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Messages - Truce

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61
Drama / Re: So, what've I missed?
« on: August 08, 2014, 01:07:23 AM »
I seriously don't understand most of the complaints regarding Blockland's development that I've seen in the threads over time. The bit Badspot says about it being a one time fee of $10 and the comparisons he makes are actually true. Have any of you even played other games before? If you were promised 2 years of updates while purchasing a game in alpha, you can expect updates. If you're paying a monthly fee, you can probably expect updates for player retention. But when you just buy a game on the side that's a one-time, reasonably priced fee (Blockland is even super cheap now at $10), updates are something you take by surprise and enjoy them for being special, not something you just grow to expect.

I'm really just going to hope it's that narrow view of game development and those complaining don't actually go about their lives being this needy. Maybe they expect updates because all the hot games everyone is talking about are free-to-play with microtransactions and use updates to hook more players. Blockland isn't that. Other games for consoles sometimes have patches, but those are usually to fix game-breaking bugs that cost the company money. Blockland isn't that either. Even if you payed the old price of $20, your Blockland experience caused you trauma for life, and you think Badspot is the spawn of satan, you can just walk away from your computer. It's actually that simple.

Anyway, go play more games and have fun with your lives.

also where's everyone coming from
wtf happened to RTB
hi iban
Welcome I hope you're here to stay
hi miika
Hi Iban!
hi hugums
The community was never happy. Trust me on this one.
hi truec
Are you still a rapist?
hi gamefandan
I wonder if Badspot flashes back to when lego offered to buy blockland.
hi makingblah
An Open Letter On Enforcement and Modding
ok tl;dr but hi wallet

62
Games / Re: Crypt of the NecroDancer - Deliver beatdowns to the beat
« on: July 31, 2014, 02:05:54 PM »
You also get increasing buffs the longer you stay on-rhythm.

The graphics feel powerful (oddly enough), and the rhythm mechanics are a surprisingly good excuse to have Lapua Magnum-caliber jams from DB himself in the game.
I suppose, though I'm not sure what other aspects there could be

It sounds monotonous when you put it like that but the beat is so fast-paced that you have to think very quickly and try to remember each monster's movement pattern so you don't end up hopping to the same square they do

Like Cybertails said there's also a coin multiplier that you get to keep as long as you stick to the rhythm

I didn't mean to make it sound monotonous, but rather was just wondering how far into the rhythm game genre they travelled. It just doesn't really feel like a true rhythm game hybrid with how constant that side of it is. However, the music is great and the roguelike side of it looks solid, so I'll probably give it a try some day.

63
Games / Re: Crypt of the NecroDancer - Deliver beatdowns to the beat
« on: July 31, 2014, 12:11:00 PM »
Is the only rhythm-game aspect that all inputs are/should be delivered to a steady beat for the whole level?

64
Got me some new shoes boys :D


65
On game suggestions, I still would stand by my old idea of making the Spy get a speed boost (similar to powerjack maybe) while cloaked. It would be an attribute of the class, so it'd work with all current watches and any they decide to add in the future. The stock watch works as you'd expect, where you can right click and get a speed boost at the cost of cloak (ammo). As for the cloak and dagger, if you go invisible you are never forced out of invisibility, as you just flicker when the meter reaches 0 instead of uncloaking. So you can utilize the speed boost for as long as you want. Finally, the dead ringer has the downside of not being able to use the speed boost on demand, but it still compliments the escaping nature of the watch.

66
hud_combattext_batching_window 2

That makes the window two whole seconds before the text resets to 0 damage again.

hud_combattext_batching_windo w 0.2

That is the default .2 seconds window time before it resets the damage to 0.

Yw

I'd argue not to use batching because if you see a 40 then an 80, was the second hit a 40 as well or did just enough time pass that it reset the counter and you hit an 80? If the maximum could be higher than 2 seconds it would actually be useful or if like you could animate your damage text to be a different color on the first hit but yeah.

67
tagg made a cool video showing people some console commands: https://www.youtube.com/watch?v=jYqjabM4TrM

one command I didn't know about was "hud_combattext_batching 1"
when you shoot people (with something like an smg) instead of just going "-11 -11 -11 -11 -11 -11" it adds it all up for you

I'd argue not to use batching because if you see a 40 then an 80, was the second hit a 40 as well or did just enough time pass that it reset the counter and you hit an 80? If the maximum could be higher than 2 seconds it would actually be useful or if like you could animate your damage text to be a different color on the first hit but yeah.

68
people would only ever use the OSR you realize, you wouldn't even ever use the pill

and beyond that the OSR isnt even that default

This is true - the OSR instantly hits, instantly kills, and even goes through walls. Your comments about closed sightlines don't matter when you stumble upon a player and blindly shoot point blank for a frag. You could remove wall piercing and make it only instant kill on headshot and then maybe you have a weapon suitable for a Blockland deathmatch, or otherwise it is the best weapon in any and every situation in the game due to its mechanics. Though I personally feel Blockland is more suited for projectile-only weapons (no raycasts) if you wanted to make a vanilla feeling deathmatch.

we could have it the ol fashion cucu way
db shotty osr and pill~

Also, the DB Shotty is a terrible weapon for deathmatches. The control scheme is so clunky it's laughable.

69
Quote
- Fixed a case where move speeds could be exploited using player view angles

wat

Speaking of tf2 in dutch you guys should try switching the language to anything else.
https://www.youtube.com/watch?v=x2zcw6aZwd4
whoever the forget did the heavy's/demo's voice deserves a metal.

It'd be fun if you could (officially) change the classes' languages individually.

70
Earlier I equipped the phlog and did this. I got to the top of the scoreboard in a reasonable amount of time. This was pretty much how I felt the entire time.
http://youtu.be/oAmk9Qq8-XQ?t=50s

http://youtube.com/watch?v=pTSGcdoJcCg&t=11s

71
Modification Help / Re: Getting what you are aiming at client-side
« on: July 21, 2014, 04:42:33 PM »
The screenshot-aiding getFocusDistance function will tell you how far away the object you're looking at is. You could then use the looping you mentioned to find out what is infront of you, but remember it won't be efficient.

72
Games / Re: BLF Team Fortress 2 Highlander Event - Signups
« on: July 14, 2014, 12:29:25 AM »
For voice: http://mumble.sourceforge.net
For server: http://na.serveme.tf

Also, make sure people realize the schedule.
Every TF2 event ever that these forums has tried to organize crumbles because "my mom said i couldn't play"

73
I don't think pros use the Loch n Load, or at least I haven't seen any that did.

It's banned in 6s because

My only real issue with the Loch n Load is that it can one shot,

with no damage falloff either.

74
Currently jealous of Europe getting the first Pokemon VC game on the eShop...

75
Speaking of health leech, does anyone know why they changed the GRU? Was it just to stop making Ubercharge-building easier?

You could put the GRU away before the damage tick interval occurred, and if you jumped before switching weapons you could get the movement bonus with no cost. Now the marked for death effect has a timeout delay so it lasts for a few seconds despite unequipping the gloves.

As for loadouts, I've got my one page of trusty items:


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