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Topics - Whirlwind~

Pages: [1] 2
1
Off Topic / Betelgeuse strikes back
« on: May 06, 2017, 07:01:46 PM »


I always knew Betel would return.


2
Music / The Entertainer - Scott Joplin
« on: May 10, 2016, 02:17:17 AM »

3
General Discussion / What is chat spam?
« on: April 18, 2016, 02:56:23 AM »
Can you define what chat spam is?

i.e. can you define a set of rules that when applied to one or more lines of chat, will tell you whether or not a person is chat spamming.

Skip to tl;dr


Intro
In theory, we all know what it is. It's this:



But how do we know this? We look for key elements:
  • Capital letters (the internet's equivalent to yelling)
  • Repeating things (in case you didn't catch it the 1st time)
  • Keyboard mashing (like you're playing SCGMD4)
  • Bad words (90% of urban dictionary)
  • Insults (could be a sarcastic compliment)
  • etc...

That's all fine and dandy but what about the marginal cases?

Quote from: Whirlwind
Look At All The Caps I'm Using! Is This Considered Spam?
or how bout
Quote from: Whirlwind
The FBI, the CIA, and the MIB went to the YMCA for KFC and TLC.
orrr
Quote from: Whirlwind
daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn daniel

Probably not worth a kick, right? (maybe that last one)


Parameters
If we were coding a Moderator Bot (the plan actually), what information can we get from a line of chat to help us classify it? Here's some I thought of:

  • general
    • length
    • time since last message
  • caps
    • Number of caps
    • Max number of consecutive caps
    • Percentage of message that is caps
  • repetition
    • Same as last message?
    • percent similarity of previous message
    • max consecutive same message
    • max consecutive same letter
    • max nonconsecutive same letter
    • Any pattern whatsoever

Now we just need a function to plug these variables into...


The Punishment
Congrats, you have detected that someone is spamming! What do we do?

  • Permanently ban 'em
  • Regularly ban 'em
  • Kick 'em
  • Mute 'em
  • Warn 'em
  • Ignore 'em
  • Join 'em

A good system would probably detect the severity of the spam, and act accordingly.

Another option is to alter their text:
If they have too many caps, convert everything to lowercase.
Quote from: Whirlwind
IM ANGRY    >>>    im angry
If they spam a character, replace it with a single char.
Quote from: Whirlwind
I love booooooooooooobs!!!!!!!!!!    >>>    I love bobs!
If they use bad words, replace it with something more politically correct.
Quote from: Whirlwind
loving stuff    >>>    frickin' poop

But it's important to remember that some people just need to vent for a few seconds, and then they'll go back to being civilized. For example, a very difficult challenge server where you die just before the end and you spam in chat:
Quote from: Whirlwind
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK ME
FUUUUUUUUUUUUUUUUUUUUUUUUUUUU UCK ME
FUUUUUUUUUUUUUUUUUUUUUUUUUUUU UCK ME
and then you get banned for spamming, even though you just spent the last hour there completely fine.

Real Examples
I have about 200,000 lines of chat logged from Falling Tiles with plenty of cases of spamming and maybe not so spamming. Here's a few of them and numbered for... idk discussion purposes?

