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Topics - CutmanMike

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196
The Ghoul's Forest / CURSES
« on: November 30, 2009, 11:10:29 PM »
Wordpress timer was out by one hour.

http://cutstuff.net/blog/?p=1723

Christmas comes early!

197
The Ghoul's Forest / GVHv2b6 released
« on: November 19, 2009, 10:54:46 AM »
I haven't changed much but I feel these changes are really needed, so I was thinking about releasing b6 before cold demise hits. Here's what I have so far:

Done:
    Hunter: Teleport replaced with a vertical lightning attack.
     Jitterskull: When killing a human his attack has to cool down for a couple of seconds.

Need to do:
    Hunter: Arrows to say on the floor much longer.
     Global: Add annoying server warning messages when required compat flags are inactive.
     GVHFIN: Remove and compile as a separate WAD to make it more managable.
     GVH06: Increase distance between ghoul/human spawns.

Anything else? Ideally I would like to release v2 of EW (mainly to fix the damn logo) but it's soooooo not ready.

198
The Ghoul's Forest / Which Jitternerf would you like to see? (voting over)
« on: November 11, 2009, 11:27:23 AM »
I can't decide. Vote by posting your favourite idea from the list below:

    1. Change radius damage to projectile damage. This means no more pushing humans around but you have to be more accurate with his bites, and the damage would be more consistent. This solution would make it so you have to be precise with your charges or the attack will miss, but a direct hit will kill a human instantly.
    2. Reduce the radius damage even more. Same idea, you just have to be more precise. Would still knock humans about though but not as much, making it as dangerous as the above.
    3. Reduce charge rate. After a charge you have to wait 1.5 seconds before charging again. This would at least give humans a chance to escape, and jitterskull could still dodge while waiting for the next charge.
    4. Reduce his HP. He can dodge like a bitch so why not? They would just have to be more careful
    5. When you kill a human Jitterskull muches up his guts for a moment and cannot charge until he's finished munching. This is exactly the same as 3 but the cool down only happens when you make a kill. Can still move while munching human gore.[/list]

    I hope we can come to a decision before GVH:CD is released ;)

    Edit: WE'RE GOIN 5 LADS

    199
    MM8BDM Discussion / Megaman 8-bit Deathmatch
    « on: November 09, 2009, 12:45:16 PM »



    More old screenshots here

    What is it?

    Megaman 8-bit Deathmatch is a new multiplayer mod that aims to puts Doom and Megaman into a blender and spew out a fun new way to blast your buddies online. I've always wanted to make a Megaman themed wad, and since my experimental multiplayer wad GVH wasn't a complete flop, I decided to make it deathmatch based. The 8-bit style stolen inspired by Kinsie was perfect for this, as it represents the time when I feel Megaman was in full fruition: on the NES.

    Megaman 8-bit Deathmatch will play as if Megaman suddenly turned 3D. Everything will play as if it was being played back in 1987. Levels will use purely 8-bit textures and sprites. Megaman will jump high and take damage recoil. Weapons will behave exactly as they did back then, only from a 3d perspective. The plan is to eventually have all the levels and weapons from Megaman 1-6 (and maybe 9). Obviously some weapons will have minor changes because there are a lot of clones throughout the series.

    Gameplay

    The game can be played in pretty much any game mode in Skulltag (except map specific modes like CTF obviously), but will be designed for Deathmatch. Obviously there will be no Robot Masters to steal weapons from, so you will have to find them and pick them up. The catch is you can only use one at a time, but they can be discarded for the Mega Buster at any time. The Mega Buster has infinite ammo, but weapons will use a global weapon energy found around the level. Along with the weapons are special inventory items which can be used at any time, such as the Rush Coil and E-Tank.

    200
    The Ghoul's Forest / GVHv2b5 released
    « on: October 27, 2009, 10:01:44 PM »
    http://cutstuff.net/blog/?p=1603

    Feedback on a post card  :)

    201
    The Ghoul's Forest / YOUR ideas for Ghoul and Human classes
    « on: October 21, 2009, 03:32:23 PM »
    Instead of making a thread telling us about your dream classes, just shove em in here. Who knows, maybe I'll like the idea and end up turning it into a real class in future expansions?  :o (NO PROMISES HERE DUDES). Detail them as much as you want. You should focus on answering questions that you're most likely to be asked about em'

    What is it's name?
    What is it's story?
    What does it look like? (feel free to post sprites/images)
    How does it play? (physics, abilities)
    What are it's weapons?
    Why does it belong on GVH?

    202
    Cutstuff Discussion and Feedback / Bad multiplayer?
    « on: October 14, 2009, 03:44:36 PM »
    Can anyone name a game which is good/okay/not bad but the multiplayer mode is CRAP? Not because of the initial game being buggy/crap or net lag or whatever either. I mean like Mario Galaxy having player 2 shoot stars at the screen and Mario do everything else. I'm making a top 10 and currently have 9. Remind me of some shitty multiplayer modes QUICK! :P

    203
    The Ghoul's Forest / (beta 5) OH DEARY ME we have a problem
    « on: October 14, 2009, 09:27:53 AM »
    The Cyborg dash coming to beta 5 may not be coming to beta 5 unless I can work around this little bump in the road. Basically GetPlayerInput is going to cause the server to lag more if it's used with the directions because it requires more network traffic. This, to me, is unacceptable for GVH (no ones fault) so I need to come up with a way of checking if the player is moving forward, backward, or strafing left or right without using GetPlayerInput. I thought about checking the x/y momentum in DECORATE but apparently that's map based and not in the direction you're facing.

