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Messages - Plastiware

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2356
Suggestions & Requests / Re: JVS stone door
« on: March 01, 2012, 02:25:35 PM »
You might be able to do something like this with a sliding door that's camoflagued into the wall. Oncontentstart -> Self -> SetRendering [_]
Oncontentstop -> Self -> SetRendering [X]

It wouldn't be the same.  You would be able to see the actual sliding door itself, and the brick itself wouldn't appear to go anywhere, just disappear.

What I want is something that looks just like a 1x6x5 brick, even though the brick itself isn't being rendered.  When the content starts, by default triggered by activating it, the brick appears to slide sideways, creating a scraping sound and booming when it stops.

As is, the best you can do is make an ordinary 1x6x5 brick that disappears for a few seconds and plays the manhole cover sound when activated.

2357
Suggestions & Requests / Re: JVS stone door
« on: March 01, 2012, 02:01:05 PM »
those are stupid too, by the wayit had everything to do with it, you just don't know the history well apparently

No, it doesn't.  I understand that JVS can stand for Jedi Vs. Sith, but that's not what I'm referring to.  I'm talking about the JVS Content system for Blockland, and proposing a stone door that looks just like a 1x6x5 brick.



Dumbass.

2358
Suggestions & Requests / Re: JVS stone door
« on: March 01, 2012, 12:12:48 PM »
Wouldn't that ideally be JvS?

Yes, but I think we're getting off-topic here.

2359
Suggestions & Requests / Re: JVS stone door
« on: March 01, 2012, 10:37:47 AM »
star wars != animated bricks

I don't think you understand.  JVS Content is a system designed by Trader and Kaje that allows for special animated and interactive bricks such as doors, switches, etc.  It has nothing to do with Jedi vs. Sith.  Get Star Wars out of your head.  We're not talking about it here.

2360
Suggestions & Requests / Re: Remote control crossbow
« on: February 29, 2012, 08:51:35 PM »
You would need a little micro-rocket crossbow for this to work.

Or magic.

2361
Suggestions & Requests / Re: JVS stone door
« on: February 29, 2012, 07:29:36 PM »
so, you want a stone door that slides sideways from starwars?
maybe a picture to help?

What?  Star Wars?  Where ever did you get that idea from?

Think of a temple with its entrance blocked by a slab of stone filling the doorway.  You give it a push and it slides to the side, scraping along the floor as it goes, revealing the rest of the temple inside.  As you step inside, the door slides shut behind you, booming as it stops against the opposing wall.

2362
Music / Re: Kevin Macleod Music ==Ten loops!==
« on: February 29, 2012, 04:22:24 PM »
Nice work, but you might want to proofread the OP and make sure all the links are correct.

2363
Music / Re: After School Special 8-Bit
« on: February 29, 2012, 02:13:17 PM »
I think it would be much improved with a stronger bass.

Weak bass is an unfortunate side-effect of the NES's sound chip.  The triangle wave, which is usually used for the bass, has only two volumes: on or off.  It's not so bad if you wear headphones, though.

2364
Music / After School Special 8-Bit
« on: February 29, 2012, 03:27:25 AM »
I made an 8-bit remix of the After School Special music in Famitracker.  I have provided links for listening to it in video form or in-game.  I hope you like it!

Video:
http://www.youtube.com/watch?v=SrR5AWg2IU8

Ogg loop:
http://localhostr.com/download/wYeDjgw/After_School_Special_8-Bit.ogg

On another note, since this technically counts as something I actually made as opposed to something I just looped, I wasn't entirely sure where to post this.  I eventually settled on posting here, obviously.  Is there a forum section for fan labor or something?  Should I make another thread there?

2365
Suggestions & Requests / JVS stone door
« on: February 27, 2012, 04:01:31 PM »
Ostensibly it's just an ordinary 1x6x5 brick, but when it's activated, it slides sideways with a stone-on-stone scraping sound effect, not unlike the sound the manhole cover makes.  Could be great for secret passages or not-so-secret stone temple doors.

2366
Suggestions & Requests / Re: Facial Animation
« on: February 23, 2012, 04:14:32 PM »
- snip -

im rushing right now

Unnecessary number of frames much?  If all you're animating is blinking, then all you really need are two frames: "eyes open" and "eyes closed".

2367
Suggestions & Requests / Re: Facial Animation
« on: February 23, 2012, 12:57:49 PM »
I feel that this idea's detractors are missing the point.  I think it could work beautifully, but it would probably require some modifications to the basic way the game works.  I'm not asking that someone makes this an add-on, because it would suck.

2368
Suggestions & Requests / Re: Facial Animation
« on: February 23, 2012, 11:57:01 AM »
This would require many, many decals.
Even more than we have now.
For every decal we have, we need 15 more decals for each one.
You can see the problems this would present.
Not to mention that this kind of script would be similar to having the "Rainbow_Player" script, which changes body part colors. This works on a similar principle.
It would, indeed, provide a bit more atmosphere, however, it would increase download times and require thousands of lines of code.

Ideally, this would not be an addon, but a part of the actual game, so none of these would really be problems.  All players would already have all the face decals needed, and rather than update the player's avatar entirely, the game would just draw a different texture on the player's face depending on the situation.

Also, all the various faces would add up to no more than 13, and that's if you include eyes closed and mouth open sub-faces for low health.

2369
Suggestions & Requests / Re: Facial Animation
« on: February 23, 2012, 10:45:24 AM »
Oh yeah; SetExpression events would be neat too.  This could be useful for making zombies constantly look dead.

2370
Suggestions & Requests / Facial Animation
« on: February 23, 2012, 03:46:04 AM »
Does anyone else feel that the player characters in Blockland are a bit lacking in life?  How about a little facial animation?  Basically, each face that the player can select from the avatar options menu would have multiple textures that the game would use depending on the circumstances.  Some possible examples:
  • Blinking at regular intervals.
  • Mouth movement when chatting.
  • Lovestruck (love), angry (hate), confused (confusion), surprised (alarm), and happy (win) faces to go with the various emotes.
  • By extension, angry face while/shortly after using a weapon.
  • Also by extension, happy face after finding treasure.
  • Pain, low-health, and dead faces.
  • Closed eyes (and maybe Z emote) when the player hasn't moved in at least five minutes.
Of course, this is probably not an idea that anyone can just mod into the game; it would have to be an official update for it to really work, and I'm sad to know that this idea will likely never get that far.  Still, a man can dream, right?

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