#1 - caps, similar to previous message
Quote
17:55:41 Zach505 33613   DON'T STOP, LOAD!
17:55:44 Zach505 33613   DON'T STOP NOWWW.
#2 - caps, obscenity, keyboard spam, you get the idea
Quote
17:55:50 Sarg3 41072   mondayS
17:55:51 Sarg3 41072   mondayS
17:55:52 Sarg3 41072   mondayStasduohsagdSAf
#3
Quote
21:30:06 Jeetlor 24924   ARE YOU SERIOUS NOOOO
21:30:08 Jeetlor 24924   ARE YOU SERIOUS NOOOO
#4
Quote
- correction of previous statement
22:01:14 Honno 42358   sugar /cmd joi
22:01:15 Honno 42358   sugar /cmd join
#5
Quote
23:06:19 T-MEX 17904   forget this
23:06:20 T-MEX 17904   forget thisssssss
#6 - funny, but caps and repeating self
Quote
17:22:36 Brickitect 24378   THAT MOMENT WHEN YOU WANNA TAKE A ONE loving HOUR NAP.  BUT IT ENDS UP BEING 5!  rip sleep schedule. *cries internally*
17:22:40 Brickitect 24378   THAT MOMENT WHEN YOU WANNA TAKE A ONE loving HOUR NAP.  BUT IT ENDS UP BEING 5!  rip sleep schedule. *cries internally*
#7 - patterned repetition (would have to research text pattern detection algorithms)
Quote
19:05:26 Racerboy 2245   \: ^ )
19:05:28 Racerboy 2245   \: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )\: ^ )
#8 - slightly different from previous statements
Quote
03:37:08 Tetris Trance 67477   hep
03:37:09 Tetris Trance 67477   help.
03:37:10 Tetris Trance 67477   help.
03:37:14 Tetris Trance 67477   help help help help
03:37:15 Tetris Trance 67477   help help help help!
03:37:16 Tetris Trance 67477   help help help help!!
03:37:16 Tetris Trance 67477   help help help help!!!
#9 - only a few caps and messages aren't the same as the last, but clearly spam
Quote
05:40:49 PC 34125   Nicki Minaj - Beez In The Trap
05:40:57 PC 34125   Nicki Minaj - Beez
05:40:58 PC 34125   Nicki Minaj - Beez In The Trap
05:41:00 PC 34125   Nicki Minaj - Beez
05:41:07 PC 34125   Nicki Minaj - Beez In The Trap
05:41:08 PC 34125   Nicki Minaj - Beez
05:41:11 PC 34125   Nicki Minaj - Beez In The Trap
05:41:12 PC 34125   Nicki Minaj - Beez
05:41:15 PC 34125   Nicki Minaj - Beez In The Trap
05:41:16 PC 34125   Nicki Minaj - Beez
05:41:17 PC 34125   Nicki Minaj - Beez In The Trap
#10 - just repeating one character for dramatic effect
Quote
12:16:50 Xenomorph 6745   hmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmmmmmmmmmmmmmmmmmmm
#11 - Sugar
Quote
22:12:09 Sugar 34476   trotor
22:12:18 Sugar 34476   trogtor
22:12:20 Sugar 34476   trogtor make
22:12:22 Sugar 34476   trogtor make sever
#12 - keyboard mash (how do you detect this?!)
Quote
17:29:24 321 race 40821   tperoyepotht4[khrptojhhtrjhrthrthjthtohjtohtohtrjhrtpohjrthjohjorjphjrtphjrtpjhrtpohrtp
#13 - funny, but caps and repetition
Quote
17:06:02 Walter H. White 38953   HOW DO I MAKE METHAMPHETAMINE?!?!?!??!?!?!?!?!??!?!?!?!?!?!?!??!?!?!?!??!?!?!?!?!?!?!??!!?!?!??!?!?!?!?!
#14 - slightly annoying, but i wouldn't consider it spamming
Quote
00:07:55 Frosty1995 94560   Dont You Hate It If People Talk Like This?
#15 - caps, sarcasm compliment
Quote
16:47:45 TechBlaze 28626   RAVEN FOR BEST SERVER HOSTING 10/10 RIGHT HERE

It really boils down to the intention. Is it possible to detect maliciousness?



TL;DR

If chat spam is kind of a gray area, how would a chat moderator bot work?

Comment on how you approach this, how it would handle some of the examples, examples of your own, ideas, clarifications, improvements, how lame this sounds, how way too big this seems, stories of times you had to make a tough call...

...or you could just start spamming and see where that gets you.

