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Author Topic: [Game Mode] LMSGames Version 1e  (Read 58653 times)

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July 09, 2013, 02:54:20 AM
Reply #45

Offline TheDoc

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #45 on: July 09, 2013, 02:54:20 AM »
Question: Do the Big Telly and Space Train Reactors' health scale according to the number of players? Cuz they should.

July 09, 2013, 03:33:33 PM
Reply #46

Offline <geminibro>

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #46 on: July 09, 2013, 03:33:33 PM »
Quote from: "Gummywormz"
They're semi-kind-of-sort-of based on StupidLMS'. If you want to remake them, they have to retain the silliness.
Alright. Is it OK if i also contribute a map?

July 09, 2013, 03:59:14 PM
Reply #47

Offline Gummywormz

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #47 on: July 09, 2013, 03:59:14 PM »
Quote from: "<geminibro>"
Alright. Is it OK if i also contribute a map?
Sure, the maps on the front page are still available, but if you want to do something else, that's fine too. (Just no more special stages or scavenger hunts.)

Quote from: "TheDoc"
Question: Do the Big Telly and Space Train Reactors' health scale according to the number of players? Cuz they should.
Yes

Quote from: "Balrog"
Stupid obituaries!
Sure, why not. I'm gonna change / adjust some of these. While I'm ripping off StupidLMS more than I probably should, if anyone wants to come up with funny tips / facts for when you die, that'd be good too.

Quote from: "Superjustinbros"
You can always use the rings from one of the Sonic games on the Master System/Game Gear, but anyways here's what I got.
Added.

July 09, 2013, 04:10:28 PM
Reply #48

Offline Balrog

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #48 on: July 09, 2013, 04:10:28 PM »
Quote from: "Gummywormz"
Sure, why not. I'm gonna change / adjust some of these. While I'm ripping off StupidLMS more than I probably should, if anyone wants to come up with funny tips / facts for when you die, that'd be good too.
Awwww. Also, remember that StupidLMS-like mods are supposed to be crass and insensitive. That's the tone I went for with those obituaries, minus the profanity and penis jokes. As for the protips...


... later, though. I have things to take care of right now.

July 10, 2013, 09:17:47 PM
Reply #49

Offline Superjustinbros

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #49 on: July 10, 2013, 09:17:47 PM »
There's one thing I want to bring up. On the defeat "You LostJ" screen, the face looks more like he's crying happily than sad. Maybe change his mouth into a standard frown.

July 14, 2013, 01:24:57 AM
Reply #50

Offline Mr. Wint

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #50 on: July 14, 2013, 01:24:57 AM »
Making a map for this...it's more scripting than mapping, right?

July 14, 2013, 02:01:39 AM
Reply #51

Offline Gummywormz

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #51 on: July 14, 2013, 02:01:39 AM »
Yes, but having a good layout is important too. Speaking of maps, I've decided that no more than 2 or 3 maps of a specific type are allowed. This leaves 2 more slots for new ideas. Here is a list of map types that can no longer be submitted (unless it is unique and interesting).

(click to show/hide)
Also, expect the "Stuff I Need Help With" list to be updated later today / tomorrow. The stuff there now still applies.

July 14, 2013, 07:26:37 PM
Reply #52

Offline TheDoc

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #52 on: July 14, 2013, 07:26:37 PM »
Here's an interesting idea (you may have to split up people into pairs for this though)

You could have a sort-of western draw scenario, where two people face each other, then at the signal, they can fire OHKO weapons to see who reacted faster. I'll try to add-on to the idea if you consider it, but I'm still trying to think how you would handle an odd number of players.

Only thing I'm mainly worried about is lag drastically effecting this...

July 25, 2013, 05:26:11 AM
Reply #53

Offline Gummywormz

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« Reply #53 on: July 25, 2013, 05:26:11 AM »
Update posted, server is up. Yadda yadda.

July 25, 2013, 05:50:49 AM
Reply #54

Offline tsukiyomaru0

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« Reply #54 on: July 25, 2013, 05:50:49 AM »
Quote from: "Gummywormz"
Update posted, server is up. Yadda yadda.
Haven't checked out yet, but... Thank you.

