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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 126392 times)

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June 15, 2011, 06:25:44 AM
Reply #135

Offline theanjo

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #135 on: June 15, 2011, 06:25:44 AM »
Quote from: "tsukiyomaru0"
Spoiler to save space (yes, I think this banter is taking spaceO RLY?!)
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Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only coming with actual ideas.

There's plenty of time to fix stuff. It will just be minutes late. Isn't Mess the creator of this version of roboenza? I thought so. You're coming up with ideas that get lost in the forum. The only way for ALLof your ideas to come alive is to make your own version.

Ah, yeah, mind I'm the most active player in Roboenza since its release, so I know my deal. The visible range? Thanks me, I was the first to come with it.
...you're joking. You're not the most active. You RAGE QUIT every 20 minutes. Thus, you have NOTHING to back up your accusations. Visible range was Mess's decision. Mess makes his decisions on ideas on this topic, Skype, and on his own. Talk to him about it if you are too lazy to make your own roboenza. I don't mean Assassination.
Have some experience with what you are working with before you rant. That's how you make a review good. That's how you criticize the right way. That's how you do a job better. Experience is part of anything you do, and it makes everything you do better. Rant with more experience in RageRoboenza. Try to play for an hour straight. You'll see the difference.

June 15, 2011, 06:42:34 AM
Reply #136

Offline Shade Guy

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #136 on: June 15, 2011, 06:42:34 AM »
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.

June 15, 2011, 10:41:26 AM
Reply #137

Offline SmashTheEchidna

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #137 on: June 15, 2011, 10:41:26 AM »
Quote from: "Shade Guy"
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.

^

The only thing worse than this is a Bass Buster + Yamato Spear Combo Camp. *shudders*

June 15, 2011, 04:57:43 PM
Reply #138

Offline Captain Barlowe

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #138 on: June 15, 2011, 04:57:43 PM »
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I agree, theanjo. I agree.

June 15, 2011, 06:13:31 PM
Reply #139

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #139 on: June 15, 2011, 06:13:31 PM »
Quote from: "SmashTheEchidna"
Quote from: "Shade Guy"
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.

^

The only thing worse than this is a Bass Buster + Yamato Spear Combo Camp. *shudders*
Did you forget the MegaBuster Coop Camp

Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by your jealousy/envy hate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]

June 15, 2011, 06:16:52 PM
Reply #140

Offline SmashTheEchidna

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #140 on: June 15, 2011, 06:16:52 PM »
No. I did not. The Megabuster Coop camp was actually BEATEN.

Twice.


This has not, as far as I've seen.

June 15, 2011, 07:01:00 PM
Reply #141

Offline Tails

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #141 on: June 15, 2011, 07:01:00 PM »
Quote from: "tsukiyomaru0"
Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by your jealousy/envy hate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]
No they are not. We're giving logical arguments that you reject. It was based on actions YOU YOURSELF did.

June 15, 2011, 07:42:26 PM
Reply #142

Offline theanjo

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #142 on: June 15, 2011, 07:42:26 PM »
Quote from: "tsukiyomaru0"
Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by your jealousy/envy hate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]

Yes, Tsuki. I'm jealous that you camp all of the time and I barely even camp. I'm jealous that you can only hide from zombies, but I can fight them. YES TSUKI, I envy that you're the most active player on rage even though I play rage almost every day, hours straight. YES TSUKI. I envy the fact that you played since the release of Rage Roboenza, compared to me playing the Alpha stage of it. I am SO JEALOUS about the fact that you rage quit all the time, while I get to improve on my skills in Roboenza.

Seriously though, my argument is invalid? Here's a tip. When arguing, put in all the gory details, but make them as short as possible. That way, people won't have as much fire power to use against you.

June 15, 2011, 10:08:40 PM
Reply #143

Offline Bikdark

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #143 on: June 15, 2011, 10:08:40 PM »
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/me Nods head at Anjo.
Tsuki, our arguments aren't invalid. We've presented logical evidence that your ideas will not work, k? Also, we're not jealous of you, and we don't envy you. Your arrogance is showing even more then it has before.[/spoiler]

June 16, 2011, 11:19:29 PM
Reply #144

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #144 on: June 16, 2011, 11:19:29 PM »
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

June 16, 2011, 11:50:49 PM
Reply #145

Offline theanjo

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #145 on: June 16, 2011, 11:50:49 PM »
Quote from: "tsukiyomaru0"
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.

June 17, 2011, 12:25:46 AM
Reply #146

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #146 on: June 17, 2011, 12:25:46 AM »
Quote from: "theanjo"
Quote from: "tsukiyomaru0"
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
Bold letters for the blind ppl

June 17, 2011, 01:10:52 AM
Reply #147

Offline theanjo

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #147 on: June 17, 2011, 01:10:52 AM »
Quote from: "tsukiyomaru0"
Quote from: "theanjo"
Quote from: "tsukiyomaru0"
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
Bold letters for the blind ppl

EXPLANATION FOR BRAINLESS PEOPLE.
Listen Tsuki, why fix something that already works? Why make a human centipede when our digestive system already works? By this logic, you are rambling about a new code that is not needed. And a situation where a human is by a ledge and an infect is below is rare.

Besides you did manage to make a Roboenza wad of your own... and it was no fun. (Wrongfully called Roboenza V3 because it wasn't made by Cutman Mike) The thing about Roboenza, the range of the claw is what makes the mode fun. By making it more precise, not only does it make infecting difficult, but more frustrating than fun. So instead of updating a project where you have little to no control, update your Roboenza wad!

June 17, 2011, 02:51:29 AM
Reply #148

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #148 on: June 17, 2011, 02:51:29 AM »
Quote from: "theanjo"
Yadayadayada
Anjo, do you know how decorate works? NO. Do you know how SpawnItemEx works? Again, NO. Do you know how hard it is to make it work with 100% of accuracy? NO. Cutmanmike allowed me to post that version of Roboenza back then, and the only reason I didn't improve it further (and so to say, won't even put any effort into it again) is because no one cared. So, cut it out because you are only trying to find reasons to disapprove something that may work with more accuracy while I find a creative way to make it work FLAWLESSLY, something that I know that you won't be doing.

June 17, 2011, 03:00:00 AM
Reply #149

Offline Shade Guy

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #149 on: June 17, 2011, 03:00:00 AM »
Terribly sorry to interrupt your argument, but I do have to partially agree with Anjo.

You said that no one cared for your modifications to the infectmorpher. This is mainly because it seemed that no one believed it needed changing. I suggest PM'ing Mess about this coding thingamajig, since he doesn't seem to be responding to your posts on this topic. If he shoots the idea down, leave it be and don't waste further time trying to get his attention.