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Topics - Amade

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17
Off Topic / WAR (Development)
« on: January 08, 2010, 10:07:21 PM »
Simply put, some Craftsmen members have decided if we're going to make Deathmatches why do it out of bricks? Why not interiors and terrain? And why Blockland? And so now we've decided we're going to make a new game out of Vanilla Blockland that's just a generic fighting game. Craftsmen will still be an entity in Blockland, we are by no means leaving, but this project will create a great deal of work for our modellers/scripters as previously they often had very little or nothing at all to do. The idea in WAR (we will likely change the name to something a bit more original later, feel free to post suggestions) is the theme comes from the map, not the game itself, so it's like a hundred games in one and all that good stuff. Work has not yet started as we are still in the planning stages of this project. In order to make the game enjoyable for a wide audience, we are asking users of the forum for their input, so post away with ideas and feedback.


Here's a rundown of what we've got planned out so far. Feel free to suggest ideas or to criticize ideas listed here.

- The player model will be a basic human, and low-poly. We're going for fun, not super-realistic. We still need the model, though.
- The building system will be completely scrapped.
- The inventory system will be remade, as will most of the game's GUIs. At the moment I don't think we will need to change any of the skins on the GUIs.
- The add-ons system will likely be similar to Blockland's but use folders instead of .ZIP files as Vanilla's engine does not support .ZIP files as far as I know.
- We would like to use a ban system that doesn't rely on IP addresses as those can be changed at will, but we have no ideas so far.
- Users will have an option to let the map choose the add-ons which will be sorted by time period and whether the weapon is "realistic" or not - I.E. magic and swords would both be in the "Medieval" time period but swords would be in the "realistic" category whereas magic would not.

18
Modification Help / Decimal to Hexidecimal
« on: December 14, 2009, 06:20:57 PM »
I need to convert 3-point decimal colors (i.e. "1 0 0") to hexadecimal. I have no idea how to do this and I've tried several sites that all have formulas that I don't know how to perform in torque. Don't link to some website with a javascript converter on it, I need actual conversion to be taking place in the script.

19
Suggestions & Requests / I want YOUR Zombie ideas
« on: November 29, 2009, 01:05:15 AM »
I've been working on a zombie deathmatch with custom zombie types for a while now, but I want to mix up the gameplay a bit. There are several things about the way players tend to fight zombies I want special types of zombies to be fine-tuned to "defuse":

1. Players hiding in high or out-of-reach places Solved with "Gruntchucker" type
2. Players fighting in groups
3. Players hiding to avoid being detected by zombies
4. Players remaining in the same area for long periods of time Solved with "Walker" type

For example, to solve the first problem, the "Gruntchucker" zombie was created. It is a rather large and fast but not very powerful zombie that can pick up and throw "Grunts", very small, weak, and slow zombies, at players in order to damage players hiding on top of things and perhaps even knock them off.

I'd prefer not to blatantly rip off ideas from another game, i.e. I don't want you to say "Copy the spitter from left 4 dead" to solve problem number 2 or 4. I want new, creative, fun, and interesting ideas that would add to the gameplay experience.

So, post your ideas here.

20
Add-Ons / Elemental Spells
« on: November 15, 2009, 03:12:45 PM »

22
Modification Help / Vector to Matrix
« on: November 07, 2009, 09:25:15 AM »
I'm trying to convert a normal to a 4-point rotation matrix to make a static shape parallel to the normal of a surface. How would I convert the normal into a rotation matrix?

23
Add-Ons / Swiss Army Gun v2.0
« on: October 23, 2009, 06:54:19 PM »

24
Add-Ons / Event_Bots (v2)
« on: October 11, 2009, 02:08:22 PM »

26
Help / Frequent Freezes and Lag
« on: September 09, 2009, 07:56:28 PM »
On and off for the last few months I've had problems with my client freezing up. It used to be I'd just get a lag icon and not be able to move but I'd still get chat messages, but now I just freeze. Usually the problem can be fixed when someone hits me with the magic wand, but that doesn't seem to be working anymore. I'm using a Netgear WGR614v7 router and I believe that to be the source of the problem. Is there anything I can do to fix this without buying a new router (which I plan on doing anyway)?

27
Help / Files not being created?
« on: August 04, 2009, 03:08:14 PM »
I have absolutely no idea what the problem is, but files cannot be created in the Blockland directory. I join a server and download all of the add-ons, but no files are actually made in the add-ons folder. I've also tried creating files with a fileObject, but those files don't appear either (you can open and read them, though). I just turned read-only off of on the main Blockland folder, but that didn't seem to help at all. The only way to create files is to move them into the Blockland directory from somewhere else. I'd imagine this is the security software's fault, but how would I go about fixing this/viewing the invisible files (view hidden files is on)?

28
Modification Help / AmadeZombies Public Beta (rev5)
« on: July 30, 2009, 12:39:14 AM »
    Current Version: Revision 5
    Mediafire
    Rapidshare (please try the MediaFire link first)
    Things that need to be tested in the current version:
    • Player Versus Player On/Off (including compatability with TDM)
    Updates from last version:
    • New GUI (thanks to AGlassOfMilk) You can use the escape button to close it
    • GUI now opens with a button that will be greyed out if the server is not running rev5 or more recent of zombies, instead of with the Create Minigame GUI
    • A ton of new features I don't really feel like listing, including the ability to toggle whether or not non-zombified players can hurt each other - Just check the GUI
    Known bugs:
    • The Tank special does not appear to be working right now, but it needs to be redone anyway.
    • You cannot use the normal Minigame Window while the Zombie minigame window is open
    • The Survivor win time thingy will only work if after you reset the minigame once (an automatic reset will do)
    • The grouping function may cause zombies to behave very strangely, I'm not sure how to fix this
    • It is possible for more than one win countdown and therefore automatic reset to happen, although this is unlikely and not a huge bug

    If you have Rotondo's zombie mod you need to remove it from your add-ons folder, either by deleting it or moving it somewhere else, as this will cause huge issues on the server and you will not be able to access the zombie minigame window.

    Some features:
    • Avatar randomization
    • 4 classes of zombie: normal, boomer, hunter, and tank
    • Each class except for normal has a unique special attack
      • Boomer: Explosion that damages players and attracts nearby zombies
      • Hunter: A very fast lunge forward
      • Tank: None right now, but seriously, it's huge and has 500 health
    • No respawn mode in which dead players watch the minigame until all other players die
    • Infection mode in which dead players become zombies
    • Zombies can break bricks
    • Zombies can crouch, swim, dodge, and jump if their target is above them
    • Working CI images
    • A 4x4 vehicle spawn brick

    Controls for zombified players:
    • Primary fire button to attack bricks
    • Jet button to use special attack
    • Run into other players to attack them

    Suggestions, comments, and, of course, bug reports are welcome. Please check if a feature/bug actually exists before posting about said feature/bug.[/list]

    29
    Modification Help / AI Players Standing on Death
    « on: July 27, 2009, 06:20:15 PM »
    I'm working on a zombie mod, but when the bots are killed, they continue playing a walking animation (they don't walk anywhere though). I've tried a whole bunch of things, including %obj.stop() and %obj.playDeathAnimation(), but nothing seems to be working. I checked Rotondo's zombie mod which doesn't seem to have this problem but I didn't find anything. What should I be doing to get them to play the death animation when they die?

    30
    Modification Help / Ticks triggering events
    « on: July 07, 2009, 02:11:28 PM »
    I am attempting to create a script that makes a global tick that triggers every 60 seconds and cycles between ten tick "types". It's ticking and cycling just fine, but the events don't trigger. Here's the script.

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