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Messages - Ashley

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91
Alright. Not quite sure if I can edit the sprite to make it not look failed on, but I'll give it a go... At a later date.

92
~Rebound Striker Updated.

93
Quote from: "Mr. X"
So, I took these weapons for a test drive and here's my complaints.  Note that I tested these quickly in a map without bots or anything to fight.

Black Hole Bomb:  Well, the lack of sucking people in is obvious, but as is the difficulty of figuring out how to do it, so other than that, my only recommendation is to perhaps make it like Gyro Attack:  Hit the button once to fire and once again to detonate.  The reasoning behind this is to make it ever so slightly easier to use.  It moves so slowly that you can outrun it, so holding the button while running ahead, then turning around is a bit tough.  It's not a necessary change, but I think it would be better.
I don't really feel like making such a change, since I've put in so much work as it is already.. Sorry.

Quote from: "Mr. X"
Thunder Wool:  It's bad.  However, not entirely your fault:  Turning a bad weapon in MM10 into a not-so-bad weapon in 8BDM is a tough task.  However, it seems to me once the cloud hits the ceiling, it accelerates, which makes it even tougher to aim than if it just stopped once it hit the ceiling.  The other huge problem is obvious so I'm not going to bother pointing it out again.
I'm working on this constantly. It's a nightmare. : I know what needs done, though.

Quote from: "Mr. X"
Astro Crush:  Fine except for the fact that the meteors are not truly 8-bit:  There are far too many colors in the sprite.
It has two or three colors, I believe. Not much can be changed about that.
Blame the lack of color options.

Quote from: "Mr. X"
Concrete Shot:  Broken badly.  Being remotely near the wall results in the block instantly trapping yourself.  The blocks also last way too long, so once this happens you are screwed.  Also, you need to have it where the blocks do not form against the wall.  This allows players to go absolutely anywhere in the level they want to with well timed jumps.  Make the blocks themselves effected by gravity if possible.  If not, make the projectiles slide down the wall then form blocks against the floor (not sure if this can be done either).
Making it not-trap yourself isn't exactly possible without some form of flags being set for NOINTERACTION, but then you couldn't jump on it until the flag was set off. So, I can't fix that.
As for the block sticking to things, players requested this happen as it does in the game. Originally, it was affected by gravity, and that honestly didn't work out so well. As for them "stacking" on things, it's not possible. I've tried.

Quote from: "Mr. X"
Rebound Striker:  Like the Energizer Bunny, it just keeps going and going and going.

One person should not be capable of filling a room with this many projectiles.  Also, I switched to Concrete Shot, played with it for a good 15 seconds, turned around, and still saw a few bouncing around.  There needs to be like a time limit on how long each shot should be in the map.

First release, and stuff needs fixed. Can-do!

The reason they last so long is how the timer is done...
It's ABCDEFGHI for the rotations of the ball, then under that it has an A frame with A_Countdown. The countdown is 20, which is lenient, I thought.. I'll change it to 7 so it's a bit less spammable. I'm also increasing the damage output and fixing the palette issue.

94
Tsuki, how would that help again?

We're not shooting things. We're pulling things into other things.

EDIT:
You can make the vortex summon objects around it X/Y distance away from it that use A_RadiusThrust so they're still pushed into it.. But then there's the problem of walls. Walls would cause these invisible objects to disappear, or move above them [elevated floor].

Such a hassle...

EDIT2:

From the ZDoom Wiki:
"Classes: PointPuller

A point puller pulls nearby actors towards it. This force crosses sector boundaries, decreases linearly with distance, and is felt within a circle centered on itself. The force is felt only if the point puller can see the target object."

This would work, almost perfectly, if we could make it summon when the vortex does, on that exact spot, and disappear when it does.
Ideas?


Nope. It would require sectors of the map to have Pusher Enabled, anyways.

