Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Conan

Pages: 1 ... 11 12 13 14 15 [16] 17 18 19
226
Off Topic / Norwegian Epic - hi
« on: June 30, 2010, 08:10:15 AM »
http://www.epic.ncl.com/

Leaving today.


2-day trip there and back
10-day cruise

We didn't buy internet so I'll be gone for two weeks on here. So whatever you post, I won't see for two weeks.

If this stays on the first page.





/discus

227
Games / -Super Mario War-
« on: June 26, 2010, 06:20:44 PM »


Download (V 1.8 Beta 2)
Download Mirrors (All released versions)
Other downloads can be found on the SMW board under SMW.

I will be updating this occasionally.


News
6/26 - Topic is born.
6/26 - Turbo Tutorial is added.
6/27 - Added Mirror site, Gameplay
6/28 - Added Gamemode pictures and Weapons and Projectiles picture.
6/28 - Leaving on a 10-day cruise, plus 2-day trip there and back. No updates for two weeks.

About

Super Mario War is a 2D Platform game where up to four players, humans or bots, can fight on an arena. The game comes with a Level Editor where you can make your own custom maps. Customizable addons or skins can be created, and many player-made addons can be found at their main Forum site, 72dpiarmy.

The game consists of many different game modes, player skins, and custom tournaments. Controls can be remapped, and do not involve mouse, allowing four people to play on one keyboard. However, online play has not been developed, but hopefully it'll come about.

My outline will only deal with the default stuff that comes along with the download.



The Main Menu
On this screen, you can choose the player amount and type, tournament setup, options, and controls. There are two main screen designs: Retro and Classic. Here are two screenshots.




Options and Controls
This is where most people should start. Most of the game can be learned from these two sections.

Options
Here you can set up a variety of ingame and other options to set the gameplay to what you want. The picture below shows the option screen.



Gameplay and other option menus come later. We will deal with Item Selection first.

Items
Here you set up the game's item spawn chance. Without these, the game would be reduced to just trying to stomp on enemies, so you want to have at least some of these on to make playing more interesting.



Here's the list from top-down, left-right.

1-UP - A mushroom that increases lives, points or such by one. Moves slowly. Some game modes change the added points to 50 or 10.
2-UP - Same as 1-UP, just two times more. Also moves faster, making it hard to catch.
3-UP - So on...
4-UP - ...
5-UP - The fastest mushroom of all.
Poison Mushroom - Kills the player who takes it.
Mystery or Moving Mushroom (?) - Once taken, players change places with other players. The travel speed/method can be changed in options.
Fire Flower - Allows you to shoot fireballs, two max.
Hammer - Allows you to throw hammers, which can be set to go through platforms and/or players.
Boomerang - Allows you to toss a boomerang, which comes back to you. You do not have to retrieve it, as it will disappear if you don't catch it, allowing you to throw another.
Cape - Allows you to jump extra jumps in midair.
Star - Just like in classic Mario, you become invincible and can just touch enemies to kill them.
Bomb/Bob-omb (?) - Turns you into a bomb, which you can set off with the fire button. If someone stomps a player equipping one of these, the player who stomped them turns into one.
Slow Time (?) - Slows down enemies.
Missiles - When you use this, missiles will appear from one side of the screen, flying to the other side. They will kill anyone who touches them head-on, but you can stomp them to kill them.
Pow - Kills some enemies on screen. Unknown to how the item chooses the enemies.
Mod (Pow upside-down) - Kills some enemies on screen. Unknown to how the item chooses the enemies.
Green Shell - Kills one enemy. You can grab and hold on to it, carrying it to hit another enemy. It does not have to be deployed.
Red Shell - Same as GS, but it kills two.
Spiky/Bowser Shell - A weapon which kills limitless enemies until it dies. Useful if you grab on and use it like a melee weapon. The spikes prevent enemies to stomp it to stop the travel, which can be done with all the other shells.
Blue Shell - Same as the Red and Green Shell, but does not have a limit of enemies which it can barrel through.


Item Settings
Here is the GUI.



From this menu, you can change Turbo use, item spawn time, swap style, and such as you can see there. Don't be worried about the terms you don't know yet or relate to yet; most should be covered later.