4
Add-Ons / Commorose v1.1(i.e. a sfx menu)
« on: April 11, 2016, 05:49:42 PM »
From suggestion by Ctrooper



Pressing the plant brick button [default: Enter] brings up the commo rose menu, then you navigate the menu with the brick shift buttons [default: 2468], then you select your sound by pressing the plant brick button again. Cancel brick [default: 0] cancels the menu.

If you need your build controls back, just say /commorose in chat. RTB prefs for enabled and spam delay.


https://www.dropbox.com/s/b5n2h0bdk05odpi/Server_Commorose.zip?dl=0

Changelog:
v1.1
  • Other people can now hear your soundfx
v1.0
  • Initial release


If you want to customize the sounds (because chipmunks or something), just navigate to the Sounds folder in Server_Commorose. Make a bunch of folders and name those folders what you want displayed (Under_scores are replaced with spa ces). In those named folders, put all the sound files you want to play in those folders. Then when you select that menu option, it will randomly play one of those sounds.

Helpful picture:

5
General Discussion / Picturesque! A new drawing game [Concept]
« on: March 19, 2016, 11:04:57 PM »
Background
Drawing games in Blockland are pretty fun. You could easily waste several hours on The Black Parrot's Pictionary. But most of Blockland's pictionaries and draw somethings have 2 major drawbacks:

  • Waiting - Some games you have to win (guess the word right) in order to be able to draw. Others you have to wait your turn like tbp's. If there's a queue of 13 people and rounds take 5 minutes, you are easily waiting an hour just to draw for a little bit. And speaking of drawing for a little bit...
  • Timed - You only get a limited time to draw. In some games, you don't get to draw at all because someone guessed the word right. Others will still limit your drawing time just to make sure everyone gets a turn. But when you are trying to draw memes, that timer can be very bothersome.


Gameplay (This is just a rough idea of how the game should be run.)
This game should work very similar to the actual draw something: You and another blockhead draw pictures for one another and try to get them to guess the word you are drawing.

-When you start a new game, the server will try to match you with an open player.
-If there are none, then you become an open player.
-Open players will be given a word to draw. Once you have finished drawing, you become an available partner.
-You or your partner will try to guess the word the other drew. You both get points for a correct response, and then continue drawing back and forth with each other.
-You and your partner do not need to be on the server together. You can draw, leave, eat an enchilada, come back, see that your partner was there, guess their word, draw a word for them, and leave again.
-You can start as many games as you want (maybe), so that means you always get to draw.
-There is no time limit for drawing (maybe), so that means you can make your art as detailed as you want.
-How you draw it will also be saved on the server, i.e. it will record each pixel's color change (just like the real draw something).

Food for thought
-How many guesses should you get?
-Should it be chat guess? or scrambled letter tiles like the real thing?
-How to detect/enforce simply spelling out the word or chatting the answer?
-Maximum number of games? Or maybe a maximum number of open games you can make?
-Some kind of mode where everyone can guess for a single drawing?
-How to pick words?
-How well do you think this would work?

Discuss anything vague or features you want to see or potential problems. If there's enough feedback, I'll start on this over spring break.

6
General Discussion / The Childhood Game of Redlight Greenlight
« on: March 07, 2016, 10:49:31 PM »
I finally implemented one of my ideas. I remade the classic schoolyard game of Red-light Green-light in Blockland. Hosting on Ravencroft's server without permission <3.



The rules are simple:
Stop moving when redlight is shown. Move toward goal when greenlight is shown.
Get sent back to start if you move during a redlight.





Light changing is currently automatic and random.
Right now I'm using the default pyramid map because I like its multiple paths, but its too vertical. Red-light Green-light should really be played on a flat map. So if anyone wants to make me a nice map, I'll make it the default for the gamemode and credit you.
Here's some vague suggestions for a build:
  • A place to spawn - An open area for players to start that doesn't give anyone a big advantage
  • A place to end - It doesn't have to be a square it could be a finish line
  • Multiple Paths? - It'd be nice if everyone didn't have to take the same path, but a single path could also be fun. Should be clear which way the finish is.
  • Horizontal traversal? - Players shouldn't have to be climbing up and down a bunch.
  • City theme? - Traffic lights have red lights and green lights. Streets. City. Y'know.
  • Overlooking perch? - A place where someone could potentially control the game from.
  • Default Bricks? - So you don't need any extra add-ons to play the gamemode.
Ideas:
-Special rounds:
  • Horse
  • Quake Playertype
  • Pushbrooms
-User controlled lights (just like the playground version)
-sfx for light change



Suggestions are nice.

