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Topics - Chao

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1
General Discussion / Chao's StoneQuest 3 RPG
« on: June 05, 2015, 05:05:36 PM »
StoneQuest 3
The sequel to the sequel

So yeah I used to host this server a loooong time ago and now I've made a bunch of revisions and additions to the original mod and now I'm hosting it again.

Features:
  • You can be 5 different branches of classes (25 classes total)
  • A lot of ways to level up (fight monsters, server-wide quests, mine, dueling with other players, fighting other players in the arena, etc)
  • A pretty decent amount of content
  • idk there's a lot of stuff but i don't really feel like listing every single feature lol

You get 1 screenshot:

hope you liked it

I guess credits are important so I should probably do them:
  • Chao: Owner, All Ideas, Mod Developer, Modeler of all monsters and most weapons.
  • Blades: Big thanks to him for fixing up the terrain I made to make it look good and also adding on cool new areas.
  • Legend: Made the Halberd models for me a while ago back in 2009/2010 (can't remember).
  • Xon: For being a nice guy and a cool admin.
  • Jakeonwind: For being the server's role model and also nice/helpful to other players.
  • All the StoneQuest players for being pretty cool
  • You for reading this post. Unless you're going to leave a mean comment in which case please don't :C *cries*

Follow the Twitter here: https://twitter.com/stonequestbl
We kinda have a website here (it's not really very informative yet): http://www.chaomoon.com/stonequest/pages/index.html

Join the server today! I host it most days of the week for at least a few hours (it's not 24/7 dedi)

also watch out cuz it lags sometimes (update: fixed the lag)
thanks blockland and torque for the amazing engine

2
General Discussion / So are maps/terrain ever coming back?
« on: June 14, 2013, 12:44:35 PM »
It would be nice to have them back so I could host cool server again.  They really added a lot to Blockland as a game and were just awesome.  Then I could host my cool RPG StoneQuest that really heavily relied on maps and that would be fun.
So yeah, I just want to know if there's ever any plan to add them back in the future.
Thanks.

3
General Discussion / Chao's StoneQuest RPG [Scripted] [Beta]
« on: January 16, 2012, 10:22:25 AM »

    Look at the last reply to this thread by me! 
    The Final StoneQuest is hosted April 20th, 2012 from 7:00PM-9:00PM EST.  After that, the project will be cancelled and I will not be hosting anymore.


    StoneQuest is basically a medieval RPG, but on steroids.  The reason I say this is because when I go around on Blockland I see lots of other medieval RPGs, but I constantly noticed one thing: They are all evented, and very few are scripted.  This made me want to create an RPG that would be unlike any other on Blockland; thus, StoneQuest was born.

    What makes StoneQuest so special? (features)
    Well, first lets state the obvious: it's scripted, not evented.  No part of it uses VCE.  Besides that, there are many other things that it does that most other RPGs do not do.  

    1. StoneQuest is NOT based around repeatedly mining or by hitting and ore with a tool (though you can do that), it is centered around an action packed fighting style and many different classes.  Now, you are probably asking your self what I mean by "action packed"...  what I mean is that the attacking is fast-paced and is more than just repeatedly wacking a bot with a stick.  It is required that you jump around to avoid the enemy.

