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Topics - Thorax

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16
Suggestions & Requests / Expanded Inventory and Inventory Trading
« on: January 21, 2012, 10:56:30 PM »
I think it would be really cool to have support for a "backpack" of sorts. Your first 5 equipment go into your inventory like normal, then any other equipment you get goes into a hidden inventory that you can access by typing /backpack. /backpack opens a GUI that allows you to see your 5 active items and then 15 additional items. While in the inventory, you could change which items you hold (similar to how the brick inventory works).

There should also be a trade option to go along with this that'll allow you to type /trade username to trade with that player. The trade menu would act like the backpack, but there would be another section for what you want to trade and what they want to trade.

Of course this mod would have to be done on the server side, but there should also be clientside keybinds. For the trade one, pressing the bound key would make a gui pop up which you can type the user name into.

I'll try to post concept picks in a bit.

17
Gallery / [GARFELD APP] GARFELD CLAM MASKOT
« on: January 20, 2012, 09:45:29 PM »
I MAED DIS 4 DA CLAM!


18
Gallery / DM_Checkmate [IMAGE HEAVY]
« on: January 19, 2012, 02:22:37 AM »
I suppose this is one of my first Gallery topics, so yay for that.

Anyway, this build is for a DM I'll be hosting either tomorrow or later this week. I drew a lot of inspiration from Homestuck's Battlefield. I feel like it is still lacking, so please tell me what you think I should add.



















19
Off Topic / The Lion's Blaze
« on: January 17, 2012, 06:37:58 PM »
Back in 2010, I posted the The Last Scene, which was created by Owen Rogers, who also co-created BalloonShop and starred in many of their skits.

Since he had finished The Last Scene, I hadn't really followed anything he made until this year. With this new skit, I can proudly say this is the funniest thing I've seen in the last six months. More than a handful of quotable lines, some of which my friends have already adopted saying regularly.

So, without further adu, I present to you, The Lion's Blaze.

20
Modification Help / Gamemode_TriMining
« on: January 04, 2012, 12:55:34 PM »
I've had an idea for a gamemode for quite a while and have really wanted to make it, yet I've never had the time or patience to do so in the past. However, I have about a week with nothing to do before school starts up again, and would like to give it a shot.

Background Flavor
A resource rich asteroid the size of a moon is discovered during one of the most profitable times for space mining companies. Three different companies (Currently Red, Blue, and Green) venture to it to begin operations, unaware of each other's presence.

End Goal
Mine through an infinite field of asteroid, collecting resources. Either become more profitable than your competitors or forcefully remove them.

Appearance and Movement
[Red player] [Blue player] [Green player] (pics pending)

All players will start with a slightly modified top-down playertype.

Map Behavior
The map consists of a randomly generated grid of 4x4x100 blocks that have resources randomly scattered throughout (Similar to the Infinite Mining mod). Within this grid are the 3 bases that are semi-random distances from each other (Not of close, but not too far). Each base will be [undetermined size] large and have a spawn area (with raycast protection), a resource depot, [ATM], and an upgrade machine.

Mining
Players use a mining tool to be able to mine. Rock yields no rewards and is easily broke after hitting it [x number] times. Resource is more rare and yields [x number] credits when deposited. It is broken after [x number] hits.

Resource Depot
Players take their resource to the depot in exchange for credits. If the depot is ever destroyed, the team that owns it immediately loses.

[ATM]
Players can deposit credits into the machine. When it reaches [a large number], that team wins the game automatically.

Upgrade Machine
Players can also use their credits to purchase three different types of upgrades for their team; Weapon, Player, and Mining.

All players start with just a simple laser pistol, but this can be upgraded to more damaging weapons (ie Shotgun, Minigun, etc.)

Players can upgrade themselves to increase speed and health, eventually unlocking a few different powersuits.

Upgrades to the mining tool can be made, all of which help you to mine faster.