7
General Discussion / "Time" for a new CityRPG
« on: February 07, 2016, 12:51:41 AM »
It's about time for a new CityRPG...
So I made a topic;
It's for a CityRPG about time.



Everyone has something they hate about CityRPGs. The jailing, the giant pits, the freekilling, etc., but how about the waiting? Waiting for your next paycheck, waiting for your education, waiting... It's really just a waste of time.

What I propose is that everyone gets a time limit that counts down to your death.
You basically get to choose how to spend your time. I mean literally; you spend time like currency. Time is money. (If you've seen the movie InTime you'll know what I'm getting at.)

For example:
  • A burger might cost 3 minutes, a house might cost 2 weeks.
  • Instead of going to jail, you will simply lose a lot of time.
  • Getting hurt will make you lose time instead of health (why not).
  • Time is transferrable.
  • Transportation around town will just be teleporting at the cost of time (equal to the time it would've taken to walk there)
  • And when you run out of time (timeout) you get some kind of harsh punishment
    • (Maybe your body is disabled until someone gives you the time of day)

I might've overlooked a few details and time puns, but I'm sure you'll let me know how much you hate CityRPGs in the comments.




Aside from the InTime aspect, what improvements should be made to future crps?

You already know what is wrong. The only City RP(G)s that I saw up on the top 3 were Diggy's and Wicked's. Why? Because their mod works and they don't give themselves 45345345345435 gold and have millions of admins. Their cities are built nice. Their's are hosted on a good map.

I've jotted down a few ideas:
AI
~Bot citizens to add more depth to the cityrpg
~Pathfinding, daily routine, jobs, personality

Energy
~Need to sleep, or will pass out
~Furniture like couch/bed/bench will replenish

GUI
~Should not be required to play
~smartPhone with apps

Blueprint buildings
~Randomly generated
~Same structure, but different color scheme, accents, layout etc.
~Empty to be furnished, or pre-furnished

Lots
~Dirt lots i.e. no pits to fall in
~Purchase neighboring lots and can still build contiguously
~Pay to excavate dirt and build basement

Jobs
~Need to apply for job and can fail
~Part-time and Full-time (If you are in school you can only have a parttime job)
~Some kind of simple task to do ex. a frycook might move frozen food to grill then grill to burger crate.
~Raises/Promotions by doing job well, Get fired for not meeting quotas



Comment on anything I've posted here in a timely manner.


8
Modification Help / Bots and vehicles
« on: December 25, 2015, 04:33:49 AM »
Does anyone have any information on the extent to which bots can drive vehicles?

Often times they just drive in circles even if they were only given a move forward command.

%bot.setmovey(1 and -1) seems to take care of driving forwards and backwards.

%bot.setmovex(1 and -1) seems to be the roll.

I am completely lost when it comes to turning. I believe it has something to do with %bot.setaimvector("x y z"), but I'm not quite sure.

Could someone link me to a mod where bots can drive a course or something.

9
General Discussion / Ravencroft and Whirlwind's New Year's Tiles
« on: December 24, 2015, 01:42:40 PM »
At the very last minute with minimal planning, we decide to hold our own New Year's celebration.

But New Years happens every hour due to timezones, so how do we decide which New Years to celebrate?!?!

All of them.



We even have a ball that falls!

Because nothing says Falling Tiles better than whirl dropping the ball.



