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 - SuperSuit12

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 12
61
Off Topic / fun with flashlights and your eyes
« on: November 15, 2016, 03:49:50 PM »
Colorblindness? (Flashlight required.)
Can confirm it works somewhat. Cannot confirm whether the comments are paranoid about permanent eye damage. Try at your own risk. It's #27 in trending so if it's a prank to make people hurt themselves, YT moderators either aren't awake or are currently researching to confirm/deny whether it's dangerous. Or don't care.
Anyone got anything similar?

62
Help / Making players move with moving ground?
« on: November 13, 2016, 04:33:39 PM »
Players move with moving environment water, but not moving environment ground. Is this solvable?

63
General Discussion / tl;dr I had ping issues go away
« on: November 11, 2016, 04:19:02 PM »
I tried to make a top-down shooter server, but my ping had become ---, so I port-forwarded. That fixed it, but I hadn't been doing forwarding before the issue arose. no idea what's going on but it's fixed

64
Games / Rimworld Thread 2.0 - Colony Management
« on: November 10, 2016, 01:19:01 PM »
Rimworld
is a game about managing a colony on a sparsely-inhabited earth-like planet. (Or mars, if you get the mars mod.) You set things to be done, and your colonists do them. And then they die horribly as the AI storyteller decides it's time for game over.

Currently in "Alpha," but all crucial features are there. The game's really fun and totally beatable (if you're lucky and skilled enough). Alpha 16 teasers have been released, developer says it won't release this month (or so I've heard), and it will introduce travel to other colonies on the planet for raiding and settling of new colonies.

65
Suggestions & Requests / 1x1 Door
« on: November 10, 2016, 12:16:03 PM »
I'm working on a project and I need a 1x1 brick door. Just looks like a 1x1, but when you close it, it shrinks down to 1/2 its size horizontally (so it matches the 0.5 thickness vertical bricks and glass pane bricks) Anyone mind doing this? Textures optional but preferred.

66
Help / Account tied to paypal email
« on: November 09, 2016, 03:34:25 PM »
I had my dad buy the game for someone else as a gift, but there was no option to tie it to any email other than the one on the PayPal account. Is there a way to re-bind the account to a different email? It shouldn't be tied to my dad's email as the key is not for him, but for someone else. Is there some "gift" option somewhere we missed or is the site lacking this obvious feature?

67
Does anyone know of a mirror or have the files for these two? Primarily the more relay targets one. The links are both saying there's too much traffic on that user's links so they've been temporarily disabled.

68
Games / Multiplayer games that need more players!
« on: November 03, 2016, 11:44:18 AM »
Looking for a good game? Try these! They need more players and they're pretty good!
Includes max playercounts per match, average number of players online if avaliable, and how the bots act if there are any.

Robot Roller-Derby Disco Dodgeball:
An FPS where you throw instakill dodgeballs at eachother and catch them. Excellent arcade mode as well. Also has a great announcer. MID-AIR CATCH! GODLIKE! YOU'RE ON FIRE!
0-20 players online (12-player max in a match). Bots are intelligent, but are restricted from doing certain things or to doing them only so often at lower difficulties.

Blockland:
You know this one. Try playing it once in a while, eh?
50-150 players online. Bots vary based on addons installed.

Retrovirus:
Not a well-known game, this is a six-degrees-of-freedom shooter with a campaign in co-op and singleplayer and in varying difficulties and a pretty standard 4-10(?) player VS mode. It also has time trials, of all things.

0 players online. 2 players max in co-op, 4-10 players in versus. No bots in co-op. Unknown whether there are bots in VS.

Suggestions to put on the list are welcome.

69
Forum Games / C-C-C-COMBO BREAKER
« on: November 02, 2016, 04:11:48 PM »
Basically a "do you know the next part of this" game.

Here's how it works:
The starting person posts the starting bit of a song, verse of a song, movie quote, meme, well-known list, etc.
Everyone after that must post the same unit (one line of a quote, one bit of a song, one thing off the list, etc.), then google it to confirm they're right. If they're wrong, the combo is broken, they edit "COMBO BREAKER" or some variant into the post, no points are awarded, and you start over. If you're going to play, you must play every time you visit, or else there's no point since we can just wait until someone knows it and posts.
Once you've gotten a whole combo correct, everyone gets points for each post in the combo except the first post (since they can't mess up) and you start over, either passing it to the next poster or starting a new combo yourself.

Also, you have my full permission to be as annoying with the format of a combo breaker as you want for the first combo breaker on each page.

Do not name the source unless there are multiple possible sources from the first post. (Example: Below, am I listing gases on the periodic table, or all elements, or elements meeting some other specific criteria?)

Here's an example.
"You've... Been... TROLLED" "You've been trolled!" "You have probably been told..." "Stop replying to this guy" "he's just trying to get a rise" "out of YOU" "yes it's true" "#### I HAVE NO CLUE WHAT WE'RE SINGING" [combo is broken, start over. actually I may have messed up earlier but I didn't check it.]

I'll start. Elements 1-10, full name, number and symbol.
Hydrogen. 1. H.

70
Suggestions & Requests / activating bots remotely
« on: October 29, 2016, 06:28:56 PM »
I need a player anywhere on the map to be able to activate a bot, specifically the AdvancedVCE Bots "GoToVector" and "LookAtVector" (with a client specified, since I need to access client variables as well). I can set up the variables I need for that remotely with raycasts on keybinds, but I can't trigger the bots remotely AFAIK.

Is there an event to do this in any pack anywhere? Gaze (which I like) has ongaze_bot, but that has the list of events for the bot that is given for a player for some reason. I've noticed some events do that, when the target is bot they give player events only and not bot events.