95
Maps / Re: MMINV Map Project - We need YOU!
« on: February 20, 2011, 10:21:20 PM »
Quote from: "Gummywormz"
I'd totally make a few maps if someone could make an argument guide for invasion spawners. :3

Read the rules, bro. You don't add any of that. That's what WE do. You just make the map itself. No items, no spawners, just a textured map with player spawns.

Quote from: "smashbro27"
Mm...can I try out for a Medium-Small map? I kinda have the layout planned and theme of the level.

Go for it.

96
Maps / Re: MMINV Map Project - We need YOU!
« on: February 20, 2011, 04:44:41 PM »
That stage was troll, Myroc. But, it's his idea, so let him craft it the way he sees fit, with what little restrictions there are.

97
Aye.. Neither can I. Such a problem to make it do so~...

98
Maps / Re: MMINV Map Project - We need YOU!
« on: February 20, 2011, 02:27:40 AM »
I suppose it'll do...

Just specify which MMINV map this is for. I'd prefer if it wasn't a 21+ map. XD

If anything, I can make this MMINV32, (extra map) for nostalgia on the old Invasion we ALL enjoyed so very much. :3 100 waves? CAN-DO! That way, you can make it any size you wish.

99
Maps / Re: MMINV Map Project - We need YOU!
« on: February 20, 2011, 02:23:08 AM »
Alright Llama... But we have like 12 versions of mets now! (And 5 versions of heli-mets. VERSIONS INSIDE VERSIONS)

Just make sure it can handle:

ChaseMets [Mets that chase you around and hide after some time]
Jumping Mets [Mets that jump onto you, and around the map]
Helicopter Mets [Mets that fly around, land to shield after being hit, and shoot speratically]
Tunnel Mets [MOLES? No, but mets that go underground are fun too.]
Missile Mets [Mets that shoot high-powered missiles, but never move]
..and more. Most others will manage if you can supply ample areas for these six.

NOTE:
I recently got a submission from Smashbro27 (he got help from Ice).
Their map will not be included, as it doesn't fit the rules, but it will become an additional map in the pack simply because of how much work was put into it. MMINV31 approved. [Not releasing to the public]

100
Maps / Re: MMINV Map Project - We need YOU!
« on: February 20, 2011, 02:08:55 AM »
It's a lot, but who would play something released with only like 5 maps? Especially since it's a game mode.. *cough*oldpre-release*cough*

Not only would people possibly play it because they or their friends made some maps, but they'd have a LOT of maps to get to explore and rage enemies in!

We're hoping to get around...

1-5, 10 waves
6-10, 15 waves
11-15, 20 waves
16-20, 30 waves
21-25, 50 waves
26-30, depending on what boss can fit on what map, it'll vary per waves.

101
Maps / MMINV Map Project - We need YOU!
« on: February 20, 2011, 02:05:05 AM »
Well, Invasion progress has been lacking in the past few months, and we've decided to get back to work on it.

What we need is maps, and nothing more. Enemies, ACS Configuration, custom weapons and balancing issues have all been solved and completed.

While we've done a lot of work, we need the community to help us finish this project for a final release! So, we're asking the community to make us maps.
Any maps you send will be judged, and early on, will most likely be accepted.

There's a set of 30 maps we wish to have created, all suitable for Invasion, without crazy ways to die or get trapped, or camp.

Want to submit a map? Look below at what needs done, and make sure your map fits the rules here. Want to test a submitted map? Just PM me about it and I'll send you it! [I won't be sending too many maps to the same people..]

If you want to submit a map that's already been done, feel free to do so! We'll pick the best out of each map number to use for the official release.

You do not have to use the 32-length system that most official maps use.
Feel free to use corners and abstract design all you wish!

Rules for Submissions:
(click to show/hide)

Maps Needed:
(click to show/hide)

Maps can use any textures you see fit, as long as it isn't a blatant eye-sore.

Credit is given to all whom submit maps for this, even if your map isn't used! Your map will be sent back to you with enemies, and items, as a momento if it is not taken. You may release that map as your own creation after we send it back to you, as a token of appreciation.

So, community, are you up to it?