10
General Discussion / "Your mission should you choose to accept it..."
« on: October 28, 2015, 09:31:02 PM »
This is a game concept that has been bouncing around in my head.

Basically, everyone in the game receives a mission. If they complete their objective they will receive points.
For example, a player might receive a mission to deliver a package or find a hidden item.

Of course the fun starts when missions conflict.
For example, one player's mission will be to guard a diamond, while another player's mission will be to steal the diamond.

Or a mission might just be kill someone.

This concept is similar to bounty hunter, except it's not limited to just killing.

Thoughts:
-The missions will likely have some kind of timer. Not sure if it should be "Everyone has 5 minutes to complete their mission" or if everyone gets their own personal timer based on mission difficulty.
-Some missions might have a dependency on each other such as the diamond guard and thief where the absence of one will make the other pointless.
-Harder missions will probably earn more points than easier ones, but how would I decide this scale?
-Should you be allowed to refuse a mission?
-If you die do you immediately fail the mission?
-How to deal with RDMers?
-Mission Modifiers: For example, disabled chat, small, large, horse

Mission ideas:
  • Kill player X
  • Get to point Y
  • Protect X
  • Get X
  • Get X and get to Y
  • Touch/Click someone with this mission
  • Ride in vehicle Y
  • Destroy vehicle Y
  • Die from fall damage


I'd like some input from the community. Post about your opinion of this gamemode, ideas of missions, or thoughts that will need to be clarified.

11
Add-Ons / Film Bots v1.0
« on: August 13, 2015, 08:00:06 PM »

It records your movements, then has a bot play them back.



It doesn't record movements perfectly, so the bot may end up in a different position than where you did:
https://www.youtube.com/watch?v=b2z4VMtLkXo

Reminds me a lot of Chronotron or The Company of Myself.

Script_FilmBots

Code: [Select]
Commands:
/filmScene - Begins filming to the next available spot. Caution: It does not record movements perfectly, so do not always expect your bot to end up in the same place you do.

/playScene number or "all" - Plays back specified scene. Can play multiple scenes.

/endScene [number optional] - Ends filming and playbacks. Leave blank to end all playbacks.

/filmWithScene number or “all” - Simultaneously begins filming and playback of specified scene. Useful for knowing the position of other filmbots.

/listScene - Lists all recorded scenes and their times.

/deleteScene number or "all" - Deletes specified scene.

Currently only supports: moving, looking, jumping, crouching, jetting, clicking, light, sit, and Self Delete.
No items or vehicles.

Development Topic Here:
http://forum.blockland.us/index.php?topic=283366.0


Videos:
Filipe:
https://www.youtube.com/watch?v=LTPqbKkXdi0

Kenko:
https://www.youtube.com/watch?v=UrzwFundFd8

Spartan224
https://www.youtube.com/watch?v=VN-2zYQjzDU

12
Modification Help / Film Bots
« on: August 01, 2015, 06:16:46 AM »

It records your movements, then has a bot play them back.



It doesn't record movements perfectly, so the bot may end up in a different position than where you did:
https://www.youtube.com/watch?v=b2z4VMtLkXo

Code: [Select]
Author: Whirlwind(8429)
Code from: SupportHeightControl, SuperMacro, CopyMod, FilmMode et. al
Description: Records your movements, then have a bot play them back.
Commands:
/filmScene (/fbf) - Begins filming to the next available spot. Caution: It does not record movements perfectly, so do not always expect your bot to end up in the same place you do.

/playScene [range] or "all" or “last” (/fbp) - Plays back specified scenes.

/endScene [number optional] (/fbe) - Ends filming and playbacks. Leave blank to end all playbacks.

/filmWithScene [range] or "all" or “last” (/fbw) - Simultaneously begins filming and playback of specified scenes. Useful for knowing the position of other filmbots.

/listScene (/fbl) - Lists all recorded scenes and their times.

/deleteScene [range] or "all" or “last” (/fbd)- Deletes specified scenes.

/damageScene (/fbds) - Toggles whether filmbots can be damaged.