71
[i wonder if the auth server is down]

72
See title. It'd just be basic projectile and thrown explosives, I think, in the default style (no reload, no ammo).
Here's a list of what I'm thinking of making.
-Shotgun
-Sniper Rifle (No scope or anything, just a rifle.)
-Assault Rifle (Three-shot burst)
-Machine Gun (Fully automatic unending stream of BULLETS!)
-Grenade (same explosion size and damage as rocket launcher)
-Cluster Grenade (spawns three smaller grenades not capable of killing anyone after exploding with normal force?)
-Gravity-Rocket launcher (For bombardment of the enemy base from above! There's already a gravity rocket projectile.)
-Pong Gun (Why can't we have cube spam?)
-Radio Wave Gun (EAT POINTLESS ELECTRICITY!)

73
Suggestions & Requests / Bot look at pitch/yaw, player view in vector?
« on: October 25, 2016, 04:47:39 PM »
Advanced VCE and Advanced Bots give player look info in a different format than bot look commands take it. Anyone want to do something about this? I'm planning on doing eventing stuff, but that'll be a lot of events.

74
General Discussion / The Mimic Bot Server [RPG!]
« on: October 25, 2016, 02:11:52 PM »

If it's not titled mimic bots, it's not actually mimic bots, most likely.

It's a server about some bots I made using AdvancedVCE's bot events. You go push a button in a room and then either jet, plant a brick, or switch vehicle seats, and it saves your position. Then you poke a bot and it'll go where you were. If you were firing, it fires, too.

Coming soon: bots that can be activated from afar and additionally told where to go from afar, for board games and stuff and things!

75
time to have a laugh at and/or be excited about this madman's crazy plans

blockland 2 will happen, eventually, but not made by badspot of course.
it's happenin' someday "soon" m80s, please excuse my use of the internet slang. By this I mean I'm going to try my hand at it.
I'm not satisfied with the lack of good lego games. None of them actually allow technic pieces to be used freely, nor bar-and-hook things, and certainly don't allow more odd uses such as plate/tile-in-hook or bar-in-hollow-stud stuff. Most lego sets can't be built in Blockland or Lego Worlds.
so I'm making my own.

Anyways, I've got an issue with one idea.
I want to have non-lego areas and buildings like Bedroom and Slopes to real-person scale, but I also want lego areas and buildings to lego-person scale. Should there be some "adventure realm" purely of legos that is randomly generated and then thrown away, so everything permenant is in a real-scale world, or what? How do I do transitions? Should it just be a mix of lego objects and real objects (say, a lego flower, or bush, or whatever here or there replacing a real one) in a mostly-real-scale-world? Please post ideas I'm really stumped.

Give me some ideas and I'll set up a poll.
THIS HAS NOTHING TO DO WITH THE DRAMA I HAVE BEEN PLANNING IT FOR MONTHS
First work on development starts soon. Expected release date: Probably before my death, hopefully. I've made an okay-ish game before and I've made a simple movement system I think I'm finally happy with in Unity, but I haven't made a full game in Unity yet.

Other info:
-I plan a "temple of the ancients" instanced dungeon with events from Blockland drawn on the walls, with the treasure being various tools, weapons and cosmetics from Blockland. Perhaps even a Jeep or Stunt Plane.
-Building will have a New-Brick-Tool/GMod-phys-gun-esque mode where stuff's physics enabled and a brick-shift style mode.
-Moving pieces and structures. Buildable vehicles and contraptions.
-semi-complex "Imagination" system where imagination can never be permanently lost, only "borrowed" and made temporarily unusable to use weapons (basically, recharging ammo) OR used in events that can then later be picked up and the imagination regained. (Also limits event spam as any imagination imbued into the brick to write the events will also act as its own ammo pool, which will run out and take longer to recharge than a player's imagination. You'll probably be able to tap an activating player's imagination to do things as well, dunno.)
-buildable/eventable players and AI enemies. It'd probably be pretty simple.
-AI pathfinding will be a thing, at least with player-placed navigation nodes.
-probably will have terraforming tools for real-scale terrain and a way of breaking and perhaps remodeling real buildings.
-hopefully any bullies will get yelled at on the forums
-I'm the only one working on the project at the moment, but I hope to get other people on board and helping, probably in college.
-the way I'm making the building system will be very VR friendly, in my opinion, so hopefully VR will be a thing at some point.
-space, definitely space with six degrees of freedom, a la Retrovirus, which is a great game.
-(probably) won't be KSP though, it'll be a Space Engineers style thing with only asteroids for anything in space.
-minigames galore
-sportsball yes please
-much sportsball
-dodgeball will be a default mode, possibly even disco dodgeball. Watch out, Erik Asmussen! :P
-buildable weapons and tools
-survival/limited bricks mode
-mods yes please

I have the most basic things I need to do finished ideas-wise, so I can get started on the basest part of the engine: snapping blocks together and running around on them.

Let the comments of "Going to be abandoned five days into development" and "you can't make a good game the first time you try" begin. I'm going to try seriously, and I've done too much brainstorming to give up on this just five days in. I may take large breaks or start completely over and do things better, but it's my goal to get this thing made somehow. Expect no release soon, though. I'm not trying to make some cheap clone and call it better, oh no, nor am I going to release something unplayably buggy. It'll be playable, unlike some games that somehow made it onto steam in a quite unfinished and near-unplayable state (blockscape, I'm lookin' at you. I can rant about that game for some time but I won't). I'll get a website soon, not specifically for this but just for me and my stuff, with perhaps some sort of roadmap for the game.

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 12