    2. Based on which type of combat you prefer, you can become a 5 different classes, and these classes branch off into other types of classes:
    • Hexblade - This class uses a sword (like a warrior), but also uses hand magic.  What I mean by hand magic is short ranged, but strong, magical attacks or buffs.  Hexblades are short ranged and generally have medium health (gaining 20 health per level).  This class replaced Warriors in the v5.6 update.
      • The 1st job of Hexblades (Hexblade) uses a Bronze Sword and a Water type spell.
      • The 2nd job of Hexblades (Spellknight) uses a Mithril Sword and a Wind type spell.
      • The 3rd job of Hexblades (Bladesage) uses a Rune Sword and two spells: Wind and Light type spells.
      • The 4th job of Hexblades (Soul Ripper) uses a Soul Cutter, which can be used to absorb the enemy's soul to use it for a super powerful attack.
    • Bowman - The typical bowman.  Uses a crossbow and can move quickly.  This class can also double jump in later job advancements.  They gain 20 health per level.
      • The 1st job of Bowman (Bowman) uses a normal crossbow.
      • The 2nd job of Bowman (Hunter) uses a uberbow (more powerful and rapid-fire crossbow).
      • The 3rd job of Bowman (Ranger) uses an explosive crossbow.
      • The 4th job of Bowman (Shadow Piercer) uses a Bow of Shadows, which rapid-fires shadow arrows and can be used to make the player invisible (Helpful for PvP).
    • Axeman - Basically, and axeman is the powerful fighter.  He has an insanely large amount of health (gets 40 per level) and uses a very powerful, but close range, halberd.
      • The 1st job of Axeman (Axeman) uses a bronze halberd.
      • The 2nd job of Axeman (Paladin) uses a mithril halberd.
      • The 3rd job of Axeman (Beserker) uses a rune halberd.
      • The 4th job of Axeman (Siege Knight) uses a special halberd, which gains combos for each hit you make.  The more combos the player has, the more powerful the attacks are.  However, the combos will go away after a period of time..
    • Rogue - Has low health (10 per level), but is very fast and can double jump in all levels.  Uses long range weapons.
      • The 1st job of Rogue (Rogue) uses basic shurikens.
      • The 2nd job of Rogue (Assassin) uses basic shurikens and explosive kunai knives.
      • The 3rd job of Rogue (Striker) uses basic shurkiens, a katana, and fast paced explosive kunais.
      • The 4th job of Rogue (Venom Reaper) uses a Venom Scythe (slow, but extremely powerful), and Venom Shurikens (fast, but less powerful).
    • Magician - Has low health (10 per level), but uses powerful magic spells that are very long range.
      • The 1st job of Magician (Magician) uses a wooden wand.
      • The 2nd job of Magician (Mage) uses a luminant (more powerful) wand.
      • The 3rd job of Magician (Arch-Mage) uses a devil (even more powerful) wand.
      • The 4th job of Magician (Mana Strider) does not use a weapon.  The character has a mana storage container in which the player can store up mana and then release it against the enemy.

    3. You can upgrade your class level through job advancements.  Once you reach level 25, you can do your 2nd job advancement, which upgrades the weapons that you get by default use to fight monsters.  At level 65, you can upgrade again to an even better set of items.  Each class gets different types of items for their job advancements.

    4. We don't just use bots!  We put effort into our enemies!  Our enemies do not use the normal blockland bot, I make my own models and animations for these monsters.  (And yes, I made the mushrooms, shrooms, slimes, and other maplestory monsters that you may have seen on RTB)

    5. There are many different ways to level up!  Killing enemies isn't the only way to gain more levels, you can do other things such as mining and cooking.

    6. Special features that you just can't find anywhere else on blockland!  In StoneQuest, we have many features, but some are just really special.  For example, you are able to buy and own a house.  Inside your house, you can buy your own furniture (we modelled furniture as well!), create your own mining area, and put in just about anything you want!

    7. Different kinds of guilds that you can join once you meet the requirements!  There are many guilds such as Traveler's Heaven and Flames of Glory that you can join to get special features such as smelting and housing!

    8. Every so often, we have contests for prizes!  Once in a while, I host a contest on StoneQuest in which the winner gets some sort of reward.  In the past, there was a contest in which the first person to get to level 200 was given some free ingame items and one of my secret and never released mods.

    9. We even have a special GUI, to make gameplay easier!  That's right, you can download a GUI to view your character's inventory (currently only shows your ore and bars).  Download is below in the downloads section.

    10. Explore a huge area (the field) to discover new kinds of monsters, guilds, ore.  You may even find some special dungeons in which you have to defeat the monsters in one room to get to the next room.  At the end there is a reward for you and your party members!

    11. We have actual bosses!  Sometimes they only appear at events, but sometimes you can find then in the depths of the fields.  In the past we have had bosses that had 50000 health and players have had to work together to defeat.

    11. Item upgrades!  As time goes on and you gather more materials, you will be able to use materials such as gems to make better weapons for your class.

    There are many more features in StoneQuest 2.  I will be adding them once it is released to the public.

    Some Pictures
    I will get pictures for SQ 2 once it is released.


    The Team
    Chao - Scripter of the entire mod, modeller of the enemy models and a few other models, maker of the map, and had the idea in the first place.
    Berreh - Administrator, modeller of the furniture, the fruit and vegetables, and a few other things.  Also made the Flames of Glory guild.
    Magna Lux - Administrator, helped with a few scripting problems.
    JazZ - Bought the server for me so that I could make StoneQuest dedicated.  Big thanks to him :D

    Beta Testers (people that did some testing for me)
    • Jakeonwind
    • crazycrypt
    • Hujike
    • Althar
    • Okiver
    • JazZ
    • Kick
    • Pwnage
    • Boomerangdog
    • Angelous

    Admins
    Chao - Host
    Magna Lux - Super Admin
    Berreh - Super Admin
    Boomerangdog - Admin
    Althar - Admin
    JazZ - Admin
    Jorgur - Admin

    StoneQuest 2 Information
    Yes, a new version of StoneQuest has been worked on secretly(and should be up soon!).  After over a year of development, I thought it was time for a major change.  I have made a totally new map, monsters, better script, and more in order to release a totally new version of StoneQuest, StoneQuest 2.

