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Topics - Ghille

Pages: [1] 2 3
1
Add-Ons / Pixel Spells :: Update 2/2/15
« on: February 02, 2015, 06:39:36 PM »
For the full topic and info (download is outdated)

The original topic was to old, so now I'm forced to create a new one. I'm still alive and began to actually give a stuff about this game again, so I decided to fix some issues/do some re balancing for Pixel Spells. This is where I'll post updates for now on.

-2/2/15
The health pixel update, because it needs more love.
Quote
-Fixed Health Pixel conflict with Package_Medic1
-Boosted Health Pixel damage from 15 to 17
-Boosted the amount of HP given to allies from 10 to 20 with the Health Pixel

Download

2
Add-Ons / Pixel Spells
« on: August 30, 2014, 09:44:00 PM »

Pixel Spells is a random idea I got some time earlier this year. The weapons have a pixel-esque look and perform like arena weapons. Each "pixel" has a unique function.

Rapid Fire

-Fast fire rate
-High damage
-High amounts of spread
-Limited range

Ranged

-Long range
-No spread
-If you hold down the mouse button the weapon will charge, upon a full charge the emitter will change
-Upon a charged shot the weapon will insta-kill
-Slow fire rate
-You have to actually aim
-On a charged shot you can explosive jump

Bomb

-Upon detonation has a damage radius
-Projectile bounces
-Impacts are a one shot kill
-Slow fire rate
-Projectile has an arc limiting its range

Health

-Each hit drains health from the enemy and gives it to you
-If a teammate is hit, they are healed by you
-Medium amount of damage
-Limited range

Reflector

looks better in a smoother frame rate
-Every projectile you are looking being shot towards your front will be reflected
-You can hold down for reflections, no need to time anything
-You're vulnerable from your sides and back

Balancing/Map Design
First thing, please remember these are balanced around arena styled gameplay. Included in this pack is the Pixel DM Playertype, this is exactly the Quake-Like player but shows your health when damaged. I recommend using this player type or any other faster player. I would give players every weapon for a deathmatch, but make a pick-a-spell (class selection) system for team deathmatch modes, it makes it more interesting, for each weapon counters another.

Map-wise I'd make something with large open spaces with medium to small sized backways. Be sure to include multiple height levels, it makes gameplay more interesting!

As a bonus I'll include a map I built myself, it doesn't look impressive but it plays out decent. It's a capture the flag map and has a Pick-A-Spell system. This is the map I tested balancing on and such. Included in the zip is the required Add-Ons and the save itself.

Download ctf_pix1


Videos
The following were filmed during the beta.

Add-On Showcase - Pixel Spells
My stuffty beta preview

Credits:
Me - Scripts, sounds, idea
Aware - Brick models and general support
Tristan Luigi - Item and kill icons

Download Weapon_PixelSpells

It hope you all enjoy, it puts a smile on my face seeing people have a good time with these :)

3
General Discussion / Ghille's Pixel CTF Beta Server
« on: July 31, 2014, 03:42:58 PM »


What is this?
While working on Pixel Spells I wanted to create a deathmatch server alongside. This server will be testing the weapons and maps to see how everything plays and works together. I tried to recreate Quake-esque gameplay for a good ol fast paced deathmatch as Red and Blue fight for each others flags.



Choose-A-Spell
When you spawn you will be greeted with the option to choose the spell you will be using that life. Here's a list of the spells and how they work:

Rapid Fire
-Fast fire rate
-Does 15 DMG per shot
-Limited range, projectiles will die once they reach a certain point
-Crazy Spread

Bomb
-Direct hits are a one shot kill
- Has a decent sized explosion radius that will damage/kill enemies
-Limited range
-Projectiles are fired on an arc
-Somewhat slower fire rate than the other spells

Ranged
-Normal shots do 30 dmg
-Charged shots are a one shot kill
-Charged shots have a slight radius that may damage enemies
-It is possible to explosive jump on a charged shot
-Very slow fire rate
-Charge takes a few seconds

Health
-If fired at a team mate, it will restore 10 HP
-If fired at an enemy it will steal 15 hp from them and give it to you
-Limited range
-Projectiles spread

Reflector
-When holding down fire the spell will reflect any projectiles you are aiming at
-Use this if you want to be the annoying person
-If you take this spell you have nothing else to defend yourself with

When are you hosting this?
I don't know to be honest, random times. I'd really, really, really appreciate it if someone offered a free hosting service. I would pay for one, but unfortunately I don't have the money to do so nor know any good services.