Weapons and Projectiles
Straightforward, almost like "Weapon Settings," but only deals with the thrown and the only passive weapon.




Gameplay

Gamemodes
I made this red to emphasize the importance to read this. Otherwise, you'll never really catch on to how it works, unless you go through the readme.txt, which does not have pictures. Here is the Game Setup Screen, which comes after you verify your character selection.


Classic
Just as it implies, you stomp on/kill enemies to try to reduce their life count to zero, eliminating them from the game. Can become very entertaining depending on the map. Lives can be changed by multiples of ten, but the lowest you can have is 1 and the second lowest is 5.

Frag Limit
In this mode, you have to kill as many enemies as the settings say so. You don't lose kills when you die.

Time Limit
Like Frag Limit, you kill as many enemies as you can, within the time limit. You don't lose kills when you die.

Jail
When someone kills you in this mode, your character has this jailbox around it, which can be removed by having the enemy who jailed you die, or getting a teammate to free you by touching your player. However, you are slower when jailed, allowing others to kill you more easily. First team to get the set amount of kills wins.

Coin Collection
Collect the coins to make your stash as large as the set amount!


Stomp
In this mode, standard Mario enemies that appear in the game randomly spawn. Stomp on these enemies until you get the set amount of kills. Yes, there are fish that jump from the bottom of the screen.


Yoshi's Eggs
You have to pick up Yoshi's Egg and bring it to him. Bring your score to the set count to win.


Capture the Flag
In this mode, your "zone" spawns in midair in random places, with a flag in the center. You must bring the enemy's flag to your zone to get a point. Reach the set amount of points to win.


Chicken
When the game starts, nobody is the chicken. The first person to kill another becomes the chicken. You must stay as the chicken for as long as possible to gather as many points as you can. 1 point per second.


Tag
This game is the opposite as Chicken. The game starts out with everyone having a set amount of points, and when you are tagged, you lose a point every second. You can tag others by touching them, or stomping on them, but you cannot use projectiles to tag them.


Star
When you start, a person is "Ztarred," basically tagged with the Black Star. You start out with a small set amount of points, and there is a 30-second countdown timer. Once the timer ends, the person with the star is killed, and loses a point. Once you run out of points, you are permanently dead for the rest of the round.


Domination
At the beginning of the game, multiple "capture" points are presented on the screen. You try to touch these capture points to help passively gather points. The more you control, the more points you earn per second. If you die, you lose your capture points, and you stop gathering points. Enemies can also recapture captured points for themselves, so you should defend your capture points.


King of the Hill
A large zone is designated at the beginning of the game. You have to be the only one in the zone to earn points; if others are in there, nobody gains points. Reach the set amount to win.


Race
Floating zones move across the map, and you must touch them in order, the final fifth one being the endpoint, and you get a "run" for doing so.


Owned
Once someone kills you, you must kill them in order to prevent them from passively earning points.


Frenzy
Hammer and Fire Flower weapons will spawn randomly in the map, allowing players to quickly obtain weapons to kill others.


Survival
You have a set amount of lives. Lose them all and you are kept from the game. Blocks will fall from the top, making it harder.


Turbo
Turbo is the method of using a "stored" item. In this picture, you can see this. This is the map Osmw. I am that red dude with the RL (just a picture), and the other is another player in player mode, to prevent the dude to try to kill me.



Above me is an item box. It spawns items when you hit into it from underneath, like in Mario. From the Item Setting GUI, the Item Spawn option that said "30 Seconds" shows how long it takes for the item box to regenerate an item after being it. Weapons like shells will set the box off.



At the top of the screen shows our two scores. I am playing Classic mode. You can see this little gray trans box that is empty just under our icons. There is where your "Turbo" is stored. As you can see, I picked up a Fire Flower, and another Hammer weapon is on top of the item box, which is currently empty.

As I pick up that weapon, the Fire Flower I am currently equipping disappears, as you can't wield two weapons at the same time. But it hasn't disappeared. In my Turbo box, it resides there, waiting for it to be used.



Now, my enemy stomps me, removing my weapon and a life. He now wears a crown to show that he is ahead of me.
So, since I don't have a weapon, I now use my Turbo.



