a blue Solarboss or a neutral Lonestar.

These two are already possible with just buttons:
10000370 wrote:
- can Droids/Creeps hit Buttons and can you change it to Nauts only or Droids/Creeps only?(say a Droid has to hit a button to open up a wall for you)
- Can Buttons be resized?


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 03, 2017 9:11 pm 
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is palette swapping people to be green or yellow really that hard?
sounds like something that could be done in a day tops


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 03, 2017 10:01 pm 
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kathy wrote:
is palette swapping people to be green or yellow really that hard?
sounds like something that could be done in a day tops

Do that to 29 characters x however many skins there are in the game. Make sure that each pallet swap looks visually pleasing to the eye. It's not as simple as taking a character in Paint.net and changing the tint. You have to go through and manually recolour every part that needs team colours, and sometimes parts that aren't. You have to make sure nothing looks weird. And there's what? Five artists at Ronimo? Less? Now add all that work for a niche gamemode.

Yes, yes it is that hard.

EDIT: It's not just the character sprites. It's projectiles too. Every projectile, summoned object, and coloured doodad would need a bucket of paint too.

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Last edited by MurlocAggroB on Fri Feb 03, 2017 10:04 pm, edited 2 times in total.

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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 03, 2017 10:02 pm 
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of course they'd have to fine-tune it, that's why i said it would take a day at max to do it instead of ten minutes


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 03, 2017 10:13 pm 
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MurlocAggroB is right, this is much more work than you think.

Making neutral versions of all characters and skins is over 100 textures of 4k each, and the original After Effects files are much higher resolution. Just opening each one and pressing export without actually doing anything is more than a day's work.

That excludes the work to find visually pleasing colours. Good teamcolours aren't just done using the paint bucket feature with blue. Good art is never simple and quick. And of course the projectiles and special effects also need work.

Palette swapping is each if you work with palettes in the first place. But teamcolours in Awesomenauts are all handmade because we wanted more control over them.


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Sat Feb 04, 2017 7:57 am 
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Are shop zones and heal zones different? like, can you make a stage where you can't heal at base but can still buy?

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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Sat Feb 04, 2017 9:07 am 
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I've started putting some documentation on the Gamepedia. There isn't all that much yet, but it does give a glimpse at some of the features of the map editor.

http://awesomenauts.gamepedia.com/Map_Editor

Diz Hydron wrote:
Are shop zones and heal zones different? like, can you make a stage where you can't heal at base but can still buy?

Yes, shop and regeneration area are separate objects.


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Sat Feb 04, 2017 9:20 am 
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Joost wrote:
http://awesomenauts.gamepedia.com/Map_Editor


My hype for this heats up even more, looking forward to using your map editor to push boundaries.

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