Gameplay Mechanics
The three team, two win condition structure of this game provides a lot of opportunity for strategy planning. You might never see the other team if the mine in the complete opposite direction. If that's the case, which upgrades help you mine faster so you can win the [ATM] race? If you find the enemy team right away, which upgrades will help you best defend your base? There are many more of these kinds of choice, all of which effect your chances of winning.

Death
When a player dies, any credits they had goes to the killer. Players respawn with whatever upgrades and equipment they had before they died. Players lose any resource they were carrying.

When a team loses their depot, the entire team dies and goes into spectate mode.

Progress
Overall (4%)
Gamemode (0%)
Weapons (23%)
-Pistol (50%)
-Shotgun (20%)
-Minigun (0%)
Playertypes (0%)
-Default (0%)
-Health (0%)
-Speed (0%)
Mining Tools (0%)

Possible Additions
Rock added to inventory
Inventory space limit
Random % of getting credit from rock on deposit
Fortification
More weapons

Final Notes
Anything that's in brackets is subject to change.

I will definitely need some help with this mod, especially when it comes to scripting. All help is very much appreciated and anyone who helps will receive credit towards the creation of this mod.

21
Modification Help / Possibility of a Platformer (2D) playertype
« on: December 25, 2011, 03:10:00 AM »
Before anyone jumps at me, I know that this is currently impossible with the default playertype. But what if we didn't use the default playertype?

Some technical questions:
Would the playertype be able to face only one direction, or could it turn?
Would it need multiple eye joints to accomplish this?

Some aesthetic questions:
Would it use the default player model, reanimated?
Custom model, and if so, what would it look like?

22
Add-Ons / Playertype_Juggernaut (Beta)
« on: December 22, 2011, 11:23:36 PM »
Juggernaut armor similar to that of the Modern Warfare series.

Things it has!
-Slower run speed
-250 health
-Can only jump 2 bricks high
-Armor!




DOWNLOAD

Known issues:
-Doesn't always have armor image (type "/juggernaut" to fix)
-Doesn't remove shoulder/back stuff (type "/juggernaut" to fix)

Things to add:
-Fix issues
-More playertypes (no jump, sprinting, etc.)
-More detailed armor/gas mask (?)

23
Suggestions & Requests / [Request] - Pandan's Riot Shield
« on: December 21, 2011, 02:02:02 AM »
Does anyone have it? His site is down, so I can't get it from there.

24
Modification Help / Image mount on spawn
« on: December 21, 2011, 12:10:05 AM »
I've been searching and testing code for about an hour now, and frankly, I have no idea what to do.

I want the code to mount the image "JuggernautImage" when the player spawns with this Playertype.
Here is the code I currently have:
Code: [Select]
//Juggernaut

//a new player datablock with Juggernaut-like movement and armor

datablock ShapeBaseImageData(JuggernautImage)
{
   // Basic Item properties
   shapeFile = "./Juggernaut.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = $BackSlot;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 180" );
   scale = "3 3 3";
   offset = "0 0 -0.5";

   doColorShift = true;
   colorShiftColor = "0.100 0.100 0.100 1.000";
};

//function serverCmdJuggernaut(%Client,%Arg)
//{
//if(isObject(%client.player))
// {
// %client.player.mountImage(JuggernautImage,2);
// }
//}


package EquipArmor
{
function GameConnection::spawnPlayer(%this)
{
%this.mountImage(JuggernautImage,2);
parent::SpawnPlayer(%this);
}
};
activatepackage(EquipArmor);


datablock PlayerData(PlayerJuggernautArmor : PlayerStandardArmor)
{
   runForce = 100 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 3;
   maxBackwardSpeed = 1;
   maxSideSpeed = 1;
   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   jumpForce = 7.5 * 90; //3 * 0;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
   jetEnergyDrain = 0;
   canJet = 0;
   uiName = "Juggernaut";
   showEnergyBar = false;
};

25
Modification Help / Juggernaut Playertype (Released)
« on: December 20, 2011, 03:00:18 AM »
Update V2! It's out.

Update! I am almost finished and will try to release by tonight.