Now I have that weapon equipped, and I can proceed to kill my enemy.


229
Help / C++ "Application Termination" Error
« on: June 18, 2010, 05:03:22 PM »
[/img]


Self-explanatory. Blockland worked fine today in the morning, but now this happens when I join a game or start a game.

230
General Discussion / Fireworks - Filming Help Needed!
« on: June 17, 2010, 07:12:22 PM »
I have just finished a "trailer" build to an upcoming Fireworks event that will be completed July 4. If anyone with a good computer (3GB+ RAM) could film this for me, I would definitely appreciate it.


PM me or reply to this topic if you would like to participate.

231
Creativity / 2D Wars
« on: May 29, 2010, 02:33:11 PM »
I doubt many do this, but here's one of mine.




Sorry for the upsides, but that's just how it is.

Partly based off Gundam, but everything else is invented by me.


I have a few bigger ones, but my scanner's being a bitch and using its "auto object" scan where it finds the "main object" and scans that only.

232
Games / Allegiance: A RTS Space Warfare Game
« on: May 23, 2010, 08:10:26 PM »
I don't think many know about this game. It's pretty much a strategic spaceship TDM, which I always thought about when I played BL. Only problem in BL is that nobody follows your orders due to no need to.

http://www.freeallegiance.org/

Made in 1999, so don't criticize the graphics too much. Note the huge amount of players per server.
first poast in "games"


EDIT: Learning curve for Allegiance. Not by me.  :cookieMonster:




Wiki is here.

233
Gallery / Part 4: Convoy Ambush
« on: May 07, 2010, 05:39:50 PM »
Part 4: Convoy Ambush

Part 1: First Encounter

Part 2: Strategic Riverside TDM

Part 3: Strategic Island CTF

Part 4: Convoy Ambush

Classes:
Spy: Pistol, Invisi Watch, TF2 Butterfly Knife
Standard Trooper: Assault Rifle, Pump Shotgun, SMG, Pill
Support Personnel: Sport Rifle, Silenced SMG, Suppressed Browning HP, Pill
Medic: Scattergun, Medigun, Blutsauger, Pill

Part 5: Bombing Raid



OH YES ITS OUT.

Help from:
Joxus: Wheel base and rear sections of vehicles and the original base design. Trees also by him.
Twig: Terrain stuff and that burning hut.
Orion : Built the Sat dish. If it is you please post or PM me so. Seems like he's not responding.
Joekirk & Miki: For being there when nobody else was.  :cookieMonster:
Nick92675 & MrCookie: For showing me the former scout class was overpowered
Ownage [?]: For suggesting the spy class.



GAMEPLAY:

This build functions as a backwards CTF. You spawn (technically) next to the enemy's flag, and have to take it to the capture zone across the build. In this, the Blue has Red intelligence, and have to bring it over to the sat dish across this valley to uplink it and send it out. The Reds have to destroy the HQ truck to get rid of the intelligence.

You'll say "Why not blow up the sat dish?" Well, the Reds camping out there have only that to connect to the internet and send out info or download stuff like Blockland and pr0n to spend their time. Therefore, they don't want to destroy it. They'll get a beating from the general if they do, anyways.



PICTURRS


As standard, we have the top-downs first.






Once again, capturable bases, but this time they don't have any weapons except for pills.




Red Hideout




As stated earlier, Joxus did the base of each of the vehi's




Closeup on the smaller trucks.




Interior of the main HQ truck. Note the red plate, that's the flag capture.




Sat Dish, or the Blue's flag capture.




Terrain is as usual, just that there's a lot more jumping to do to climb the mountains

The bridge is a strategic point, used to have a good overview of the forward sections towards the Blue convoy.




Why the convoy stopped. Red's knew of the upcoming advance and planted a roadblock and various mines.





BONUS PEEKS



When we were messin around.



TREE SHOT (Joxus' Clan tags)



Gameplay Screenie





RATTTEEE

234
Clan Discussion / Strategic Games [SG] - Hiatus are end :D
« on: May 04, 2010, 10:26:05 PM »


Info

This topic was created for my frustration at problems while playing my "Strategic Riverside TDM" and such servers. Noobs would come in and ignore orders and just mess stuff up by flag camping, spawn killing, team killing, and the sort. This is a list of players that play properly, people who follow orders and don't act like noobs. This clan has now been morphed into one that makes TDM/DM/CTF/L4B/etc.  