[Range] specifies the range using , and - (no spaces)
'/playscene 1' will play scene 1
'/playscene 2,3' will play scenes 2 and 3
'/playscene 2-4' will play scenes 2 3 and 4
'/playscene 1,3-5,7' will play scenes 1 3 4 5 and 7
'/playscene -4' will play all scenes from 1 to 4
'/playscene 5-' will play all scenes from 5 to your highest film
'/playscene -' will play all scenes
'/playscene all' will play all scenes

Planned (Things that are not done yet):
File Saving
Events
Vehicle Support

Things that probably won't get done:
Changing Avatar
Exact movements
Loop
Record camera
GUI

Done:
Talk anim
Hide HUD
Walking
Item support
Keybinds
Film Timer
Custom Playback Range
Head Turning

Known Bugs:
Does not work with teledoors
Bots do not reload

Script_FilmBots

Most people have this already, but in case you don't:
Support_Updater

Changelog
Version 1.5
  • Bot no longer fires weapon while dead.
  • Slight walking support
  • Added keybind for HUD/timer toggle from Randy's filmmode.
  • Talking workaround. Press cancel brick (default: num0) or the keybind while filming to record talking animation.
  • Added shortened commands. /fbf /fbp /fbw /fbe /fbl /fbd /fbds
  • Small improvements
  • Bug fixes
Version 1.4
  • Added support for head turning.
Version 1.3
  • Added workaround for bot damage. Use /damagescene to toggle bot damage.
  • Love, Hate, Alarm, Confuse emotes
Version 1.2
  • Item Support
  • Keybinds
  • New /last/ keyword to play/delete last filmed scene. Useful if you keep messing up a scene recording.
  • Small improvements
  • Bug Fixes
Version 1.1
  • Custom playback range
  • Small Improvements
  • Bug fixes
Version 1.0
  • Original Release


Stuff:




https://www.youtube.com/watch?v=p1FqSW0cnT0
https://www.youtube.com/watch?v=LTPqbKkXdi0
https://www.youtube.com/watch?v=UrzwFundFd8
https://www.youtube.com/watch?v=zmbT6P6v6uQ
https://www.youtube.com/watch?v=ueA90OJTi1I
https://www.youtube.com/watch?v=VN-2zYQjzDU
https://www.youtube.com/watch?v=5Dy0ehhl8eE

13
Gallery / Evented Pixel Art
« on: June 02, 2015, 01:44:20 AM »




Before you ask, this is not img2brick
But it follows the same procedure as img2brick.

I saw some cool pixel art on DragonoidSlayer's server (seen on the left) and wanted to make my own, but then I realized I suck at making pixel art. So I just decided to cheat.

I got a picture, used this site to convert each pixel into a color value, changed the values into colorid, then used vce and relays to load the picture pixel by pixel.

This took about 14 hours total to do. It is close to 100,000 bricks.

These are the pixel events:
Code: [Select]
X 0ms onRelay Self VCE_modVariable Brick a Set <var:cl:a>
X 0ms onRelay Self VCE_modVariable Brick a Words <var:cl:b>
X 0ms onRelay Self VCE_modVariable Brick colorid Set <var:br:a>
X 0ms onRelay Self VCE_modVariable Client d Subtract 1
X 0ms onRelay Self VCE_ifValue <var:cl:d> == 0 5 10
X 0ms onVariableTrue Client VCE_modVariable b Add <var:cl:size>
X 0ms onVariableTrue Client VCE_modVariable c Multiply -1
X 0ms onVariableTrue Client VCE_modVariable d Set <var:cl:size>
X 0ms onVariableTrue Self fireRelayNorth
X 0ms onVariableFalse Self VCE_modVariable Client b Add <var:cl:c>
X 0ms onVariableFalse Self VCE_ifValue <var:cl:c> == 1 11 12
X 0ms onVariableTrue Self fireRelayWest
X 0ms onVariableFalse Self fireRelayEast

