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Messages - SilverSin

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16
bump for updates.

17
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: December 16, 2012, 07:00:56 PM »
Quote from: "T's Inventions"
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.
For the dispenser thing, I only meant for weapons and items, not unlocking new parts of the map (I know how to make walls lower after X # of rounds, as I stated before), but I guess we could leave it until Ashley makes a decision (considering she is the original creator of this add on).
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.

18
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: December 15, 2012, 06:27:29 PM »
Quote from: "TheDoc"
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?
Well, I was thinking of doing it a bit differently (Walls that look like dispensers, walking up to one and hitting use activates it), but this is also pretty interesting...I'll think about that.

EDIT: Also, what are you looking for in an invasion map? I might try one...
Was this aimed at me? lol

19
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« 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.

20
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« 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.

21
Oh man, I got a lot to reply to...sorta...not really...aaanywho,

Quote from: "TailsMK4"
I'm thinking Silver is waiting until after MM8BDM V3A before he gets ready to release it, since in V3A we will no longer be using Skulltag, so things internally will be different. The gamemode should, of course, be compatible with Zandronum. Since V3A, from what I heard, is in the beta-test stage now, it will be pretty soon. Not to mention MM8 will complete my hale's weapon resistance so that he will not be quite as UP...
Now that you mention it, I might wait for the next update.
Quote from: "tsukiyomaru0"
By the way, you might want to look into the fog thing for Slender. Anyone using OpenGL can disable the fog completely and the default FogDist barely does anything.
Yeah, I've been trying to find a way to prevent that. Right now I'm just using the setdarkness ACS command, but if I find something better than that, I will replace.
Quote from: "Game&Watcher"
Quote from: "CHAOS_FANTAZY"
Quote from: "Zard1084"
Hey Silversin i found a english version of Rolls theme  *the one you used for the roll hale  :ugeek: *
(click to show/hide)
I hope you can use it for the next version or the one after that
Had you paged back a few pages, you would know that her theme's getting changed to this:
Quote from: "CHAOS_FANTAZY"
> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.
Wouldn't it be illegal to use the "Chiptuned Rockman" Roll theme, seeing how you'd have to buy the Soundtrack?
I'd think this would be a suitable replacement:
I too thought it would be illegal to use it for the same reason. As for that other roll theme you just posted, it sounds nice. I could try speeding it up a bit, maby increasing the pitch, you know, make  it sound a bit more...fast paced.

22
Quote from: "DarkAura"
Okay, just throwing out there that I believe I have the updates for my Hales done:

Gilgamesh
------------
HP count reduced to ehh...220 seems fair, right?
Weakness to Melee added (Top, StarHug, Slash, JunkHug, Charge, FireHug, Saku, and Sword if this gets out after MM8), but retains his resistances to everything else.
SaxtonHaleRage requirement reduced.
Rage is now Rocket Punch. To put it simply, it's a near-clone of Sniper's old rage.

Scrooge
---------
Small HUD tweak
Mobies are slightly faster, smaller hitbox, and disappear a lot sooner
Corpse spawned on death works proplerly, I think. Doesn't work on bots, however.

If it's not too late, is it possible to add this in so I can stop being pestered about it?
Go right ahead. I was actually gonna ask if I should wait for you to finish up editing them.

23
Soon enough, still making some tweaks.

24
Quote from: "CHAOS_FANTAZY"
Oh, yes, a couple things I forgot to mention earlier:

> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.

> Slender's theme, though not nearly as bad as Roll's, still leaves some to be desired.  The low droning doesn't really give off the feeling of fear you get when there's an all-powerful being of darkness chasing you in the dark--to elaborate, the song you have is "Despair Scary" (See also:  Clock Town Final Hours), whereas Slender should have something more "Panic Scary" (See also:  Drowning Theme (A lighter example, but you get the idea).
I'm sure there's a good song we could steal from Amnesia that fits the bill.

> Also, when I said each Hale should have their own personal map, I didn't mean you had to make them all yourself...
@Roll's theme, THANK YOU! I felt that the theme she has just isn't...exciting enough. I'll definitely be using this.
@Slendy's theme, I see what your getting at, and I guess I can do something about that.
@The maps, I know I shouldn't be making em all by my self...in fact, when V3D is out, I'm gonna be asking for some help.

25
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: November 08, 2012, 04:35:03 PM »
I'm willing to help out with this project. I have some experience with making monsters and invasion based maps (walls lowering after X number of rounds, music change, etc). I'll be downloading this as soon as I get home =P

26
Quote from: "TheDoc"
Stupid Question: Who is Stinko? Because his name is on the front of the topic. I thought SilverSin ran dis joint.
Im Stinko. My old name on 8bdm was Stinkoman 20X6, hence my picture, though I changed it to SilverSin because that's the name I use for...pretty much everything (Steam, MMO's, etc)

27
Projects & Creative / Re: New Project Forum Rule
« on: October 28, 2012, 11:03:42 PM »
Thanks mendez! The site I was using wasn't co-operating very well.

28
Quote from: "tsukiyomaru0"
Silver, apparently proto-related damage types do harm other survivors.
Huh, I must have missed that. I'll get right on it.

29
Projects & Creative / Re: Special Classes Add-on (Version 3.2)
« on: October 24, 2012, 08:21:51 PM »
Looks like Neo has some competition! more or less =P These look pretty cool, good job!

30
Quote from: "CHAOS_FANTAZY"
Just posting some new thoughts from the server that was just up.

> Each Hale should have their own personal map
I like this idea, myself.  A lot of them could prove quite promising (Aperture Science, Ra Thor's Cave, Slender Forest, etc.).  At the same time, however, I also want the VSH Map Pack to be full of MM8BDM renditions of the various Vs. Saxton Hale maps from TF2.  Maybe it could contain both?  I don't know.

> If you play on a personal map, there is a 100% chance that the Hale it's for will appear
This one, I'm not so sure of.  Being able to play as only one Hale--while forcing players to strategize--can also bar options for the Hale.  What if I want to play as Ra Thor on Slender Forest?  Neo had the idea that it could be 50% the personal Hale and 50% everything else, but I had another thought...

> Import the option to choose your own boss from Vanilla VSH
Some Vs. Saxton Hale/Freak Fortress 2 servers will feature the option for the player to choose their boss when their turn rolls around.  Not only would this eliminate the problem posed in the previous bullet point, it would just be an all around good edition--since some of us don't like to play as certain Hales.  But is it even physically possible to code something like this?
Just tossing in my two cents here.
1)A map for each hale? I'm not the best at mapping, though I'll see what i can do.
2)Eh, I'll leave it at random, unless I feel that it would be necessary.
3)This is very possible, I just haven't decided if I should add it or not. If I did add it, I would probably make a cvar for the players that lets them choose (using numbers, each one for a diff. hale), and one for the server, toggling if this would be aloud or not.

Quote from: "FTX"
Can you make saxton hale bosses have a taunt.
I could, yes, but im pretty sure that the bosses shouting shit at you every time they get a kill, or do anything at that, is enough +avoiding taunt spam hnng

Quote from: "DarkAura"
Quote from: "SmashBroPlusB"
Dash Hoop or the Slingback Shooter
Bah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those pesky blue-pantsed monkeys runaways. If I can figure out how to make him act like a projectile with Doombounce when he uses the Dash Hoop, I can code that instead. I can use the skin sprites for the Slingback for the skin release.

EDIT: Skin is done-ish. Lemme know if any errors are present.
(click to show/hide)
DA, You never cease to impress me. Nice job with those sprites!

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