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Topics - PhantOS

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1
Off Topic / Lemons appreciation thread
« on: Today at 04:57:14 PM »

gosh darn this guy is so cool and wholesome i wish i was him

2
Off Topic / monkey punch died
« on: April 20, 2019, 12:45:55 PM »
damn...

3
Off Topic / [BREAKING] Demolition Ranch and Hickok45 Destroy Trolls!
« on: April 15, 2019, 06:01:11 PM »
https://www.youtube.com/watch?v=1jDHenFDqBI

what is this a crossover episode

also tell me how hickok45 is like a good half foot taller than matt like wow

4
Off Topic / Elon Musk - RIP Harambe
« on: April 01, 2019, 08:29:23 AM »

6
Modification Help / Making an image have a constant emitter
« on: March 24, 2019, 11:53:56 PM »
i'm trying to make unusuals. i added a stateEmitter[0] into the eval string and assigned it to BurnEmitterB but whenever i mount the image nothing shows up. i have no other images mounted. i assume that the first state is called when the item is mounted. fyi the eval string is being built up for each hat and executed with stateEmitter[0] = BurnEmitterA in the string so maybe it's because it's being evaluated after the server sets up datablocks and because of that states can't be assigned or updated after that point? idk

7
General Discussion / Crown's jailbreak - whats the appeal?
« on: March 17, 2019, 04:27:35 PM »
it's been popping up every once in a while and its always been incredibly popular. whenever i used to host in the past people would often ask when jailbreak will be up next and usually whenever it'd come up around peak hours my server would lose most of its players. The people that flock there are really part of this same group of people- usually new, young and generally uninteresting players.

Every time i join jailbreak i'm instantly bored, confused and angry at its popularity. The way I see the gameloop right now is that you spend 8 minutes of your life in total submission to a random player you don't know who defines a set of arbitrary rules as soon as the round begins and continues to order everyone to do stuff lest they be killed. There's no real meta or dominant strategy besides doing exactly what the warden says as fast as possible. You can try escaping but you're entirely outgunned and disadvantaged maybe 1:5 at all times and throughout the game you have no potential to improve your victory chances at all. In fact, as the game goes on, your victory chances actually decrease as more and more players on your team are killed. So there's absolutely no progression in the game loop whatsoever. You don't correct missing assets that give you any benefit. You don't strategically damage the guard's chances of success.

Losing doesn't feel like it has any drastic consequences at all. There's this sort of indifference about winning and losing because if you lose, like, say the warden says 'jump' but not 'simon says' and you jump and get killed, its not like the gameplay was worth staying alive for. If you had done it correctly, your reward for surviving would be to spend another 6 minutes playing bitch for the warden until you forget up and die again or win. You have absolutely no impact on the game world when alive and similarly have no impact when you're dead at all. Winning just grants you imaginary currency to spend on cosmetics or something and if there weren't any cosmetics in the game then there would be no visible or implied reward for any rounds won. Because its not like anything you did was challenging- you were just following instructions for 8 minutes.

Wardens are something. They're apparently like, people who managed to sink more than 30 minutes into this awful server and were rewarded with the power to tell everyone to do. I guess that's like the only rewarding thing from this game? if you stay around long enough you get to live out your much needed power fantasy? Anyways they tell you to do stuff that has no impact on the game at all. The first minute of the game is probably the worst period of time in the whole game loop- the warden makes you do an arbitrary song and dance within the confines of your cell where you're absolutely not at all a threat to anyone. stuff like 'lay on bed or ar' 'afk freeze or ar' 'right foot yellow or ar' like are you serious? Is this fun?

I can't see any fun in this server whatsoever. I don't know if there's some hidden mechanic that redeems the game in some way. I can't figure it out. I would appreciate if someone were to describe what they enjoy about the server (hopefully someone that isn't a guard/warden 90% of the time) because i struggle to see it and it pisses me off why it has all the players. I would ideally like it if an admin on crown's server explained the appeal of it to me because i trust their opinions more. People like dannu, visolator, redconer, crown even. etc.