and then about 15,000 events that look like this:
Code: [Select]
X 33ms onActivate Self fireRelay
X 0ms onActivate Client VCE_modVariable a Set
X 0ms onRelay Self fireRelayUp
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>8 18 18 18 18 18 18 46
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 37 37 54 54 55 55 55
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>56 56 56 56 56 56 56 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>6 56 56 56 56 57 57 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 57 57 57 57 57 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>56 56 56 56 56 56 56 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>6 56 56 56 56 56 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 57 57 57 57 57 57 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>60 60 60 60 60 60 59 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>9 59 59 59 59 59 59 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 59 59 59 59 59 26 26
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>25 27 28 28 27 61 61 6
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>1 27 61 61 61 60 61 61
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 61 61 61 61 61 61 61
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>27 27 27 56 27 27 27 2
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 27 27 62 60 62 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 25 25 25 25 55 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>57 57 57 57 57 57 57 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 57 57 41 41 57 60 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 60 40 40 40 40 60 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>59 59 59 59 59 40 49 4
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>8 40 60 57 57 57 57 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 56 56 55 55 54 54
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>54 37 37 37 37 36 18 1
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>8 18 18 18 18 36 37 37
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 37 37 37 37 54 54 54
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>54 55 55 55 55 56 55 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>5 56 55 55 54 54 37 37
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 37 46 18 18 18 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>18 18 18 18 18 18 18 1
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>8 18 46 46 46 46 37 37
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 54 56 27 27 60 60 60
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>60 61 59 52 52 59 59 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>9 59 60 60 27 27 27 60
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 55 46 18 18 18 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>18 18 18 18 18 18 46 3
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 37 54 54 55 55 55 55
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 56 56 56 56 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>56 56 56 56 57 57 57 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 57 57 57 57 57 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 56 56 56 56 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>56 56 56 56 56 56 56 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 57 57 57 57 60 60 60
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 60 60 60 60 59 59 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>59 59 59 59 59 59 59 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>9 59 59 59 59 26 26 26
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 27 28 61 27 61 61 27
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>27 61 61 61 61 61 61 6
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>1 61 61 61 61 61 27 27
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 56 27 62 27 27 27
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>62 62 57 56 25 25 55 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>6 57 60 60 60 58 62 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 57 58 60 60 57 57 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>57 57 60 59 60 40 40 4
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>0 40 60 59 59 52 52 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 59 59 51 40 49 48 40
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>60 57 57 57 57 57 56 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>6 56 56 55 55 54 54 54
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 54 37 37 37 36 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>18 18 18 36 36 37 37 3
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 37 37 54 54 54 55 55
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 55 55 55 55 56 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>56 56 56 55 55 54 37 3
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 46 18 18 18 18 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 18 18 18 18 18 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>46 46 46 46 37 37 37 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>4 27 27 27 60 60 60 61
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 59 52 52 52 59 59 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>60 60 27 27 27 60 55 4
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>6 18 18 18 18 18 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 18 18 18 18 18 18 46
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>37 37 54 54 55 55 55 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>5 56 56 56 56 56 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 56 56 57 57 57 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>57 57 57 57 57 57 56 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>6 56 56 56 56 56 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 56 56 56 56 57 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>57 57 57 57 57 60 60 6
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>0 60 60 60 59 59 59 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 59 59 59 59 59 59 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>59 59 59 59 36 36 26 2
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 28 61 61 62 61 61 61
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 61 61 61 61 61 60 61
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>61 61 61 62 27 27 56 2
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 62 62 27 27 27 27 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 56 25 56 57 60 61 52
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>61 60 62 60 60 61 60 6
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>0 60 60 60 60 60 60 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 60 60 60 59 59 59 59
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>52 52 52 52 52 52 52 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>9 59 40 49 47 50 60 57
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 57 57 57 57 57 56 56
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>56 56 55 55 25 54 54 3
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>7 37 37 37 36 18 18 18
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a> 18 18 46 37 37 37 37
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>37 37 54 25 55 55 55 5
X 0ms onRelay Self VCE_modVariable Client a Set <var:cl:a>5 55 55 55 56 56 56 56

Interesting little tidbit I found: Theres no limit to the size of a VCE variable. <var:cl:a> was about 315,000 characters long.


