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Author Topic: MMINV - Let's do it right this time - Official Topic  (Read 12775 times)

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November 16, 2012, 12:45:21 PM
Reply #15

Offline Chauer

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #15 on: November 16, 2012, 12:45:21 PM »
I feel like a noob for asking, but the gamemode doesn't work. When I load an invasion map, it doesn't start the invasion. I'm playing offline.

November 16, 2012, 04:38:13 PM
Reply #16

Offline Zard1084

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #16 on: November 16, 2012, 04:38:13 PM »
Oh you mean when you load up the map it does not work? then you have to set the game to invasion mode

November 17, 2012, 12:44:09 PM
Reply #17

Offline TheDoc

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #17 on: November 17, 2012, 12:44:09 PM »
Actually, even then, it doesn't work. The only map I got to work was MMINV06, but I don't think you had to set it to invasion.

November 17, 2012, 06:51:37 PM
Reply #18

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #18 on: November 17, 2012, 06:51:37 PM »
The game unloads the scripts for some reason on most of the maps.
also, I can only hit them every few shots like they have invincibility frames. Also big eye jumps in the air when I shoot him in the air, making it so even though im too high for him to reach, if I shoot him in the air, he will jump in the air and get me.

Edit: I summond shadow blade and picked it up, but I couldent change my weapon.

November 19, 2012, 02:00:27 AM
Reply #19

Offline TheDoc

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #19 on: November 19, 2012, 02:00:27 AM »
Quote from: "Duora Super Gyro"
The game unloads the scripts for some reason on most of the maps.
It only works on MMINV06 for me. Did I load the files wrong or something?

Quote from: "Duora Super Gyro"
I summond shadow blade and picked it up, but I couldent change my weapon.

I can't change my weapon out for anything, either. I had to drop my Megabuster just to do that. After that, I can switch weapons. It's just form the megabuster to another that i can't do.

November 19, 2012, 12:19:41 PM
Reply #20

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #20 on: November 19, 2012, 12:19:41 PM »
Quote from: "TheDoc"
Quote from: "Duora Super Gyro"
The game unloads the scripts for some reason on most of the maps.
It only works on MMINV06 for me. Did I load the files wrong or something?

Same for me too, MMINV06 is the only one that works for me.

November 21, 2012, 09:37:24 AM
Reply #21

Offline T's Inventions

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #21 on: November 21, 2012, 09:37:24 AM »
Ok, so here's what I think needs to be done for this project in a nutshell:
Keep things more simple and pure.

Quote from: "T's Inventions"
It doesn't need custom weapons,
It doesn't need max wave counts higher than 15 waves or so,
It doesn't need the more "made up" enemy types,
And it doesn't need a total of 30 maps. (16-20 maps would most likely be alot better!)
Quality over quantity is key.

Even though this project did have it's flaws and problems, it really did have alot of potential!
I too am glad to see you are back and considering bringing project MMINV back to life!

I would also be highly interested with development,
as I am highly experienced with game development and modding.

November 26, 2012, 05:32:57 AM
Reply #22

Offline Ashley

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #22 on: November 26, 2012, 05:32:57 AM »
As far as why it doesn't work on some maps, I probably never actually got spawners into them, for weapons, pickups, or mobs.

Weapons, yeah I never quite figured out the issue with why megabuster was stuck unless you dropped it or [use Megasword].. it was just that way from the get-go.


You have to realize none of that work, sans Weapons or Enemies, is solid. That was pretty 'alpha,' I guess you could call it.. and it's the work people begged me to release at the time. Beyond that, I have no idea.

More progress since topic: None. Lack of motivation and people.

December 14, 2012, 02:09:24 AM
Reply #23

Offline SilverSin

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #23 on: December 14, 2012, 02:09:24 AM »
Quite the bump I got here.
Any ways, I'm in slight agreement with Mr. T and tsuki, starting from scratch would be a good thing to do.
As for progress, I'm working on a boss map that would work a bit like Mom from Binding of Isaac, The boss will appear in one of 4 locations, preform an attack, and quickly disappear. Any good ideas as of which map this kind of boss should appear in? As in, one of the later maps or earlier ones?
Also, i'm just gonna throw this idea out there:
What if there were dispenser-like things in the map (Random Weapon Giver, Random Item Giver, Health, Ammo, etc) and in order to use them you have to use screws dropped by enemies? Just an idea.

December 14, 2012, 12:36:13 PM
Reply #24

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #24 on: December 14, 2012, 12:36:13 PM »
I love that idea. I say go for it.

December 14, 2012, 07:09:27 PM
Reply #25

Offline T's Inventions

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #25 on: December 14, 2012, 07:09:27 PM »
I don't think COMPLETELY starting the project over again is such a good idea.
I think we could keep the 11 supposed finished original maps
and then maybe just add about 3 - 5 more maps for a first full release!

I also don't think SilverSin's dispenser idea is a very good idea. Mainly because it will most likely make the mod more complex than it needs to be,
and don't we already have a little guy named Eddie, and also a game mod called Screw Scramble?

December 14, 2012, 08:45:02 PM
Reply #26

Offline SilverSin

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #26 on: December 14, 2012, 08:45:02 PM »
Quote from: "T's Inventions"
I don't think COMPLETELY starting the project over again is such a good idea.
I think we could keep the 11 supposed finished original maps
and then maybe just add about 3 - 5 more maps for a first full release!

I also don't think SilverSin's dispenser idea is a very good idea. Mainly because it will most likely make the mod more complex than it needs to be,
and don't we already have a little guy named Eddie, and also a game mod called Screw Scramble?
Well, it actually isn't that complex. All you need is a script that checks if you have enough screws, and then it throws a random item/weapon/what ever at you, and note that Random Item is already defined in Eddie. Plus, screw scrable isn't really hosted often...how exactly is that relevant? :? Besides, it's just an idea. I need more feed back before I decide what to do.

December 15, 2012, 01:48:56 AM
Reply #27

Offline Tengu

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #27 on: December 15, 2012, 01:48:56 AM »
I personally like his idea of the dispenser. It gives the mode an extra goal to accomplish other than just point A to point B. It would make gameplay more fun and interesting, and certainly would help it get hosted more often.

December 15, 2012, 06:22:11 PM
Reply #28

Offline TheDoc

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #28 on: December 15, 2012, 06:22:11 PM »
I agree. It could be that you pick up an "item" and to use it, you would need that number of screws. After you use it, it takes the screws and disappears from your inventory so you can't just keep using it over and over again. Maybe you could do a similar thing with weapons where you use the item, it takes the screws and gives you the weapon?

EDIT: Also, what are you looking for in an invasion map? I might try one...

December 15, 2012, 06:27:13 PM
Reply #29

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #29 on: December 15, 2012, 06:27:13 PM »
So I have been thinking about this dispenser thing and I started wondering, what if you could use screws for more then just buying weapons, but u could use them to open up new areas and passages around the map, leading to more weapons and items?