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Hero Contest #4 - Item Interaction
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HERO CREATION CONTEST #4 ITEM INTERACTION We've had enough hero contests at this point that I don't have to link to them all when creating a new contest. If you remember from those, the main point was to replicate the design of a melee hero. In this fourth hero contest, we're loosening the grip of the melee stronghold and kicking it up a notch. All heroes are required to interact with an item of the team's creation. This contest, like the last few, require a coder to team up with an artist and create a hero from the ground up. This time around, though, you're going to have to also create an item that interacts somehow with the hero you've developed. How much of an interaction, what that interaction entails, and so forth are really up to you! Be creative with it and you may yet win this contest! Reward: Awards:
Contest Rules:
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Hero Requirements:
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Restrictions: Artist Rules:
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Voting Criteria:
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Deadline: The session ends on December 10, 2009 December 17, 2009 December 31, 2009 (23:59 GMT-5). No extensions are going to be possible this time around. I've already built in an extra 10 days of time for this purpose. No more extensions are happening. If we still don't have >=3 entries at that point, I will declare the contest a total failure. _______________________________________________
And here's to hoping this is as successful as all of the rest! |
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<3 |
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1) outclude ZINC 2) include cJass otherwise i am not in O_O |
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Also, imho, ZINC is better. |
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So just to be clear, one of the abilities would need to produce the item? |
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Yes, you can obviously use cJASS.
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allowing just whatever coding method people would like was always the intention originally (I mean for god's sake, we are even allowing GUI). Fixed "programming rules" section.
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Must the interaction be with a single item? or can there be more then one item?
example: the item is made of a number of parts and all parts must be collected to get the full effect of it. |
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and if all will be ok we will be in. |
Sounds very interesting. I even have an idea in mind. Although, 500kb sounds as though as the contest is built mainly for those artists who use in-game textures. I say so because I know that people like Jigrael, who texture their own models and give them like 20 animations and a lot of bones usually get models with about ~400 KB, if not more... But, meh, I suppose I shouldn't even care about that.
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Model squishing and texture paletting can do wonders for your filesize.
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Thanks for the quick response. I never really tried squishing my models(How is it done? Is there a program for it, or you just have to know how to model?), but if it's really that great, I might actually try it. I, for one, don't really care much for the filesize of my models, unless it's something ridiculously huge like ~200 KB for an all in-game textures model. Which is quite rare, at least for me.
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