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Messages - Ehibika

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16
W.I.P Forum / Re: Gunslingers!! The Cowboy Duelist mod.
« on: June 07, 2016, 09:37:49 PM »
Quote from: "Bikdark"
Reloading all 6 bullets when you've only used 2 seems wonky and unnecessary. Enemy tracking is REALLY laggy in terms of simply moving your crosshair around. Simply flicking your aim a bit makes the reticle-thing fly around until it eventually matches the enemy's location. Bit hard to explain but I'm sure you understand what I mean. Even then, I'm not sure if it's even worth keeping. I think Messatsu's "the hunted" mod made use of a similar system, but only displayed distance to your target, not their exact location. Eventually, with this system of knowing exactly where your enemy is, a metagame will pop up where the first person to move will lose. If there's some ambiguity then I think more risk and mindgames would be involved.

Now that's the information I'm looking for. fortunately I've already answered the problem with the reload and the enemy tracking in today's update. for the latter, it deactivates once your in the general proximity of someone, and can even be toggled with a server variable to shut it off completely.

now the lagginess is something that really isn't my fault. it's more to do with zandronum's rather iffy netcode. plus the script is more so meant for finding the opponent in larger maps so in the very least, if it shows their general location, it's doing it's job.

17
W.I.P Forum / Re: Gunslingers!! The Cowboy Duelist mod.
« on: June 07, 2016, 09:00:43 AM »
Quote
This is a lot of fun! The only problem is that it tends to require more cover-based maps than ones reliant on rooms, since packed maps tend to have the players hugging walls and watching corners instead of getting into the heated gunfights you see on maps like MM1OIL. You might be able to cut this down a bit by activating the markers at a certain distance, so that when the players are close enough to each other the indicators aren't visible. That's been the biggest complaint from the servers, that the indicator can influence gameplay too much in close quarters. I like the concept, though! If I find some time between my own projects and DOS Reborn I might see about getting a map or two done for this.

it being more cover based was admittingly intentional, as the damage dropoff was meant to give players the option of either trying to lead their shots further away knowing they have a higher margine for error, or taking the risk and trying to close in on the opponent for a high damage close range shot. but the markers do make attempting the latter difficult and even more risky than it should be. I'll implement a distance maximum so you only see them when you're sufficiently far away.

Quote
Largely boring and buggy. Fix reloading, remove (horribly coded) enemy sight, add footstep sounds. Needs a lot of tuning before people play it more than once and drop it forever.

Can't please everyone, but 4 out of 5 isn't bad. still though, give me some more details on these complaints. like what about reloading needs to be fixed beyond the unintentional 2 at a time ammo loading? exactly how is the enemy tracking "horribly coded"?

does it flicker a lot? that happens with pretty much everything online, not sure if I can do much about it.

is it inaccurate? again it does go a bit off center if you are at a higher or lower angle from them, so I tried to make it more of an approximation of where they are. I don't understand the math that the Hudmessageonactor function uses so I cannot really do much tuning to it.

but otherwise, it seems to do it's job as far as I can tell.

and what other things needs tuning? it's still in an early state so it's not going to be perfect right from the get-go, but I cannot fix what I don't know is broken.

Quote
Yo, this is super fun. It's really simple to pick up, but it's challenging when you factor in finding cover, the spread the bullets do if you shoot too quickly, and going in for killshots. I also love the unique bits of flavor the mod itself adds- it certainly has a lot of character, from the obituary to the hats flying off to the silly class names. Nice work!

I will agree that the tracker kind of throws me off, but it's not a big concern. The matches fly by quickly and they're always fun to watch since they usually get pretty tense. I'd only recommend bumping the movement speed a tad- he feels super slow.

Looking forward to more updates for this.

Thanks! and I'm going to work on the tracker. and I can raise the speed on the fighters some too, or at least the strafe speed since that's what I recall was specifically complained about. I tried to make the speed more in line with games like tf2 or overwatch as the base megaman moves rather fast. since leading shots is key, I didn't want classes to be able to move so fast that it feels like hammering the fire key yields better results more often than trying to judge the opponents movements and predict where they will be.

Quote
I've had lots of fun with this just today. My only recommendation is, since LMS seems to be a thing, set up the tracer so it only appears in Duel. Having 15 different tracers on-screen is pretty disorienting.

yeah, that was more of an experimental test at that time, I'll have it disabled for LMS in the future. that and make the deathsound only work in duel.