    StoneQuest 2 Progress:
    -Map, DONE
    -Interiors, DONE
    -New Monsters, DONE but might make some more
    -Killing bug fix, DONE
    -Monsters not hurting you glitch, IN PROGRESS (80% done?)
    -New Build, DONE
    -Dungeons, 1 is done, but I might add more
    -Town Music, DONE
    -Beach Music, DONE
    -Sky Terrain Music, DONE
    -New Cooking System, DONE
    -Experience Bar in GUI, DONE
    -Forging, PUT OFF UNTIL NEXT VERSION
    -More Recipes, PUT OFF UNTIL NEXT VERSION
    -Buffs System, DONE
    -4th Job (Shadow Piercer and Mana Strider), PUT OFF UNTIL NEXT VERSION
    -More Shop Items, DONE
    -Quest System, PUT OFF UNTIL NEXT VERSION
    -Magician Revamp, IN PROGRESS
    -Mage Revamp, IN PROGRESS
    -Arch-Mage Revamp, IN PROGRESS
    -More ways to get SQ Points, IN PROGRESS
    -Fameing System (Shows the players reputation), DONE
    -More Actions in GUI, DONE
    -World Map in GUI, DONE
    -Website?, IN PROGRESS
    -Market Place (place for people to buy and sell materials from other players), PUT OFF UNTIL NEXT VERSION

    Server Status
    StoneQuest is dedicated, so it should be online most of the time (except when updating).

    [/list]

    Downloads

    StoneQuest Client GUI - this GUI may be very helpful, as you will not be able to forge items without it.
    Download - Mediafire (v1.51)

    4
    General Discussion / Problems with bots [Help please!]
    « on: January 14, 2012, 09:44:18 AM »
    Ok, so lately i've been having THREE problems with bots:
    1. I have no idea how to change the bot respawn time (for some reason the vehicle respawn time in minigame doesn't work, and I have no idea why)
    2. When I make a dedicated server, I leave the game and then all of my bots freeze up and don't move or do basically anything as long as i'm not on the server.  However, once I come back, they fix themselves, so basically I have to be on the server for my bots to work.  I have no idea how I could fix this, but I think it has something to do with my ownership.  Is there anyway that I could maybe change the ownership to nobody? (turning save/load brick ownership off does not work)
    3. When I kill a bot, it does the onBotKilled event, but then EVERY TIME I attack the corpse it does the onBotKilled event again.  So basically, they get exp for the kill, and then get exp every time they attack the corpse..

    Can anybody tell me how to fix these problems?

    5
    Modification Help / Death Animations
    « on: August 15, 2010, 05:12:06 PM »
    So, I finished my other problem, and the playertypes are going pretty well, except for one problem.  When they play the death animation when they die, it works, except for when they are walking.  If it's playing another animation and they die, it glitches up and shows the two animations at once.  If you know how to solve this problem, please reply.

    Edit: Also, do you know how to make a script so that when the playertype dies, it commands in to play the animation "Death"?
    I tried this, but it didn't work:
    Code: [Select]
    package fixanim
    {
       function GameConnection::onDeath(%this, %obj, %sourceObject, %sourceClient, %damageType, %damLoc)
        {
    Parent::onDeath(%this, %obj, %sourceObject, %sourceClient, %damageType, %damLoc);

          %this.playthread(2, root);
    }
    };
    activatepackage(fixanim);