So you're only hosting one map?
Currently yes, but in future I hope to maybe add more maps that aren't just ctf. Please feel free to build your own and send them to me. Here are some quick design tips:
-Build everything to work with the quake-like player type
-Try to include open spaces and multiple heights
-Remember to idiot proof the map

Remember this is a beta!
Some things will be in a very unpolished state (reflector spell for example), everything is subject to change. I will gladly accept any constructive criticism.

Server Status

4
Add-Ons / Quake Rocket Launcher
« on: July 29, 2014, 06:47:59 PM »
Quake's iconic weapon, re-imagined into Blockland.

While I was playing Quake one day I decided it'd be cool to remake the rocket launcher from the first game into Blockland. I aimed to make it as accurate as possible to what it is in Quake.

Features:
-Recreated particle effects
-Sounds from Quake
-Model at the center of the screen so it can be the snake cannon it is
-My attempt to balance it as it was in Quake

Credits:
Script - Ghille
Model - Aware



Download

5
A while ago I posted this and kind of forgot about it (sorry :c). Port gave me a solution that I recently tried and the weapon still isn't changing back to its original emitter. Here's the code with the empty states.
Quote
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.8;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = pixelequip3Sound;
   stateEmitter[0]               = rangedEmitter;
   stateEmitterTime[0]            = 600;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Charge";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";
   stateEmitter[1]      = rangedEmitter;
   stateEmitterTime[1]   = 600;
   
   stateName[2]         = "Charge";
   statetransitionOnTimeOut[2]   = "ChargeFull";
   stateTransitiononTriggerup[2]   = "Fire";
   stateWaitForTimeout[2]      = false;
   stateAllowImageChange[1]        = true;
   stateTimeoutValue[2]      = 2;
   stateScript[2]              = "OnCharge";
   
   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "Reload";
   stateTimeoutValue[3]            = 0.74;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]         = true;
   stateSound[3]               = pixelfire1Sound;

   stateName[4]               = "ChargeFull";
   stateAllowImageChange[4]        = true;
   stateTransitiononTriggerup[4]   = "Empty1";
   stateEmitter[4]               = ranged2emitter;
   stateEmitterTime[4]            = 600;
   
   stateName[5]               = "empty1";
   stateTransitiononTimeout[5]      = "empty2";
   stateTimeoutValue[5]         = 0.18;
   
      stateName[6]               = "empty2";
   stateTransitiononTimeout[6]      = "empty3";
   stateTimeoutValue[6]         = 0.01;
   
      stateName[7]               = "empty3";
   stateTransitiononTimeout[7]      = "empty4";
   stateTimeoutValue[7]         = 0.01;
   
      stateName[8]               = "empty4";
   stateTransitiononTimeout[8]      = "ChargeFire";
   stateTimeoutValue[8]         = 0.01;
   

   stateName[9]                    = "ChargeFire";
   stateTransitionOnTimeout[9]     = "Reload";
   stateTimeoutValue[9]            = 1;
   stateFire[9]                    = true;
   stateAllowImageChange[9]        = false;
   stateSequence[9]                = "Fire";
   stateScript[9]                  = "onChargeFire";
   stateWaitForTimeout[9]         = true;
   stateSound[9]               = chargefireSound;
   stateEmitter[9]          = rangedEmitter;
   stateEmitterTime[9]         = 600;

   stateName[10]         = "Reload";
   stateSequence[10]                = "Reload";
   stateTimeoutValue[10]            = 0.12;
   stateTransitionOntimeout[10]   = "Ready";
   stateSequence[10]           = "Ready";
   stateEmitter[10]          = rangedEmitter;
   stateEmitterTime[10]         = 600;
};

6
General Discussion / Community Made Update
« on: May 06, 2014, 10:10:54 PM »
Am I the only one who thinks a community made update would be cool? Seeing all the cool ideas everybody has to offer I think we could pull something cool. Just a random idea.
/discuss

