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Author Topic: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)  (Read 27393 times)

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May 06, 2012, 03:20:26 AM
Reply #105

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #105 on: May 06, 2012, 03:20:26 AM »
I know, I just needed it as a sort of placeholder cuz I'm not sure what to put in their place without making the room look stupid. Any ideas for alternate textures?

May 06, 2012, 03:25:27 AM
Reply #106

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #106 on: May 06, 2012, 03:25:27 AM »
maybe the orange textures used in the stairway in shade's map?

May 06, 2012, 06:12:28 AM
Reply #107

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #107 on: May 06, 2012, 06:12:28 AM »
Take 3
(click to show/hide)

(click to show/hide)

May 06, 2012, 06:29:56 AM
Reply #108

Offline Hallan Parva

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Re: [GAME MODE] Dodgeball mode
« Reply #108 on: May 06, 2012, 06:29:56 AM »
SYMMETRY

it's nice to have in a team game

May 06, 2012, 06:31:31 PM
Reply #109

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #109 on: May 06, 2012, 06:31:31 PM »
1 map redo later...

I PRESENT
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May 06, 2012, 09:48:06 PM
Reply #110

Offline xColdxFusionx

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Re: [GAME MODE] Dodgeball mode
« Reply #110 on: May 06, 2012, 09:48:06 PM »
Quote from: "coolguy773"
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The ceiling should be flat black. Textured ceilings generally end up looking not as good.

May 13, 2012, 12:59:56 AM
Reply #111

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #111 on: May 13, 2012, 12:59:56 AM »
So

uh

Michael where's that weapon? This project can't go anywhere now without it. I need to test it.

May 13, 2012, 08:32:11 AM
Reply #112

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #112 on: May 13, 2012, 08:32:11 AM »
Soon. Maybe today if possible.

May 13, 2012, 04:03:46 PM
Reply #113

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #113 on: May 13, 2012, 04:03:46 PM »
Good.

If that ammo pickup thing you say isn't working, you could look at some of the code for Junk Man's junk throw weapon in classes, since the DB wep and Junkmans wep have similar logic behind them (throw projectile, hits something, becomes ammo)

May 13, 2012, 04:06:56 PM
Reply #114

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #114 on: May 13, 2012, 04:06:56 PM »
It's okay, I've fixed that now. All that needs doing now is fixing up the ammo bar making the weapon giver work. (I'm using a system where the map will give all players an item that gives them either a blue or red hud, depending on which team their in, it'll be clear once you see it)

May 13, 2012, 09:44:24 PM
Reply #115

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #115 on: May 13, 2012, 09:44:24 PM »
Keep on working. Once it works and I get a few testers together to test the mode completely, we may just be ready for release. We have enough courts so hopefully this will be soon.

May 20, 2012, 12:21:23 PM
Reply #116

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #116 on: May 20, 2012, 12:21:23 PM »
Nearly done with the dodgeball weapon, but 2 things are holding it back:

1) I can't make the empty ammo bar transparent. In other words, it's always showing an ugly back rectangle around the bar no matter what I do. Not sure if it's because there has to be something for the empty ammo bar or what, as that's currently all transparent. Right now the ammo bar is a stack of dodgeballs on the left of the health bar that shows how many you're holding, although I might have to resort to using the traditional bar instead.

2) The HUD for the blue weapon arm is being a real derp. Even when I save it correctly and it shows correctly in SlumpEd, it shows completely wrong in game, and after I reload SlumpEd it shows how it is in the game and not how I saved it. I think this is something that only I can (eventually) solve.

May 20, 2012, 06:20:53 PM
Reply #117

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #117 on: May 20, 2012, 06:20:53 PM »
1. The ammo bar doesn't have to be special considering it only gets one shot. If all else fails, use traditional.

2. Uhh not sure what to say here. If you think you can eventually solve, then just keep testing it.

May 20, 2012, 07:10:13 PM
Reply #118

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #118 on: May 20, 2012, 07:10:13 PM »
Quote from: "coolguy773"
1. The ammo bar doesn't have to be special considering it only gets one shot. If all else fails, use traditional.
Well I was actually going to make the dodgeball weapon hold up to 6, as from my experience you can hold multiple dodgeballs when playing, just as long as you can hold them. (Although that does give me an idea of the player being slower if they are holding more dodgeballs....)

May 20, 2012, 08:19:15 PM
Reply #119

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #119 on: May 20, 2012, 08:19:15 PM »
Well remember that there's going to be 5 people a team, so if everyone has 6, 30 dodgeballs flying at 1 team doesn't sound fun. Each team should only get a maximum 2 balls.