    6
    Modification Help / Playertype Animation Problem {SOLVED}
    « on: August 13, 2010, 06:24:47 PM »
    Lately, I've been working on a new playertype, and it mostly works except for one part: The Animations.
    I have my animation in a DSQ file called "Mushroom_Root.dsq", and I have a base shape file called "Orange_Mushroom.dts".
    Here is the code for the playertype:
    Code: [Select]
    datablock TSShapeConstructor(OrangeMushroomDts)
    {
    baseShape  = "./Orange_Mushroom.dts";
    sequence0  = "./Mushroom_Stand.dsq root";

    sequence1  = "./Mushroom_Root.dsq run";
    sequence2  = "./Mushroom_Root.dsq walk";
    sequence3  = "./Mushroom_Root.dsq back";
    sequence4  = "./Mushroom_Root.dsq side";

    sequence5  = "./Mushroom_Root.dsq crouch";
    sequence6  = "./Mushroom_Root.dsq crouchRun";
    sequence7  = "./Mushroom_Root.dsq crouchBack";
    sequence8  = "./Mushroom_Root.dsq crouchSide";

    sequence9  = "./Mushroom_Root.dsq look";
    sequence10 = "./Mushroom_Root.dsq headside";
    sequence11 = "./Mushroom_Root.dsq headUp";

    sequence12 = "./Mushroom_Root.dsq jump";
    sequence13 = "./Mushroom_Root.dsq standjump";
    sequence14 = "./Mushroom_Root.dsq fall";
    sequence15 = "./Mushroom_Root.dsq land";

    sequence16 = "./Mushroom_Root.dsq armAttack";
    sequence17 = "./Mushroom_Root.dsq armReadyLeft";
    sequence18 = "./Mushroom_Root.dsq armReadyRight";
    sequence19 = "./Mushroom_Root.dsq armReadyBoth";
    sequence20 = "./Mushroom_Root.dsq spearready";  
    sequence21 = "./Mushroom_Root.dsq spearThrow";

    sequence22 = "./Mushroom_Root.dsq talk";  

    sequence23 = "./Mushroom_Root.dsq death1";

    sequence24 = "./Mushroom_Root.dsq shiftUp";
    sequence25 = "./Mushroom_Root.dsq shiftDown";
    sequence26 = "./Mushroom_Root.dsq shiftAway";
    sequence27 = "./Mushroom_Root.dsq shiftTo";
    sequence28 = "./Mushroom_Root.dsq shiftLeft";
    sequence29 = "./Mushroom_Root.dsq shiftRight";
    sequence30 = "./Mushroom_Root.dsq rotCW";
    sequence31 = "./Mushroom_Root.dsq rotCCW";

    sequence32 = "./Mushroom_Root.dsq undo";
    sequence33 = "./Mushroom_Root.dsq plant";

    sequence34 = "./Mushroom_Root.dsq sit";

    sequence35 = "./Mushroom_Root.dsq wrench";

       sequence36 = "./Mushroom_Root.dsq activate";
       sequence37 = "./Mushroom_Root.dsq activate2";

       sequence38 = "./Mushroom_Root.dsq leftrecoil";
    };    


    datablock PlayerData(OrangeMushroomArmor)
    {
       renderFirstPerson = false;
       emap = false;
      
       className = Armor;
       shapeFile = "./Orange_Mushroom.dts";
       cameraMaxDist = 8;
       cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
       cameraVerticalOffset = 2.3;
       computeCRC = false;
      
       cameraDefaultFov = 90.0;
       cameraMinFov = 5.0;
       cameraMaxFov = 120.0;
      
       //debrisShapeName = "~/data/shapes/player/debris_player.dts";
       //debris = horseDebris;

       aiAvoidThis = true;

       minLookAngle = -1.5708;
       maxLookAngle = 1.5708;
       maxFreelookAngle = 3.0;

       mass = 90;
       drag = 0.1;
       density = 0.7;
       maxDamage = 450;
       maxEnergy =  10;
       repairRate = 0.33;

       rechargeRate = 0.4;

       runForce = 11 * 90;
       runEnergyDrain = 0;
       minRunEnergy = 0;
       maxForwardSpeed = 6;
       maxBackwardSpeed = 3;
       maxSideSpeed = 3;

       maxForwardCrouchSpeed = 6;
       maxBackwardCrouchSpeed = 3;
       maxSideCrouchSpeed = 3;

       maxForwardProneSpeed = 6;
       maxBackwardProneSpeed = 3;
       maxSideProneSpeed = 3;

       maxForwardWalkSpeed = 6;
       maxBackwardWalkSpeed = 3;
       maxSideWalkSpeed = 3;

       maxUnderwaterForwardSpeed = 2;
       maxUnderwaterBackwardSpeed = 1;
       maxUnderwaterSideSpeed = 1;
      
       thirdpersononly = 1;

       jumpForce = 7 * 90; //8.3 * 90;
       jumpEnergyDrain = 0;
       minJumpEnergy = 0;
       jumpDelay = 0;

       minJetEnergy = 0;
    jetEnergyDrain = 0;
    canJet = 0;

       minImpactSpeed = 250;
       speedDamageScale = 3.8;

       boundingBox = vectorScale("1 1 2", 4);
       crouchBoundingBox = vectorScale("1 1 2", 4);
      
       pickupRadius = 0.75;

       jetEmitter = "";
       jetGroundEmitter = "";
       jetGroundDistance = 4;
      