Quote
Good mod but you should polish the lazy things like the mega buster obit and mega buster hud into something else more fresh (a new hud).
Also have the +INVENTORY.IGNORESKILL flag on the ammo because the ammo sound plays 6 times when reloading, but you get the the ammo 2 by 2 because of doubleammo. Have this flag so it gives you the ammo 1 by 1.
Speaking of which, have the reloading time only reload the missing amount of bullets and not the 6 bullets every time.
That aside yeah this mod is simple and good by me

the huds in the works, with how badly my last 2 projects bombed despite all the work put into it, I was more focused on getting a functional product first, and then adding the visual elements as I go.

the whole 2 ammo thing was definitely a first for me, as I never had that happen to me before. thanks for the heads up on that flag.

and I'll make the reload time only reload missing bullets. I wanted reloads to be those strategic openings you have to put up with, and thus know when to retreat to cover so you can safely reload before the enemy tries to close in for a close range shot. my initial worry was that people would just fire one bullet and then immediately reload it over and over, and thus keep the opening short.

Ideally. I wanted the player to reload when they had 3 bullets or less.

18
W.I.P Forum / Gunslingers!! The Cowboy Duelist mod.
« on: June 06, 2016, 08:23:26 AM »
No items....
No weapons...
No fancy gadgets or tricks...
No hiding...

Just you, him, and the guns in each of your hands.

Gunslingers!!, a mod that started primarily as a duel mod but is also viable in Deathmatch and Team LMS. designed for quick and highly skill based matches. the game pits you as one of 5 different colton models. each armed with the same gun and level of abilities. but carrying their own set of choice words for their opponent.

How does it play?

it's very simple really, you're armed with a revolver that has a clip of 6 shots, you have infinite ammo but reloading takes a bit of time. the revolver can fire as quickly as you can pull the trigger, but rapid fire makes all subsequent bullets veer off course and do a little less damage. so try not to make a habit of fanning the hammer all the time.

2 key mechanics are also present in this game mode. the ability to see enemy players behind walls, and damage drop-off with your bullets.

with the ability to see your foe's general location when not in your line of sight, the fight can start as quickly as possible with both parties being able to reach each other with minimal searching. and in games with more than one gunner, can keep an alert player from an unpleasant ambush by some yellow-bellied back shooter. which is important because of the second feature pivotal to this game mode: Damage falloff.



your bullets deal damage relative to the distance they travel from the one that shoots them. within a short radius around the user, damage falloff does not occur, and the bullets will do their full damage of 100 health. this area is what I call the "fatal zone", where one shot will down a foe instantly. past that small area, the bullets shrink in power until they reach their minimum of 25 damage.

mid ranged gun fights can end within 2-3 shots, but long ranged shootouts will always end with 4 shots.

how you take advantage of this is all up to you. you can try and ace the opponent with a close quarters fatal shot by hopping around the corner, but just remember. they'll always be able to do the same damage to you in that situation, and are just as aware of where you are as you are to them. they might be planning on doing the same thing in fact!

What is the goal of the mod?
First and foremost, it was intended to be a highly skill based duel game mod. with design choices being based off of common complaints I hear about duel. among those being the long waits. and the tendency for matches to drag on as opponents retreat for health and search for items.

here, I wanted to eliminate that. I wanted the opponents to be able to find each other immediately. I wanted them to be ready to go the moment they spawn. and I wanted matches to end quickly. but not quickly in the sense of he that spams first wins, or he that knows some secret advantage to dominate their foe will win.

The revolvers were made to be powerful and responsive, but demanding the player to have good aim, leading. and use of cover as you can't just run out guns blazing and hope for success. otherwise this will be all that's left of you:


What more needs to be done?
as it is now, it's in a working state, now I just need to flesh things out visually. make a hud that actually looks like the colton's revolver buster, and have some varying skins for all the different fighters. just to identify them from one another at least. while it's not important now since they all work the same, I do want to dable with giving them varying traits and stats that differ their play styles from one another.

not to mention, incorporate tumbleweeds in some way.

and while this would be out of my reach, I'd love to have some maps made specifically for this mod, once with more of a clear western or western steampunk theme to them.

Can I get the file?

A Best Ever server should usually be up most of the time, usually with western themed names when not using the word "Gunslingers", currently though, the latest file is available here:
https://drive.google.com/open?id=0B-Qt8 ... npYY1dXQlk

Credits:
Celebi - Help with getting the Hudmessageonactor script to work online
Red_Lantern - Creator of the colton skin, which was pretty much my prime inspiration for this mod.