"That's not real pixel art! You are a cheater!"

Thank you random heckler for your insightful commentary. Just because I didn't feel like spraypainting a 100,000 pixel pixture, doesn't mean it's not cool.

14
General Discussion / Solution for RDMing?
« on: December 19, 2014, 01:52:25 AM »
I've been trying to come up with a solution to people RDMing (Random DeathMatch) on murder mysteries.
Obviously everyone needs a weapon to eventually kill the murderer, but of course this causes some people to start killing everyone sight.

One common solution is to automatically kill the attacker of an innocent victim, but this isn't that good of a solution, especially if you have good reason to suspect them or if you kill on accident.

So far the only sure-fire defense is heavy moderation, such as discussion between rounds as to who rdm'ed. Though this can slow down gameplay and sometimes punishes unfairly.

Doing absolutely nothing about it is not the answer either especially if the RDMer is particularly skilled with a weapon and starts slaughtering the innocent before the real murderer even gets a chance to jump out behind a corner and yell "Boo!"

My solution is to make anyone who kills an innocent more susceptible to damage (like 50-100% more damage taken). For example if it takes 4 hits to kill someone, a murderer can be taken down in 2, and a serial murder with a single shot. This way even the most skilled fighter can be taken down by a lucky shot from a noob.

Tl;dr: Current solutions for rdm'ing suck; my idea is to make attackers take more damage.

I would like some input about my idea or any other solutions to rdming.

15
General Discussion / Idea Dump
« on: November 30, 2014, 01:19:57 AM »
Here are some ideas I've written down but never got a chance to do anything with. Take 'em. Post your own.

WAR
2 generals are selected (randomly/elected) and the rest are troops. The generals are locked in rooms in their own bases. The troops' objective is to infiltrate the other teams base and (kill the other general / steal the flag / capture the base). The twist is that both generals get to use a camera that has an overhead view of the entire battlefield. Use strategy and teamwork to outmaneuver the opponent.

Save the princess
Knights compete to be the first to climb the tower and save the princess.

Tetris'd
One guys is playing Tetris while also trying to kill the players on the Tetris board. Most likely needs to be combined with rising lava (since you can't actually smush players...) and the players will need to be able to break blocks to prevent unfair trapping. (This idea is the most farfetched...)

Liferun
The opposite of a death run where it is the operator's (angel's?) job to get as many people to the end as possible.

Life and Death run (Purgatory run?)
Combination of Deathrun and Liferun where the demons try to kill as many people as possible and the angels try to save as many people as possible.

Zombie Controller
One person sends waves of zombies to kill the players. Each round they get more credits than the last round and they purchase waves. Ex:
  • 5 credits the 1st round can purchase a wave of 3 zombies.
  • 10 credits the 2nd round can purchase 2 waves of 3 zombies or 1 wave of fast zombies

Assassinate the Vip
One team has to kill the vip, but they don't know who it is. The other team must work together (and give their life if they have to) to protect the vip until the chopper arrives. Bots will be thrown in to add confusion.

Possession TDM
Ghosts vs Ghost hunters (Ghostbusters?). When a ghost kills a player they can take possession of their body and try to murder some more people. Possessed players will have tell-tale signs such as stopping randomly, head turning, spinning, avatar face changing, light flashing, etc.
Bots available for possession.

SWAT Team
A 3 team prison escape: Hostages, Terrorists, SWAT Team. The hostages are held in a room inaccessible to the terrorists (to prevent immediate deaths) and the swat team must infiltrate, free the hostages, and get at least one hostage to the extraction point.


That's all I got. Feel free to post your own.

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