       //footPuffEmitter = LightPuffEmitter;
       footPuffNumParts = 10;
       footPuffRadius = 0.25;

       //dustEmitter = LiftoffDustEmitter;

       splash = PlayerSplash;
       splashVelocity = 4.0;
       splashAngle = 67.0;
       splashFreqMod = 300.0;
       splashVelEpsilon = 0.60;
       bubbleEmitTime = 0.1;
       splashEmitter[0] = PlayerFoamDropletsEmitter;
       splashEmitter[1] = PlayerFoamEmitter;
       splashEmitter[2] = PlayerBubbleEmitter;
       mediumSplashSoundVelocity = 10.0;  
       hardSplashSoundVelocity = 20.0;  
       exitSplashSoundVelocity = 5.0;

       // Controls over slope of runnable/jumpable surfaces
       runSurfaceAngle  = 85;
       jumpSurfaceAngle = 86;

       minJumpSpeed = 20;
       maxJumpSpeed = 30;

       horizMaxSpeed = 68;
       horizResistSpeed = 33;
       horizResistFactor = 0.35;

       upMaxSpeed = 80;
       upResistSpeed = 25;
       upResistFactor = 0.3;
      
       footstepSplashHeight = 0.35;

       //NOTE:  some sounds commented out until wav's are available

       JumpSound = HorseJumpSound;

       // Footstep Sounds
    //   FootSoftSound        = HorseFootFallSound;
    //   FootHardSound        = HorseFootFallSound;
    //   FootMetalSound       = HorseFootFallSound;
    //   FootSnowSound        = HorseFootFallSound;
    //   FootShallowSound     = HorseFootFallSound;
    //   FootWadingSound      = HorseFootFallSound;
    //   FootUnderwaterSound  = HorseFootFallSound;
       //FootBubblesSound     = FootLightBubblesSound;
       //movingBubblesSound   = ArmorMoveBubblesSound;
       //waterBreathSound     = WaterBreathMaleSound;

       //impactSoftSound      = ImpactLightSoftSound;
       //impactHardSound      = ImpactLightHardSound;
       //impactMetalSound     = ImpactLightMetalSound;
       //impactSnowSound      = ImpactLightSnowSound;
      
       impactWaterEasy      = Splash1Sound;
       impactWaterMedium    = Splash1Sound;
       impactWaterHard      = Splash1Sound;
      
       groundImpactMinSpeed    = 10.0;
       groundImpactShakeFreq   = "4.0 4.0 4.0";
       groundImpactShakeAmp    = "1.0 1.0 1.0";
       groundImpactShakeDuration = 0.8;
       groundImpactShakeFalloff = 10.0;
      
       //exitingWater         = ExitingWaterLightSound;

       // Inventory Items
    maxItems   = 10; //total number of bricks you can carry
    maxWeapons = 5; //this will be controlled by mini-game code
    maxTools = 5;

    uiName = "Orange Mushroom";
    rideable = true;
    lookUpLimit = 0.6;
    lookDownLimit = 0.2;

    canRide = false;
    showEnergyBar = false;
    paintable = true;

    brickImage = horseBrickImage; //the imageData to use for brick deployment
    };    



    Here is what the animation should look like:


    Here is what it looks like now:


    Do you know what is wrong?

    7
    Maps / Slate Milk
    « on: October 21, 2009, 07:09:58 PM »
    Let it Rain Cheerios!

    You can't really see the Skybox from that point of view, but it's like you're inside a giant milk carton.

    Download: http://www.mediafire.com/file/mt0yjjnajnz/Map_SlateMilk.zip

    8
    Add-Ons / Dodgeball Pack
    « on: June 24, 2009, 07:14:59 PM »
    Dodgeball Pack
    Dodgeball anyone?

    Description
    There have been several arguements about this weapon in the past, but now me, Nivel, and Legend decided to work together to release a dodgeball pack and stop argueing. Enjoy :D
    Things Included:
    -Red dodgeball
    -Blue dodgeball
    -Green dodgeball
    -Yellow dodgeball
    -Purple dodgeball
    -Colorful trail effects
    -Bounces

    Things maybe to come in v2:
    -When the dodgeball hits the ground and stops, you will be able to pick it up and use it again
    -Dodgeball gamemode

    Screenshots

    Download
    Weapon_DodgeballPack.zip (Last Updated: Wed Jun 24, 2009 3:14 pm)

    Installation
    Put Weapon_DodgeballPack.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

    9
    Maps / Mario World Snow Version
    « on: June 17, 2009, 04:47:31 PM »
    Mario World Snow Version
    M-maybe t-this w-w-water w-will be w-warm... FREEZING!