We now only accept applications that show your building prowess. The app does not have to have a specific amount of bricks - it just has to show your skill. Eventing will be nice, and if you need something to build as an app, just PM me or reply in this topic and I can give you something to do that relates to our next clan build.

Application format
Ingame (Name):
BLID:
Topic Link



Members


AUTHORIZED CLAN SERVER HOSTS
Conan - [4928]
Snail - [ID unknown]
Welknair - [ID unknown]
CinderTheCat - [ID unknown]

Leaders and Co-Leaders
Conan - [4928]
Joxus - [ID unknown]
Ev Dowg - [13525]
Cyanian - [10314]
Quark - [8287]

General Members
Orion / Phoenixfyre - [3599]
Iggy - [5166]
Rookie - [1234]
BrockCrock123 - [ID unknown]
Sebester 105 / Captain Kickass - [3844]

Random people who have been known to follow orders:
Scream. - [12589]
Kearn - [ID unknown]
Mr.Cookie - [ID unknown]
Soldiers
Ticonderoga - [17427]
Soldiers:
GTA - [ID unknown]
headshotmaster#### - [ID unknown]
Nick97675 - [ID unknown]
Kohna - [6537]
sam12 - [ID unknown]
SigSawer [?] - [ID unknown]
firemario - [ID unknown]


Current Clan TDM/CTF Series

Riverside Series

As some of you may follow in the gallery, we currently have these builds planned out or done.

Part 1: First Encounter [Done] [Posted]

Part 2: Strategic Riverside TDM [Done] [Posted]

Part 3: Strategic Island CTF [Done] [Posted]

Part 4: Convoy Ambush [Done] [Posted]

Part 5: Bombing Raid [Planning]

Part 6: Underground Passage [Not started]

235
Gallery / Conan's First Riverside TDM
« on: April 28, 2010, 04:51:49 PM »
Part 1 of the Riverside Series

Part 1: First Encounter

Part 2: Strategic Riverside TDM

Part 3: Strategic Island CTF

Part 4: Convoy Ambush.



When I made this, I wasn't thinking of a series.

100% by me.



NOW BE HAPPY PEOPLE.

Picturrs?

Topdowns. It was my first TDM, and was not infused with largeness or capturable bases. It may seem empty, but the gameplay is still pretty good.






Ground views.









Helicopters (Spawn points)




River View




Here's the save!

http://www.mediafire.com/file/ld2k2njnwgz/TDM.bls


To make this save work, download it and put it into your Blockland>saves>Slate folder.

Now, are you happy?




Will post pics if people insist. Which means at least 10 separate people who want them posted.

236
Gallery / Conan's Strategic Riverside TDM
« on: April 27, 2010, 10:52:15 PM »
Part 2 of the Riverside Series

Part 1: First Encounter

Part 2: Strategic Riverside TDM
Weapon Sets:
Assault: Assault Rifle, Pistols Akimbo, Pill
Medic: Scattergun, Medigun, Pill
Support: Sport Rifle, Silenced SMG, Pill

Part 3: Strategic Island CTF

Part 4: Convoy Ambush [Started]


A lot of help on this from multiple people.
Joxus - General help in finding people's secretly made secrets. Also made one of the Tank Bridges
Devastator - Minimap Building
TheBeatles - Helped build the mountains and some of the hillocks
Commandhat - Computers inside the spawn rooms
phflack - The trees and base capture events.
Phoenixfyre (Orion on furms) - A LOT of help on the hillocks, did the whole east side. Also did a secret cave.
Josh 911 [Name unsure] - The Jeep Repair. He wanted to put it in, but there was no space.
Nick92675 - Those two hillocks.
And a whole slew of others. Post if I forgot you.


Total of 18K bricks (with the jeep repair), so if you do happen to join with this loaded, be VERY patient.