7
Modification Help / Revert back to the Original Emitter
« on: May 06, 2014, 09:17:26 AM »
I'm making a weapon that has two emitters, one that is neutral, one that indicates the weapon is charged. I can't seem to get the weapon to go back to the neutral emitter after a charged shot is fired.
Quote
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.8;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = pixelequip3Sound;
   stateEmitter[0]               = rangedEmitter;
   stateEmitterTime[0]            = 600;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Charge";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";
   stateEmitter[1]      = rangedEmitter;
   stateEmitterTime[1]   = 600;
   
   stateName[2]         = "Charge";
   statetransitionOnTimeOut[2]   = "ChargeFull";
   stateTransitiononTriggerup[2]   = "Fire";
   stateWaitForTimeout[2]      = false;
   stateAllowImageChange[1]        = true;
   stateTimeoutValue[2]      = 2;
   stateScript[2]              = "OnCharge";
   
   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "Reload";
   stateTimeoutValue[3]            = 0.74;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]         = true;
   stateSound[3]               = pixelfire1Sound;

   stateName[4]               = "ChargeFull";
   stateAllowImageChange[4]        = true;
   stateTransitiononTriggerup[4]   = "ChargeFire";
   stateEmitter[4]               = ranged2emitter;
   stateEmitterTime[4]            = 600;

   stateName[5]                    = "ChargeFire";
   stateTransitionOnTimeout[5]     = "Reload";
   stateTimeoutValue[5]            = 1;
   stateFire[5]                    = true;
   stateAllowImageChange[5]        = false;
   stateSequence[5]                = "Fire";
   stateScript[5]                  = "onChargeFire";
   stateWaitForTimeout[5]         = true;
   stateSound[5]               = chargefireSound;
   stateEmitter[5]          = rangedEmitter;
   stateEmitterTime[5]         = 600;

   stateName[6]         = "Reload";
   stateSequence[6]                = "Reload";
   stateTimeoutValue[6]            = 0.12;
   stateTransitionOntimeout[6]   = "Ready";
   stateSequence[6]           = "Ready";
   stateEmitter[6]          = rangedEmitter;
   stateEmitterTime[6]         = 600;
};

8
Modification Help / Pixel Spells :: Released!
« on: April 24, 2014, 08:39:11 PM »

http://youtu.be/c1D9Ug_EqG8
srry 4 stuff quality

https://www.dropbox.com/s/1xgwg7kk3l9kowx/Weapon_PixelSpells.zip
---- Beta Release ----

Changes from alpha
Known stuff
Inspired by Amade's Elemental Spells and inFamous Second Son's video powers, I came up with the idea of basically creating various abilities that are based upon an artstyle of pixels. Each ability will have a unique color to correspond with it.

Planned Abilities:

Rapid Fire Pixel (Blue)
see above
---------------------
-Fast fire rate
-High amounts of damage
-Limited range, projectile dies within a given range
-High amounts of projectile spread

Bomb Pixel (Orange)

--------------------
-When fired it you must wait for the projectile to detonate about a second after maybe
-Projectile will bounce
-Projectile has an arc limiting its range
-Explodes on player impact
-Area of effect damage

Ranged Pixel (Green)
---------------------
-Long ranged (obv.)
-Not a fast fire rate
-High amounts of damage per shot
-maybe require a charge?

Health Pixel (Red Hearts)

---------------------
-heals other players
-Will give cool pixel heart emitters :3
I need help with this one, what should the fire rate be?

Reflector Pixel (Yellow)
---------------------
-Will only protect you from the front
-Reflects projectiles
-Pushes people away
-Cannot damage with it (besides reflecting other projectiles with it)



Soundwise I'm going to probably go with an Atari feel, I'll probably make the sounds myself with vst plugins or just find some online. Don't expect this project to be finished quickly, I'm only going to work on it when I have spare time and feel like working on it. So far I have almost finished the Rapid Fire Pixel and that's it for I have just started a few hours ago. I wasn't planning on making a topic for this, but I need your help. I would like you guys to help me come up with some ideas for abilities. Please keep ideas to things that can actually be done in Blockland and give your idea a color that isn't already used to correspond with it. I'm excited to see what some of you come up with.