    Description
    This is a map with newly fallen snow that has covered the trees.  The snowmen have already risen out of the snow and the king of snowmen has made his appearence.  Watch out for the freezing water too.  If you have any recommendations for this map in v2, I will try to add it if I like it.  Enjoy!

    Screenshots

    Download
    Map_MarioLandsSnow.zip (Last Updated: Wed Jun 17, 2009 12:46 pm)

    Installation
    Put Map_MarioLandsSnow.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

    10
    Add-Ons / Chao Colorset
    « on: June 15, 2009, 06:34:20 PM »
    Chao Colorset
    All the requests for colors in one colorset.

    Description
    I took awhile to make sure that this colorset has a huge variety of everything you guys want.  I will take any requests for my colorset that you may have.  Enjoy!

    Screenshots

    Download
    Colorset_Chao.zip (Last Updated: Mon Jun 15, 2009 2:32 pm)

    Installation
    Put Colorset_Chao.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

    11
    Maps / Mario World Ocean Version
    « on: June 15, 2009, 04:38:12 PM »
    Mario World Ocean Version
    Hey, is that a cheep cheep over there?

    Description
    This Ocean has quick currents and lots of seaweed.  I am planning on adding either Bloopers or Cheep Cheeps in v2.  Enjoy!

    Screenshots

    Download
    Map_MarioLandsOcean.zip (Last Updated: Mon Jun 15, 2009 12:34 pm)

    Installation
    Put Map_MarioLandsOcean.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

    12
    Maps / Mario World Lava Version
    « on: June 13, 2009, 12:16:49 PM »
    Mario World Lava Version
    Is it hot in here, or is it just me?

    Description
    -CAUTION-
    LOOK OUT FOR STRAY LAVA

    Serveral hills and moutains with the side effect of steamy fog.  The lava is a
    3-hit kill and bounces you up when you touch it, just like in super mario 64.  Enjoy this extremely hot map!

    Screenshots

    Download
    Map_MarioLandsLava.zip (Last Updated: Sat Jun 13, 2009 8:24 am)

    Installation
    Put Map_MarioLandsLava.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

    13
    Maps / The Lone Lands
    « on: June 12, 2009, 06:47:10 AM »
    The Lone Lands
    A huge plain, once the hiding spot of many thieves.

    Description
        Back during the Blocko War food was scarce.  All of it was given to the soldiers.  Sense there wasn't much food the prices went way up.  Many civilians stole food from local stores.  One day a huge wave a thieves came to the biggest town, New Blok city, And stole 57.28657543% of all the food there.
        With all this food, the thieves didn't know where to go.  One of them had a map and looked for a place.  He found one!  They marched to this area and sense nobody was there besides them, they called this area The Lone Lands.
        After all there food was gone they wandered off and were never seen again...
        100 years later, The Lone Lands is safe to explore.  There are many secrets left in this map.  Enjoy!

    Screenshots

    Download
    Map_LoneLands.zip (Last Updated: Fri Jun 12, 2009 2:45 am)

    Installation
    Put Map_LoneLands.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

    14
    Modification Help / addVelocity Code
    « on: June 06, 2009, 08:26:08 PM »
    I know this may sound kind of stupid, but what is the code to addVelocity?

    Thanks

    15
    Add-Ons / New Weapon: Bomb Arrow Bow
    « on: May 30, 2009, 01:38:35 PM »
    Bomb Arrow Bow
    Hey what's that noise-BOOOOOM

    Description
    It's a bow that shoots bomb arrows.  It took a while to make a good quality explosion, but it was worth it!  It also has a pretty cool smoke trail effect.  I hope you guys like it :D

    Screenshots

    Download
    Weapon_BombArrow.zip (Last Updated: Sat May 30, 2009 9:37 am)

    Installation
    Put Weapon_BombArrow.zip into the Add-Ons folder in your Blockland folder.

    Click Here to view this file on the RTB Download Manager

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