July 25, 2013, 10:46:13 PM
Reply #55

Offline Superjustinbros

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« Reply #55 on: July 25, 2013, 10:46:13 PM »
Of what I've played thus far, I'm really liking the new design choices, like adding in Gutsman G into the cave race. As of now there are a few things that bug me that could be fixed.

*In the Special Stages, the "Get Emerald" chime doesn't play when a player gets the Chaos Emerald. It just goes to dead silence. Also, seeing as my ring graphics were used (thanks so much! ^_^) I decided to loan some Chaos Emeralds as well to replace the greyscale one used in the current version.

*I still feel the ceiling in Magical Flight should be lowered so players don't fly high to the point where they can't shoot at the solid walls.
*In the Nightmare battle, Nightmare is almost never able to fire his projectiles since he is showered by fire from the players. His movement in Phase 2 is also very jittery Same can be said for the Pac-Man ghosts.

July 30, 2013, 03:36:14 AM
Reply #56

Offline Gumballtoid

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« Reply #56 on: July 30, 2013, 03:36:14 AM »
Speaking of Chaos Emeralds, I was encouraged to suggest this so...

Suppose there's a scavenger hunt game (perhaps on Green Hill Zone, with the creator's permission) where players have to find all seven Chaos Emeralds in a similar to fashion to existing scavenger hunts. When all seven are collected, players enter a Super Transformation where they can hug other players or fire energy blasts to kill unarmed players. If two or more players collect all seven, they will be forced to kill each other until only one player survives.

EDIT: Had these laying around, perhaps they could be used? Top row would be apt for HUD indicators while the bottom row would be the actors themselves.


August 05, 2013, 05:29:00 PM
Reply #57

Offline Superjustinbros

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« Reply #57 on: August 05, 2013, 05:29:00 PM »
As much as I don't like Scavenger hunts (primarily since I always die before I can find all eight items), your idea does seem like an interesting twist to the formula.

August 19, 2013, 10:56:05 AM
Reply #58

Offline Zomo.exe

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Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
« Reply #58 on: August 19, 2013, 10:56:05 AM »
Quote from: "TheDoc"
Here's an interesting idea (you may have to split up people into pairs for this though)

You could have a sort-of western draw scenario, where two people face each other, then at the signal, they can fire OHKO weapons to see who reacted faster. I'll try to add-on to the idea if you consider it, but I'm still trying to think how you would handle an odd number of players.

Only thing I'm mainly worried about is lag drastically effecting this...

I'm liking this. A good throwback to one of those Kirby minigames I loved when I was a kid. But I wonder... seeing as though THIS IS a mod based on LMS, I have another possible interesting minigame idea that could be used (if it can actually be coded)...

Two people out of everyone playing are chosen to duke it out while the rest are either force-spectated, killed off or perhaps left in some part of the stage to watch. The theme of this is basically who is the better of two rivals, such as Megaman/Bass, Kirby/Metaknight, Link/Ganondorf (or Dark Link for you hardcore OOT/Link's Adventure fans)... you get the idea; you can do something similar but I suggest this for the sake of satisfying the constantly asked question of "Who would beat who in a duel, X or Y".

As for how the actual duel minigame should go, simply try to make a script to pick a pair of rivals to be selected, then assign a relevant normal weapon and alt weapon for each class (once again, up to whoever does it). Also, give the two people chosen to duel a set amount of HP (preferably maybe 3-400?). To make duels slightly more interesting and discourage stalling, add scripts that could perhaps make the stage smaller (refer to Fusion Jousting), script random effects here and there that boosts damage done or speed for a short time; these are just examples. Last but not least, the last two people alive theme should NOT be enabled; instead, insert a theme that relates to whichever rival pair was picked (sort of like how Hale bosses have their own theme attached to them when a certain one is picked).

All in all, dueling is not something I see often; it is usually an art that takes time and skill to be good at it. I'm hoping that this could hopefully be an actual minigame someday, and that it can partly show what it's like because fights like this can be quite intense depending on who is matched up. Not sure if Mario Party did duel-like games, but that doesn't mean a heavily-modded Doom game like 8BDM can't do it!

October 05, 2013, 01:00:56 PM
Reply #59

Offline Dr. Crasger

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« Reply #59 on: October 05, 2013, 01:00:56 PM »
One question:
Where did you get the music for Space Train?