    Throw some ideas at me. Please try to know what you're talking about before suggesting though. Beta 5 is on hold until I come up with a solution.

    More info here

    204
    The Ghoul's Forest / Support for team starts in LMS
    « on: October 13, 2009, 01:01:02 PM »
    I've given each map in GVH team starts to support a new server flag which forces team starts to be used in any game mode, including TLMS.

    I've already done the first map pack from personal experience and what I thought would be most fitting. Here's the list:

    GVH01: Ghouls start all around the edge of the forest and humans start in the center. Retro!

    GVH02: Both teams start at each side of the map facing the center.

    GVH03: Ghouls start by the lava fall on the higher ledge, humans start in the other corner of the map with the 0 shape cave.

    GVH04: Humans start near the crates, ghouls start at the complete opposite side of the map in the water.

    GVH05: Ghouls start outside on the cliffs, humans start at the opposite corner up the stairs of the castle.

    GVH06: Humans start in various parts of the map, usually in corners. Ghouls start in the middle  :D

    GVH07: Humans start in the base with the toilets, Ghouls start at the main gates of the map.

    GVH08: Ghouls start outside behind the forest (near the graves), Humans start in the fortress.

    GVH09: Ghouls start outside, Humans start at the complete opposite of the map indoors.

    GVH10: Humans and Ghouls start at opposite sides of the map.

    I'm giving GVH:EW (and later GVH:CD) maps the same treatment. Where do you think the players should start? I have a poll up on my website for GVH11 because I think that's a pretty important map (people love it) ;)

    205
    The Ghoul's Forest / Who's that Ghoulymon?!
    « on: October 12, 2009, 01:11:17 PM »
    Just one week until you see the identity of the new ghoul. But what's his name? Yeah he has one, but it's up to YOUUUU to guess it! For a laugh, I want you guys to try and guess the name of the ghoul before the week is over. If you manage it, I'll PM you to let you know you got it right and show you his face early.

    So let's start with what you should already know. He has an icy breath attack, and he looks like this:


    206
    Cutstuff Discussion and Feedback / I need a moderator
    « on: October 04, 2009, 03:45:04 PM »
    Okay so it seems that along with most creatures of the night, spamming retards come out at the same time. I am never here when this happens so I need a moderator to ban and remove posts made by these. I only need a moderator to undergo the task of taking care of idiots though, not promoting threads, locking and such so the moderator will only gain the ability to ban and remove posts.

    Let me know if you're game.

    207
    The Ghoul's Forest / GVH:Cold Demise trailer up
    « on: September 28, 2009, 02:39:24 PM »

    208
    The Ghoul's Forest / Stuff I need to do
    « on: September 25, 2009, 10:08:27 AM »
    Public to do list, see what you guys think of these changes. Green means done:

    GVHv2:
      Give the cyborg a separate ammo for his fuel. Right now it's a huge problem keeping your eye on both. Also maybe make it possible for him to shoot and fly at the same time.
       Lower Jitterskull's damage radius a bit. Right now it's way too easy to kill people by simply catching them with side of your skull.
       Fix the damn Hunter hand sprite clipping now I FINALLY KNOW HOW.
       Make the Marine's machinegun actually worth using. (Horizontal spread maybe)
       Add red/blue team starts to all maps to enable the optional server flag to force teams to spawn in specific locations (i.e in GVH08, humans start in the castle area and ghouls start beyond the forest.)
       Get rid of the marine's mug. Give the Ghouls a different status bar. Edit the hud overall to provide relevant information for GVH.
       Add yurei battle patch to GVHv2
       Give Jitterskull bright eyes using brightmaps (once I learn how)

    GVH:EWv2:
      Ghostbuster Proton Pack change. Ability to absorb Ghoul's power when you kill them giving you access to new types of weapons.
       Improve Ghost trap system.
       Give Choke blood ball cancel ability.
       Add red/blue team starts to all maps to enable the optional server flag to force teams to spawn in specific locations.
       Remove cameras from all maps due to magic unfixable lag.
       Remove mirrors in GVH21 also due to lag.

    GVH:CD
      Find a suitable weapon for new human class.
       Finish the damn trailer.
       Map chase ups.
       Private testing.

    209
    Cutstuff Discussion and Feedback / Website, forum issues
    « on: September 21, 2009, 10:51:49 AM »
    Please report any issues you have here.

    People have been experiencing problems with PMs, including myself. [FIXED]

    210
    The Ghoul's Forest / If anyone wants to become Jitterskull
    « on: September 16, 2009, 06:47:03 PM »
    http://cgi.ebay.com/SKULL-HALLOWEEN-COS ... .m63.l1177

    Have fun! The postage is insane for the UK. If it was cheaper I would totally get it :P

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