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Author Topic: Stardust's Workshop  (Read 188414 times)

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November 07, 2014, 04:25:37 PM
Reply #450

Offline Russel

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Re: Stardust's Workshop
« Reply #450 on: November 07, 2014, 04:25:37 PM »
The issue with the randomspawner only occurs with respawning tokens and items. I made a mod that I never "publicly" released that spawns weapon energy in LMS/TLMS [you can find the mod on best-ever, but I'm fairly sure someone else did the same before/after me] and those things [annoyingly] spawn under 3D Floors. Unfortunately I don't think there's a real way around it without a freaking absurd amount of hacking...

That being said you would literally need to create the setup such that it uses something like SpawnSpot in ACS or something and then maybe spawn it at some interval? But then you would have instances where it will have uneven respawn times...maybe spawn a fake actor to check whether or not there is an item there?
I don't know. I just know using A_SpawnItemEx on a delay after the item is picked up is a bad idea that results in the item eventually getting displaced.

November 07, 2014, 04:39:50 PM
Reply #451

Offline Stardust

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Re: Stardust's Workshop
« Reply #451 on: November 07, 2014, 04:39:50 PM »
Especially if you're on high velocity like on a wave bike or using oïl slider the item placement gets noticeably modified with SpawnitemEx, yea
... for the moment I'm just hoping rng-sama won't select maps with hundreds of 3d floors, if Airman's stage was made of floating platforms it would be kind of problematic but thankfully it's not. I can't fix the 3d floors bug this is up to the zandro devs not my fault :X

November 07, 2014, 04:44:09 PM
Reply #452

Offline Gummywormz

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Re: Stardust's Workshop
« Reply #452 on: November 07, 2014, 04:44:09 PM »

November 07, 2014, 05:52:12 PM
Reply #453

Offline Russel

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Re: Stardust's Workshop
« Reply #453 on: November 07, 2014, 05:52:12 PM »
In the test build, it doesn't appear to be fixed.

November 07, 2014, 07:32:00 PM
Reply #454

Offline WaTaKiD

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Re: Stardust's Workshop
« Reply #454 on: November 07, 2014, 07:32:00 PM »
Quote from: "Gummywormz"
The Random Spawner 3D Floor bug is supposedly fixed in 2.0.
Quote from: "Lego"
In the test build, it doesn't appear to be fixed.
after using the example wad in the ticket with the test build thats linked, it does seem that the issue is resolved, however if u can provide another example wad showing otherwise, please do so and if necessary, we can get a dev to re open the ticket so it can be discussed there (unless this turns out to be a different issue, it could warrant its own ticket)

November 07, 2014, 09:12:34 PM
Reply #455

Offline Gummywormz

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Re: Stardust's Workshop
« Reply #455 on: November 07, 2014, 09:12:34 PM »
The 2.0 test build works fine with the sample WAD in that bug report. 1.4 does not work, however.

November 07, 2014, 09:28:50 PM
Reply #456

Offline WaTaKiD

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Re: Stardust's Workshop
« Reply #456 on: November 07, 2014, 09:28:50 PM »
Quote from: "Gummywormz"
The 2.0 test build works fine with the sample WAD in that bug report. 1.4 does not work, however.
only the 2.0 builds are relevant as the 1.4 builds were compiled on accident due to a misunderstanding, and should not actually be used, sorry about that
edit: the 1.4 builds have been removed

November 09, 2014, 06:26:59 PM
Reply #457

Offline Jdude330

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Re: Stardust's Workshop
« Reply #457 on: November 09, 2014, 06:26:59 PM »
Not sure if I said this already, but you can use my crossover weapons in Xover weps.

November 11, 2014, 02:03:28 AM
Reply #458

Offline ice

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Re: Stardust's Workshop
« Reply #458 on: November 11, 2014, 02:03:28 AM »
Not sure if this was mentioned before, but have you ever thought of releasing the player classes for SHR++ as a standalone mod? *Always wanted to try the more team oriented playstyles of these classes with team modes like TLMS or CTF*

December 08, 2014, 05:18:05 PM
Reply #459

Offline Superjustinbros

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Re: Stardust's Workshop
« Reply #459 on: December 08, 2014, 05:18:05 PM »
Dunno if hale ideas are still being considered, but I had one recently for a secret boss.

Basically, if you defeat Mudkip a total of three times after he's able to call in Treecko and Torchic (defeats against Mudkip and any other boss do not reset the counter), the next time he appears via the RNG, a stream of Rare Candies and the Swampertite rain down from the ceiling, caught/absorbed by Mudkip a few seconds into the match. He suddenly evolves into Swampert and begins to undergo Mega Evolution while the screen fades to black. The text "So... I herd u like murder..." appears, and the screen returns to normal. Mega Swampert appears and challenges the players.

Mega Swampert has slightly reduced mobility from standard Mudkip; his primary skill is throwing large splashes of mud that do mid to high damage and can usually KO a single player in two or three successful hits. Using Super Jump enables Aqua Ring as usual, but when he lands he keeps Aqua Ring equipped for several seconds and can deal contact damage to nearby players. Rage would be the use of Hydro Cannon; an endless stream of water that continuously erupts from mega Swampert's mouth and is guaranteed to down someone if they're caught in it.

December 08, 2014, 07:14:15 PM
Reply #460

Offline Linnie

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Re: Stardust's Workshop
« Reply #460 on: December 08, 2014, 07:14:15 PM »
For a secret boss involving Mudkip, while I don't really think one is necessary at all, I'd probably just turn the Hoenn starters into a full playable trio, assuming with balancing changes since giving Torchic and Treecko the ability to work together with Mudkip on a strategic level could potentially be OP (Torchic being able to slow a player who then gets wrecked by the other two; it's possible to happen with them as AI, but it's more likely to be used when players have full control over the three of them).

Though, again, a secret boss for Mudkip isn't really necessary and I'm not sure how much it'd add to the mod.

December 08, 2014, 08:29:49 PM
Reply #461

Offline Korby

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Re: Stardust's Workshop
« Reply #461 on: December 08, 2014, 08:29:49 PM »
i'm pretty sure it would add to the mod as much as any other new boss would

December 08, 2014, 10:24:15 PM
Reply #462

Offline Linnie

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Re: Stardust's Workshop
« Reply #462 on: December 08, 2014, 10:24:15 PM »
Right, meant mod, my apologies, but I feel having something more original, while it'd be more work obviously, would mean a bit more. Other than the rage, the suggestion feels a bit too similar to Mudkip, just more powerful, and we've been trending away from "same boss with a new rage" designs though I will defend PO'd Roll 'til the day I die.

December 09, 2014, 12:32:12 AM
Reply #463

Offline fortegigasgospel

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Re: Stardust's Workshop
« Reply #463 on: December 09, 2014, 12:32:12 AM »
Tis why I am still thinking of ways to flesh out the CRORQ/Volt,Sonic,Dyna combo Hale, the three are much weaker then normal bosses in the mod alone but are already designed to work as a team to achieve victory over the survivor team. Each filling in a role to assist where the other 2 lack to hunt down players while also needing to coordinate on protecting the CRORQ. Alone they are really no stronger then a player either other then infinite respawns.

December 09, 2014, 06:17:45 PM
Reply #464

Offline BookofDobson

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Re: Stardust's Workshop
« Reply #464 on: December 09, 2014, 06:17:45 PM »
Wait what?
I don't think DOS bosses are well "boss matrial" nor the fact that 3 player level "bosses" aren't gonna cut it