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Messages - .:FancyPants:.

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181
man the way you're workin' colorful shading is a fantastic new style of yours man,
like look at this:


the whole rainbow is on this bat right here


just look at these COLORS


dang it just pops like crazy

looks great!

182
Creativity / Re: Making a little DJ Hero-esque game
« on: May 20, 2015, 09:29:02 PM »
alright, gave makin' a song a shot.
Fatboy Slim - Praise You (a.pomf.se link)
just one difficulty, "Hard"

it isn't a song intended for this type of a game, but it's a song i could listen to a lot of times despite it being 5:21 long
also it was some good experimentation with trying to write this kind of a track for this type of a song.

183
Creativity / Re: Drawing furries help?
« on: May 19, 2015, 10:37:15 PM »
not sure you can simplify "drawing furries' heads" down to just one method, it depends a lot on the kind of anthropomorphic animal you're most often drawin'.

184
Off Topic / Re: what is your current biological wellbeing-ness
« on: May 18, 2015, 09:44:16 PM »
oh stuff
my parents said it was the usual weight for 14 year olds
stuff
i'd think height mattered more to your weight than your age

185
Off Topic / Re: skaia.io
« on: May 18, 2015, 01:10:25 AM »
aw man yeah it doesnt work
mannnnnnnn why not
the access code expects 12 characters in the E section, at the end. you need an additional four characters at the end of that one, or the code just simply isn't it.

for those wanting the code as it was in that image anyways:
DB283DAE-44F5-91CB-5C92-90589985

186
Creativity / Re: Making a little DJ Hero-esque game
« on: May 18, 2015, 12:32:23 AM »
Oh, oops, it's "5key" but there's also a bug that makes it pretty broken if you don't have a gamepad connected.
yeah, the bug appears to be ASD and a few other keys causing the track and music to stop entirely, making it impossible to play sustain notes.

187
Off Topic / Re: Furry Megathread - Furry Things Here
« on: May 17, 2015, 10:30:02 PM »

188
Creativity / Re: Making a little DJ Hero-esque game
« on: May 16, 2015, 09:05:41 PM »
If you add mode = "5keys" to the .track file then there won't be any lanes and you have 5 buttons that can be triggered with ASDFG.
i attempted this, but it doesn't seem to work.

189
Forum Games / Re: POLL: Merge this board with another?
« on: May 16, 2015, 08:33:17 PM »

190
Off Topic / Re: Handwriting showoff thread!
« on: May 16, 2015, 08:12:13 PM »

191
Creativity / Re: Drawings Megathread
« on: May 15, 2015, 07:49:02 PM »
Mimicked Cat-Boot's style

forgetin yeeeeeeeeeeeeeeaaaa

192
Creativity / Re: Making a little DJ Hero-esque game
« on: May 15, 2015, 12:34:48 AM »
this is so a thing i would want to get into. absolutely can't wait to see where it goes.

193
A undermines all of that with accessibility.
this is what i believed would happen when the long wall with a hole through it (4) was added initially; i had hoped that a small enough central area might encourage players to get up closer to the enemies spawn, forcing the enemy to take the alternate paths to push back.

and when i joined the server, this idea was confirmed within the two or so hours i played. with 23 people on the server, i took path A only to find two or three others going the same way, everyone else took the other three paths (or spawned stuck in the walls). i generally died faster taking A than taking B, C, or D. if the entire team tries to exit out of path A at the start of the round only to be blown up with a couple of rockets, those players will learn very quickly to take the different paths, and it seems they already have.

2) All of these extra little details are out of place
i agree, though what to replace them with, i'm not entirely sure.

7) I like your idea to lower the height on the L shaped platforms. All they accomplish now are being useful camping the exit A choke point.
i'd like to make this change because i believe it will also prevent people from taking path A as often.

8) Get rid of it. First time I fell in it I had no idea it was even there.
that hole in the floor is a loving menace
sounds good.

also, do you want me to apply the cp_orange textures to the map, fancypants?
to talk for Fancy: Please add the textures
if you haven't already gyt, definitely do it.

spawn points are fixed for big player fx of mode or whatever
excellent

195
General Discussion / Re: Scenery's BATTLEMIX \!/ NEW MAP \!/
« on: May 11, 2015, 11:42:32 PM »
long post, sorry

alright so, since flatflyer and i oversaw a lot of the building on the map, and since i've heard some really good reasons to change stuff, i'd like to ask whoever is interested in giving their opinion about eight significant parts of the map (as well as provide a little bit of my own opinion).


(click it for big)

1. these are the four main paths i wanted to lead into the center from the main spawn. i organized the foundation and set these paths from the start.
1A. this is the quick way through. it's intended to be fast but lead immediately into a wall or a location where you are easily spotted by the enemy.
1B. this is a primary route. since it's still slightly shorter than 1C and 1D, i added a small pool that wouldn't obstruct view, only to discourage people from taking that path every time.
1C. this is the second primary route. it's the most reasonable walking length overall so it's fairly convenient to walk across and provides a small amount of cover.
1D. this is the longest route and therefore intended to be the safest. it has a nicer incline on one side and a steeper incline on the other, so if you're walking this way, you should hopefully have the line of sight to have an advantage over any enemy up there. it also allows you to shoot any enemy trying to come up 1C.

2. i personally did not agree with the addition of these platforms which easily allow camping, but gyt encouraged us to expand the map and i couldn't think of anything at the time to fill the space, so facebot added them.

3. i added these blocks and instantly regretted it, i think these should be removed for sure.

4. i like the idea of this wall in general, but not so much of the hole through it. yet it's just not a good idea to have a complete block wall here or everyone may be taking 1A.

5. flatflyer added these islands. has anyone found these especially useful? he wanted them more as landing points for people flying around via rockets, to land on and make a quick run back to the center. i'm still skeptical to have them.

6. what about these central pillars? i like the look of them and they are fairly useful, but they could be thinner.

7. these L-shaped platforms are bugging me a lot. i think they should be half as tall and have a single ramp on them to make it easier to jump onto from path 1A. or remove it entirely? or shift it over?

8. i still like this water hole but some people have said it's surprisingly annoying. which... was the point, but regardless i'll ask if anyone thinks it should be in a bigger shape or not actually kill you but just be a nuisance.

THE GROUND. i really thought boost would have the flippin decals from the other map, which i wanted to use along all the main, light gray ground, but he didn't have it downloaded. i totally agree with mr. nobody on the business of colors mixing in, making it difficult to recognize walls.

i totally want to hear whatever you guys got real specifically to say about these parts; since the other guys are less interested in editing the current map and more interested in making new maps, i'd love to make some changes so the map could be used for a wider variety of games, battlemix as well as others.

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