Progress: 90%

Updates
---------------------
-4/29/14:
Quote
I actually start using this section of the OP
Bomb and Rapid Fire Pixels are done
Every ability so far is in-game (shield not functional)
Ranged Charge sounds fixed
Heal now damages enemies
Brick models finished
-7/28/14
Quote
I remember this section of the OP exists
Beta Released
Health Pixel is functional
Reflector Pixel has been put in game
Ranged has been buffed
Bomb spam glitch fixed
Kill/inventory icons in game
Ranged emitter glitch is still not fixed because im lazy

9
Add-Ons / Throwing Spatula
« on: April 23, 2014, 03:09:32 PM »
Are you tired of getting shot by starfishs with guns when all you just want to simply do is cook a few patties on the grill? WELL FEAR NO MORE, HP NOW DELIVERS YOU THE ABILITY TO THROW YOUR SPATULA AT FOES!

NO MORE OF USING THOSE BORING GUNS TO KILL ENEMIES, NOW YOU CAN GRILL UP SOME GRILLED CHEESE WHILE KILLING THE starfishS TRYING TO STOP YOU! IT'S SO MANLY HULK HOGAN COULDN'T HANDLE IT!

Features
ONE HIT KILL SO THOSE starfishS DON'T GET BACK UP
A announcement in the kill feed saying you just killed someone with a spatula
A weapon to impress the ladies
Expert spatula craftsmanship done by HP's very own Aware.

Credits:
Model - Aware
Script - Ghille

DOWNLOAD NOW FOR THE ULTIMATE WEAPON OF MASS DESTRUCTION

DOWNLOAD THE ALTERNATE COOLER MR. KRABS EDITION WHICH IS WAY COOLER

10
Games / Should I buy Ocarina of Time 3D or A Link Between Worlds?
« on: April 21, 2014, 03:35:39 PM »
I'm considering buying a 3DS and I want to get into the Zelda series. Both games look good and are said to be great, but I only have enough money for one, so what game would you guys recommend for someone trying to get into the series?

Edit: The only Zelda game I've barley played is the original NES game.

11
Games / Thief Megathread :: Reboot released!
« on: February 24, 2014, 04:20:58 PM »


About
stolen from the wiki olololololol
Thief is a series of stealth video games in which the player takes the role of Garrett, a master thief in a fantasy/steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed. The main tactic of Thief is to avoid fights and instead sneak around the enemies. Thief is sometimes described as either a "first-person sneaker", "sneak-em-up" or a "first-person looter" to emphasize this difference. Classification of the game has been slow coming, as three-dimensional stealth games, such as Tom Clancy's Splinter Cell and Assassin's Creed, only became more common years after the first Thief. Another innovation introduced by Thief is the careful use of sound effects as an integral part of gameplay. Sound cues not only tell the player of other characters in the vicinity, but also indicate how much noise Garrett makes when moving about an area. Too much noise can alert nearby guards, who will grow suspicious and come looking for intruders. There are a variety of tactics to avoid being heard, however, such as walking gently, steering clear of noisy pavement, or using moss arrows to create a carpet that muffles the sound of footsteps. In a similar vein, using light and dark became one of the most important strategies. A gauge at the bottom of the screen (called the 'Light Gem') indicates how visible the protagonist is. Entering deeper shadows or ducking makes the character less likely to be noticed. Walking about increases the risk of being spotted, and having a sword or bow drawn makes him very conspicuous in the game. The astute player is constantly keeping an eye on areas of light or shadow, guard patrol routes, and the type of terrain they are walking on, in case a hiding place is needed in a hurry. A light source, such as a torch or gas lamp, can be doused with a Water Arrow, creating an area of darkness in which the player may hide. Electrically powered lights, in all games, may simply be shut off by using a nearby switch or button; however, if no light switch is available, the electrical light will not turn off by simply shooting a Water Arrow at it. In Thief: Deadly Shadows, the player can simply 'pinch out' a lit candle by pressing the use button on it. A guard or any civilian may notice if a light source has been put out, likewise if something valuable has been stolen.

Games
-Thief: The Dark Project (1998)
-Thief II: The Metal Age (2000)
-Thief: Deadly Shadows (2004)
-Thief (2014 - Series reboot)

Screenshots (Progressing from Dark Project to the 2014 Reboot)






Videos
Gameplay Trailer for Reboot
WTF is... -Thief?
Deadly Shadows Trailer

I myself haven't played the first two but have played Deadly Shadows (still haven't completed it) and enjoyed it. I'm pretty excited for the release of the reboot tomorrow.

