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Messages - DaBlocko

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136
General Discussion / Re: discrepancy on blockland.us
« on: March 30, 2016, 11:52:27 PM »
I had to pay the good ol' $20 for the landblock

137
Add-Ons / Re: Teneksi's Showroom: Progress report p.18 Mar27
« on: March 30, 2016, 07:44:20 PM »
too many details for Blockland imho

Blockland doesn't necesarily lack details.  They are simply more blocky.

Good job by the way, these all look nice!

138
General Discussion / Re: Legoboss's Exo Combat Domination
« on: March 29, 2016, 07:42:35 PM »
For the cloak, instead of completely invisible with visible name and footstep sounds, would it be possible to have a slight shimmer applied to the player? So that when they move you can see them slightly but when they're still they're invisible?  Name wouldn't be visible but footsteps, maybe lower volume, still would.

I really like this!

139
General Discussion / Re: Conan's Archipelago CTF
« on: March 23, 2016, 11:58:02 AM »
Thats an amazing map!

140
Gallery / Re: Harvest Ancient Forgotten Castle
« on: March 20, 2016, 09:54:05 PM »
Looks cool, but why exactly is it underground?  I feel like I'm missing something here...

141
Gallery / Re: Cohort Team - A Soviet City
« on: March 20, 2016, 09:51:32 PM »
Woah thats big, and fricken awesome!

142
Add-Ons / Re: Event_BindAction
« on: March 20, 2016, 08:42:41 PM »
Awesome!  I'm thinking this could be used for a pong game that uses 8 and 2 (or something) instead of 2 bricks? Obviously that is a pretty rudimentary implementation :P

143
Add-Ons / Re: GSF Mods Metatopic
« on: March 19, 2016, 12:24:43 PM »
The add-on also includes input and a conditional output event; some of the input events are called based on the time of day, and input event handling is designed to be as efficient as possible (only searching through bricks with the add-on's events, rather than through all bricks on the server).
If I'm reading this right, your day/night cycle events actually work.  Would you be able to make this into a separate event addon?  Lugnut made one awhile back but it was rather broken.

144
Gallery / Re: Cohort Team - A Soviet City
« on: March 18, 2016, 10:52:50 PM »
Gah you guys are awesome builders.

How many bricks is this right now?  Keep it up!

145
Gallery / Re: Harvest Medieval Barracks
« on: March 15, 2016, 11:10:02 PM »
i can imagine a ballista (or however you say it) on a barrack or a tower that shoots a spear when you click a brick
that'd be pretty nice
I built a working catapult on Viso's fortwars.  He hasn't released the saves yet annoyingly.

I thought about a ballista but thought it would be too difficult.  Then again, firing a projectile is probably a lot easier than getting a 1xN brick to fakekill in the right direction :P

146
Added some alarm clocks!

Bullstuff thats a bomb.

OT: I really like your print style, keep making them!

148
Gallery / Re: Enhanced Graphics Screenshots + Graphical Resources
« on: March 12, 2016, 07:20:19 PM »


Using the tesselation addon as well.  Wish we had reflections and SSAO as default options.

149
Help / Re: Randomized bot movement
« on: March 12, 2016, 03:41:22 PM »
sure but i think you dont need VCE for this.
If the bot reaches the brick, I could have all bricks that it could have come from cancel their events.  The only problem with this is that bots that arrive at those bricks and continue on are suddenly caught because they will stop moving.

150
Help / Re: Randomized bot movement
« on: March 12, 2016, 02:49:05 PM »
Is it possible to attach a VCE variable to a bot?  If it is, I could have a boolean that is checked by the brick some number of seconds after the bot leaves, and move the bot back to that brick if it hasn't reached the next one.

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