NOW, FOR PICTURRS

Picturrs

Once again, lets start off with top down views. I do know there are missing water squares, as those are special water bricks that are extremely old, and not downloadable off the forums or anywhere else, I think. To fill those in, I have to move the addon to my new laptop. Should be done tomorrow, but will not update topic.






And the mini map by Devastator. Added a nice twist to this, as leaders can direct their troops.



Overview of the place, with me to act as a scale model. Note the immensity of the place.


Now for other shots.

Main bases are simplistic, open. Each have a tower next to them.




Captureable bases look similar to Part 3, because I based those off these.




 Phflack built those trees you see there.




Image of the bridges phflack and Joxus built. Phflack built the brown one.




Two special hillocks by Nick92675. Contain secrets, and two of the four hillocks that do.




Shot of the mountains. Great sniper location. No, that picnic table is not an easter egg. It's by phflack, by the way.




Bridges by Orion/Phoenixfyre



Spawn room. Note the portals. Same idea incorperated for the Island CTF. Weapon sets are those computers with those chutes to their left.






This wallmap allows people to call supply drops where the yellow blinking bricks are. Going to make spam-proof.




Oooooh, a hidden cave! No, I will not give away its location.




What are inside?




A normal Hillock, but wait...?




What is this?




A JEEP REPAIR SHOP. No jeeps present because I forgot to enable.



Other assorted traps/things I decided not to include.






Bonus shots:



All these hillocks by Phoenix. You don't know how long this would have taken if he didn't help.



There is also a dark version, with all the weapon sets with extra NVG's.

RATE. I think its very good for the brickcount. Took 13 hours, with at least 5 people constantly working on it.

237
Gallery / Conan's Strategic Island CTF
« on: April 26, 2010, 07:39:36 PM »
Part 3 of the Riverside Series

Part 1: First Encounter

Part 2: Strategic Riverside TDM

Part 3: Strategic Island CTF
Weapon sets:
Support: AS 50, Stickybomb L, Riot Shield
Assault: Assault Rifle, Pump Shotgun, Pill
Medic: Blutsager, Medigun, Pill
Gunner: Battle Rifle, Bullpup, Pill

Part 4: Convoy Ambush [Friggen done]

Help from:
Joxus - Did interior and base design of the main base
Jaasce - Helped a lot with the hills, as it took a lot of time.


No, this is not a four-part TDM series. The rest are undecided.

No storyline yet. Just a series. Any ideas for a story are welcomed.


Picturrs

Now, lets start off with a top-down view of the place, shall we?

As you can see below, it consists of two main bases along with four other smaller ones. The red and white thing over away from the build is a WIP lighthouse by phflack.





Main bases look like this:


Interiors:



Smaller bases are able to be captured, which takes 15 seconds for one person, faster if there is more. You can "spawn" there by accessing the portals in the main spawn room (Pictures are further down)




Bridges connect most of the islands together, and they are bent down to make it more realistic and also to block boats.



The main spawn room consists of two sections, the first being the place where you get the weapon sets, and the next for portals.


First section:



Second section:



Some stuff are just for looks, like this bridge.





Bonus shots:




Helis tend to fly erratically or bounce like crazy when crashing.


Pre-finished main base. Jeep got stuck like that.



Please rate. I am free for suggestions for the other parts.

238
Gallery / SB's Blockhead Models
« on: April 19, 2010, 06:26:55 PM »
SB just asked me to post his model up here, for who knows what. Its pretty neat, and he used Blender to model this. Told me it took forever.

Now here is a render of the model


And here is the 3D Model[url/].

NEW ONE
[url=http://www.imagechicken.com]


/discus

The pants needs more blocko, IMO.

239
Gallery / SB's Videos
« on: April 19, 2010, 04:31:30 PM »
SB2 asked me to post his Youtube channel here, as he made some pretty good videos.

BlocklandMachinima's Channel

I suggest searching and watching "A short self esteem video" and "Kinder Surprise Commercial Remake"

240
Clan Discussion / '
« on: March 29, 2010, 10:53:08 PM »
fffuufuuuuu


dispaered due to nobody looky at topic. if you want to know what the hell was here just pm me.

Pages: 1 ... 11 12 13 14 15 [16] 17 18 19