19
Help & Editing / Re: ACS Compiling?
« on: March 07, 2016, 02:28:55 AM »
I appreciate the effort at least, and I guess I'll just have to give it a shot there.

hope they won't be too hostile upon me mentioning my operating system, let's just say that it isn't linux I'm using.

20
Help & Editing / Re: ACS Compiling?
« on: March 07, 2016, 02:19:21 AM »
No Dice, I feel this may be due to the fact I cannot actually run .exe files at all on this operating system.

Could there be another way to get this script compiled? or am I more or less out of luck?

21
Help & Editing / ACS Compiling?
« on: March 06, 2016, 09:57:17 PM »
Hey guys, I'm a user of Slade3 as it works with my operating system, but doing anything with ACS has always been problematic given the fact I cannot compile code on my own.

in earlier versions, attempting to compile even with Acc.exe gave me a blank error, but in the most recent version I get this:
Code: [Select]
=== Error log: ===
execvp(/Users/[Name]/Documents/~MM8BDM-v4c/ACC, path/acc154win/acc.exe, -i, /Users/[Name]/Documents/~MM8BDM-v4c/ACC path, /Users/[Name]/Documents/Slade Temp/DaDi.acs, /Users/[Name]/Documents/Slade Temp/DaDi.o) failed with error 2!

I have no clue what "error 2" is, and searching on google hasn't come up with anything.

So I want to ask if anyone might know what this is, or if there is an alternative way to compile ACS scripts.

22
W.I.P Forum / Nothing...
« on: January 15, 2016, 08:43:14 PM »
This was a complete failure...

23
W.I.P Forum / Re: OCBMR [V1a]
« on: August 04, 2015, 06:26:52 AM »
It's the same as my username, Ehibika.

24
Forum Games Archive / Re: Describe the avatar above you!
« on: August 04, 2015, 06:26:07 AM »
an evil starfish-mancer?

25
Forum Games Archive / Re: If you met the above avatar in a dark alley
« on: August 03, 2015, 11:13:20 PM »
Pet it, maybe. seems harmless enough.

26
Anything Goes / Re: Anyone's art thread
« on: August 03, 2015, 07:51:22 AM »
Quote from: "Laggy Blazko"


Darn, making the same weapon on a different angle and having stuff aligning correctly is hard.

it's pretty tricky, you gotta deal with different sets and quantities of vanishing points depending on the angles you make.

I will say this though, maybe it's just me but it kinda feels like the circular bit at the end of the scope furthest away from the viewer could serve to be a touch slimmer horizontally.


Also, this was the full sized image of the avatar I created for myself, I failed to consider how small the avatar had to be, and thus I think I made it too detailed in the end, and thus lost it all when the image was shrunken.

(click to show/hide)

27
Forum Games / Re: Rate the avatar of the user above you
« on: August 03, 2015, 07:23:07 AM »
5/10

Insufficient head room.

28
Anything Goes / Re: What is your avatar from/of?
« on: August 03, 2015, 07:13:37 AM »
Mine was hand made by myself, depicting a member of an extraterrestrial creature of my own creation from some time ago in lightweight combat gear. the image looks a lot better in full size, I probably could have given it thicker outlines before scaling it down.

also, I tend to like boxy guns for some reason.

29
W.I.P Forum / Re: OCBMR [V1a]
« on: August 03, 2015, 07:07:25 AM »
I'd just like to ask, would the development team be interested in taking in another member, namely a spriter and illustrator? I'd like to get back into doing more graphic work and wouldn't mind playing a small role in the development of some visual elements within (or possibly even without) the mod.

30
General Gaming Discussion / Re: Mighty Number Nine: Inafune Strikes Back
« on: August 03, 2015, 06:42:04 AM »
Well technically I think it is an indie game, in the very least Comcept isn't AAA level yet.
nevertheles, I've heard that the reason for the dash was a way to intentionally force the player to have to come into proximity of a threat rather than just standing as far away as possible and merely jumping and shooting. I cannot call this a strictly good or bad design choice though. it increases difficulty and requires that you not only take advantage of boss patterns for dodging, but for also choosing key openings to dash, and in the dash's defense, you seem to only need 1-2 shots before an enemy can be absorbed, unlike the classic games where enemies generally take 3-4 shots. so if anything, I thing the dash makes things a bit faster.

I am curious as to why the physical releases need to be delayed so far away, I'll admit that I'm starting to get a bit skeptical of Inafune's business practices myself after what's happened with red ash.

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