8
Modification Help / Crash on exec server.cs
« on: March 15, 2019, 08:44:22 PM »
so whenever i execute some files on a remote VM thats hosting a blockland server, the game will crash after reaching the first line. It'll say something like "Establishing global variable. Failed: %error" and then it'll crash the game. ive tried using setModPaths(Getmodpaths()); but it still crashes when i exec the file. the file is Weapon_DwepRussianExpansion

10
Games / Earthdragger - infinite runner prototype
« on: March 07, 2019, 08:14:00 PM »

so i tried to make a game in one hour and it was going great until 20 minutes in and i broke something and the physics engine no longer worked. so then it turned into a 3 day project and this was the prototype that i finished. i wanted to make like something new but obviously i was inspired by tiny wings. i dont think i could make something as unique and easy to grasp (and fun) as tiny wings but i tried and got pretty close.

thanks to conan for helping me sort out a math issue and letting me bother him while he was at school like 8 times just to solve some simple math that im too stupid to do




what works:
movement, terrain generation, clicking on stuff, killing, physics (barely)
what doesn't work
the camera which likes to ease underneath the terrain for no reason
the game itself which decides to throw errors for no reason
what i want to add: (if i deem it worth pursuing)
better graphics once i decide if the game's fun or not (nobody has ever played it)
actual dragging (you used to be able to drag the ground out but it would have a hard time deciding which piece of ground to drag)
sounds
a better camera

https://leopard.hosting/dl/dkjov/Earthdragger-prototype.zip


11
Off Topic / overwatch stole my trench class
« on: March 05, 2019, 12:16:27 PM »
so i hosted a server like a year ago which was supposed to be a reboot to gytyffff's trench ctf and i made a special class because there wasn't enough medical strategy in the gamemode. so i called it medic mac and it was a medic with a burst fire rifle and a healing grenade launcher
Quote
Medic Mac
The only healing class in the game, Medic Mac can use its healing grenade to keep teammates and itself in top shape. However, the healing powers don't discriminate, and can accidentally heal enemies too, so it must watch its fire.
i thought this was a good idea and You(DestroyerOfBlocks) said it was an interesting concept which is awesome because You hates me and he hates everything i made and that was the only compliment he ever gave me

i guess blizzard caught wind


they even stole the name! mac is short for mack which is gaelic for son, and baptiste means 'one who baptizes' and when you baptize someone they are born again therefore being a son of god... they thought they were clever

wheres my loving royalty blizzard? you thought you could jack my awesome burst fire healing grenade class and just get away with it without me noticing? forget you! im going to plant an immortality field outside your headquarters and unload on your office building with a minigun. lets see those walls protect you against my amplification matrix you cunts

12
Games / RAPE DAY
« on: March 04, 2019, 09:04:50 PM »
https://store.steampowered.com/agecheck/app/985210/



oh man remember when steam had standards? me neither. also on an unrelated note why are all the girls white? i mean can't there at least be a little diversity, i cant just eat the same thing every day


14
Off Topic / last online 7 years ago
« on: March 02, 2019, 06:30:33 PM »
have you checked your old xbox live friends list and see the old people you used to play halo 3 with daily? can we give a moment of silence for the gamers lost in the seas of time

15
Off Topic / math collision problem.
« on: February 19, 2019, 11:56:32 AM »
kay so I'm making a game and you can drag objects around. when you drag an object two variables are stored: the position of the object at the end of the last frame (lastPos) and the current position at the start of this frame (currPos). with these two variables I have a vector for which the object is traveling during the current frame.

my collision works like this: objects have a collider, each with a set number of corners. the object you're dragging fires the aforementioned vector from each corner along the same direction to detect any collision. when it finds one, it gets the distance between that specific collision corner and the point hit, and updates the movement vector so that its distance is now shortened to the collision vector, meaning that the object will be unable to move past the collision point.

the problem: upon this frame, the two objects are now touching each other and are side by side. the problem is that when I try to drag the object again, it will no longer move, because the corners that are colliding with the object are permanently stuck inside that object's collision. I cannot cast a new movement vector going away from the object because the start point of the vector is 'inside' a collider already. I've tried adding a small amount of easing where the start of the vector is actually like 0.01% ahead of where its supposed to be, but that just results in objects getting stuck inside each other when I drag them too fast.



the green Xs are points of collision detected. the magenta lines are the vectors that scan for collisions. what I want is for the fourth(bottom right) scenario to not happen. I want the box to move freely from its original collision away from it without colliding directly at the source of the vector

in this problem, I don't have any low-level access to the collision routines or the colliders, they are handled automatically by the game engine (unity). there is no built in friction fields I can use, i'd have to make my own using vector math. so I need to figure out a solution that involves modifying the starting vector in some way. thing is idk how. someone with knowledge on this stuff please help me or pass this problem along to your smart friends

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