12
Add-Ons / HP Mod Topic
« on: December 16, 2013, 01:02:38 PM »
Archive
Since RTB is dead I've realized the downloads to some of Aware and I's weapons are dead. I figure I'd repost the weapons I thought were somewhat decent.

Raygun
The weapon that started it all.
Quote
My first completed weapon. From Black Ops and WAW zombies. Is a one shot kill and can easily take out a hoard of zombies.

Download

Rocket Jumper

Video
Quote
This is a simple edit of the Rocket Launcher allowing you to do more rocket jumping things.
Download

M82 Barrett 50. Cal
Op as forget sniper rifle with a loud ass sound.

Download

Tactical Weapons
First pack me and Aware had done together, I dread it but a few liked it.
Includes:
-Sprinting
-Reloading
-M16A3
-CZ75
-SCAR-L
-G36C
-Intervention
-M4 Shotgun
-Ares Shrike
-TDi Vector

Download

Gas Mask
All credit to Aware on this one.
Quote
That green is not herb!
A Gasmask, comes with a free Chemical grenade! I know its small.

Download

Current Stuff

The pack to never be finished
For a lack of originality.

These were sitting in my files so I figured I'd release them for fun.

Pros/Cons
AK47
-Good for close range and maybe even medium range.
-Use this for face to face battles.
-Fast fire rate.
-Not the best at long range fights (aka spamming bullets until you get a hit).

M4A1
-Good for long/medium range.
-I would flank enemies with this, face to face battles aren't one of it's strengths.
-Three round burst, but accurate.
-High damage.




Updates
-1/4/14
New Update, I decided to give the weapons a bit more "beef" and make them feel better shooting.
-Added new emitter FX (Credit to Bushido for letting us use his bootiful FX)
-Added camera shake.
-New sounds.

Edit: Added RTB Prefs to disable/enable reloading.

In the future I might add more weapons, but currently this is just a side project.


Credits
Ghille - Scripts
Aware - Models
Bushido - Emitter FX

Download

Awaiting RTB Approval.

13
Creativity / Music Megathread
« on: November 07, 2013, 07:11:48 PM »
Share some of your own original music/remixes/covers. You can also ask for advice/criticism here! I know the majority is probably going to be electronic (for even I make electronic music) but any genre is welcome. Let me contribute:
(Trance) Sparks
(Ambience) Once Upon a Nightmare

and here's a bunch of wip's i got
https://soundcloud.com/ghille556/soundcloud-spam-3
https://soundcloud.com/ghille556/soundcloud-spam-2
https://soundcloud.com/ghille556/soundcloud-spam-1
https://soundcloud.com/ghille556/downwithonions2013
https://soundcloud.com/ghille556/abyss-of-the-mind_new-reupload

Artists List (Lets see how long I can keep this updated)
If you want to be added post links to your profiles on various music sharing sites.
Myself
Cucumber!
Kingdaro
Mango
Alteration
YoungRotations
Electrk
TheBlackParrot
Plasmus
LLOiD
TomTheGeek
Katadeus
A.P.X.
The Oregon Trails (GhostOfBetaTapes)
Gravity Cat
Nasoa
Psarius
JD
Nobot
Strovbe
Plastiware
Making Blah
Dante77
Couatl
Zanaran

*I added people I'm following on Soundcloud that I know go on here, if you want to be removed for whatever reason please just tell me.*

14
Suggestions & Requests / Checkboxes when clearing bricks
« on: October 21, 2013, 07:28:00 PM »
Basically something like this in the clear bricks menu

(I only used a forum checkbox because i'm to lazy to launch the game)
When the ID is checked their bricks are cleared if you hit "Clear Bricks". There would also be an option to check and uncheck all. It would be useful for clearing multiple bricks without having to constantly hit "Yes" to "Are you sure you want to clear these bricks?"
i would like this for saving bricks too

15
Creativity / Sparks, a trance track I made
« on: September 18, 2013, 08:49:36 PM »
https://soundcloud.com/ghille556/sparks
I made this trance track a while ago and I figured I'd share it here.

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