I need your final opinions before I release.
-Is the color ok, or should I change it?
-Any other final touches I should add?

Here are the ingame screenshots:






Seeing all the boss battle servers among other things, I thought it'd be nice to have a juggernaut playertype for just that sort of thing. A few quick things the playertype would include are:
-Slower movement speed
-Larger health
-No jump (or only able to jump two bricks high)
-No crouch movement
-Custom armor

I made the armor I want in Milkshape, but I'm not really sure where to go from here. It's loosely based on the juggernaut armor from MW3. I don't really want the model itself to be a playertype, I just want the armor to equip to the player that is using the playertype, so they can keep whatever they had before. I'm thinking the model's texture should be a dark grey/olive, or if possible, the color of the player's shirt.



I can create the script as far as movement speed, health, jumping/crouching is concerned, but I'm not really sure how to go about exporting this armor with the right joints, or how to make the script equip it when this playertype is chosen.

[codesniped]

If someone would like to help me, I'll include their name in the credits. Or if you would like to use my model and do it yourself, feel free to message me and I'll send it to you. You don't even need to include me in the credits (though it'd be nice if you did).

26
Suggestions & Requests / [Request] - Boat Rider Playertype
« on: December 17, 2011, 03:53:50 PM »
Simply the Horse Rider Playertype but with the Rowboat instead of the Horse. Also, instead of spawning on the horse, you should spawn as a regular player, then right-click to activate the boat.

27
Modification Help / Forced 3rd person in vehicles?
« on: December 13, 2011, 02:03:10 AM »
Is there any way to force a player to be in 3rd person when in a vehicle, regardless of the playertype?

28
Off Topic / Help getting started in game dev?
« on: December 09, 2011, 07:01:53 PM »
I've been wanting to get into game dev for a long time now. I started to get serious around 5th/6th grade when I bought some game making app and had a pretty good run with it, though none of those games were worthy of praise. I did sprite work for my friend along with mechanic planning for a few of the games he put out (Unlike my crappy cookie-cutter program, he taught himself C++), but didn't end up going anywhere. Then I got into games like Blockland and learned how to 3d model and a little scripting. The next step for me was to learn an actual language, but it wasn't really happening due to me finishing school and whatnot. I tried learning XNA, but I didn't really have enough time to learn anything. And now with a month off of school for Winter break, I'll have a lot more time to myself, plus I have easy classes next semester, so I'll have freetime there as well. Point is, I want to start making games, but I'm not really sure where to start. I've had some basic programming classes, so I'm not completely new to this, but I'm looking for either a language or an engine that'll allow me to do one of a two specific ideas.

1st idea: A game that'll support Gears-style player control (meaning mainly the cover system).
2nd idea: support 2d top-down games.

29
General Discussion / What's new?
« on: November 28, 2011, 04:11:30 PM »
Last year I lost a lot of interest in many of the things I used to do (including Blockland) and never picked up those interests due to school starting up. Now that I'm halfway through the school year, I've recently had a lot of nostalgic moments and decided to get back into many of the things I liked to do.

So in short, what's new since last June?

I've done a bit of reading on a few forums and heard talk of different popular servers (such as Empires). Qould someone mind explaining this and any other currently popular server types?

What are some of the latest, greatest add-ons?

30
Off Topic / Linux?
« on: August 14, 2011, 07:17:54 PM »
I'm headed off to college to start the next phase of my life. This phase included a new laptop, so I needed something to do with my old one. I would like to try out linux on it, but I have no idea where to start. My main function for it would be to host servers (BL, Minecraft, etc.) but I would also like to play games (BL, Minecraft, LoL, TF2, etc.). Anyone have any idea what version of linux I should get? Also, what is some of the basic terminology?

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