102
I have the explosion done. I just need the rotations for the bomb itself. (front, leftcorner, left side, rightcorner, back, backleftcorner, right side, backrightcorner)

The reason for all of those instead of the standing skin one, is because of how I make the projectiles work.

103
The only problem with it is making only a select number of players within a radius of a blast be affected by it.

Now, if I can change OTHER player flags based on a weapon's hit, this would be very easy for me to do. I'm not sure if this is possible, but I don't think it is. (It would also help me with Laser Trident @Skull Barrier)

I can give players custom inventory items, too, that act as Flags instead.. (Idea we had floating around)
Problem is, how would the bomb know to "suck" players into itself with people with that flag. [Turning it on and off wouldn't be an issue]
Not only is it annoying, but you cannot use ThrustThing or ThrustThingZ properly with the MomX, MomY, or MomZ coordinates of the vortex, making the sucking part even harder.

It's just a big mess. [Of course, YD figured it out, so I should be able to! That means it's possible, unless his actually doesn't and it's just falsified..]

EDIT4ABOVE:

I only helped you with J.Satellite because I understand how to do it, and you need help reflecting shots. You make yours, I'll make mine.

104
You don't need a Microphone or a Video Camera/Webcam for Skype. It's mainly used as a messaging client for the most of us, with some Calls for random talking.

At the most, I'd say if you get Skype, we can talk it over there.. But forum-to-forum chatting about weapons isn't for me.

--As for the BHB, I'll make it so!

EDIT: The black hole bomb now acts as if it were a drill bomb!
·Short, slow distance with explosion if simply fired without a hold-in.
·If you hold in the fire button, it'll travel as far as you do, until it hits something, then creates a vortex.
·If you release it at any time during a hold-shot, it'll explode where it was.
·Due to this being a slow moving weapon, this could be good in certain game situations!

105
Quote from: "Myroc"
And with that, I think it's time to move on to actual critique. Seriously, this community has become a lot more hostile as of late.

Black Hole Bomb: Powerful, but needs the ability to be remotely detonated like Drill Bomb. Hitting with it as it is now is difficult. Otherwise, very decent weapon.

Thunder Wool: I talked to you on skype about this one. Basically, this thing would become much more useful if it instead went up to the ceiling, then kept moving while launching thunderbolts beneath it, stopping after a medium distance. Like Black Hole Bomb, hitting with it in its current state is hard, and just a slight change from how it worked in MM10 would make it much more useful.

Really, it was pretty much useless in MM10 anyway.

Astro Crush: Works brilliantly. Although I always thought it was more of a slow, powerful weapon. Seriously, it's a meteor shower. Getting hit point blank with it does barely any damage at all, atleast not from personal testing. I'd say increase the power, along with ammo consumption.

Concrete Shot: Brilliant. Why on earth is this grouped with Area of Effect weapons, though?

BHB: I'll probably do that. I never played the game, and I don't know if it was remotely detonated. I'll give it a whirl.

Thunder Wool: It's derp and I think I can do what you're suggesting. Although it would just barely increase how much range it gets.. [As of now, it's a good ladder climbing antiweapon! {Try it in Elecman}]

Astro Crush: It uses 10 shots in-game, and is instant death to every small enemy, and 0 damage to most bosses. It only does 15 damage PER METEOR because 30 would be highly overpowered due to how close they land and the radius is fairly sized. Unfortunately, I have to keep the power-to-ammo ratio set, and I like to use the same Ammo the actual games use. Sorry, Myroc. ^^"

Concrete Shot: I suppose it's good, though very weird to use, in my opinion. But, it works, right? --As for that... Yea.. I'm very indecisive about my weapon-slot picking. I usually go with whatever number I think of that probably, maybe suits it. I'll change it to 2, or 3.

Quote from: "BradeDude"
well i cave and me and ash are working on weapons together hopefully

Says who? I prefer to do On-Skype criticism/testing/editing with my friends, and make weapons solo until it's time for improvements or unimprovements.

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