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.


Messages - C-Zech Chrome Ind.

Pages: 1 [2] 3 4 5 6 7 ... 106
16
so its just the normal blockhead but with joints

Perhaps that's the safest option, a slightly taller blockhead with connected, jointed limbs that doesn't look too serious nor too toy-like.  That would satisfy everyone to a degree.

Remember, we can edit the look in-game.

17
Games / Re: Blockland-Inspired Project (Minor Update - pg. 14)
« on: July 21, 2017, 12:54:58 PM »
-snip-

Imagine, everyone in the game looking like Handsome Squidward.



Seriously though, I think the one Titanium mentioned earlier was pretty good.

18
Games / Re: Blockland-Inspired Project (Minor Update - pg. 14)
« on: July 20, 2017, 03:27:47 PM »
jeez there's lots and lots of controversy on what the player should look like in here

i feel we should just move on from that for now tbh we don't have to have it set in stone this early on i guess unless ghost already has one in mind
that kinda stuff would be pretty cool to see though
and
i dont really care until there even a working stable game here
pretty much

Question:  Expanding on my other post that talks about in-game editors for avatars and weapons, would it be a good idea to have an in-game editor for creating terrain maps on the fly?

19
Games / Re: Blockland-Inspired Project
« on: July 20, 2017, 10:17:39 AM »
on the contrary, it will be far harder. modding is incredibly easy in BL, and less so in unity. the main problem is 1) having a modding system that works and is safe and isnt liable to allow servers to install exploits on users and 2) the way unity handles code and objects

Oh, my mistake.  Good point on security.  I never thought of malicious exploits.
How would complex mods be uploaded, if at all?

EDIT:  I just remembered that one time when that one person re-uploaded mods and inserted code that automatically made him SA when he joined.  How would we monitor for those sorts of things?

20
Drama / Re: alkan - almost every post is related to roblox
« on: July 20, 2017, 10:09:04 AM »
NOEDIT:  "HatHelper is a Blockland and Roblox player. Alkan is his BLF account"  -ChappersTeddy

21
Drama / Re: alkan - almost every post is related to roblox
« on: July 20, 2017, 09:58:58 AM »
no clue but im certain that shedletsky featured it in a video, not sure if you're still able to find it

https://forum.blockland.us/index.php?topic=217240.150

Uh oh

22
Games / Re: Blockland-Inspired Project
« on: July 20, 2017, 09:48:34 AM »
On a completely different note, It'll be so much easier to mod in something like this:
https://forum.blockland.us/index.php?topic=293309.0 aka super-awesome-fortwars-miniempires-hybrid

Needs simplification.  Like, a LOT of simplification, but its definitely possible from what we've seen with From the Depths (which people make their own mods for as well)

23
Off Topic / Re: can you clean a mechanical keyboard in a sink
« on: July 20, 2017, 09:35:11 AM »
https://www.amazon.com/CM-Storm-QuickFire-XT-Mechanical/dp/B00DKXXABK?th=1 hmmmm

Ah, Cherry keys.  Looks like you'll need to:

Depends what you're cleaning for.

If seasonal cleaning just remove all the keycaps and use cotton swabs drenched in isopropyl alcohol between the keyswitches and you should be good. I would advise not just using water because isopropyl alcohol evaporates faster and also likes to pick up a more mess than just water, hence it's used for cleaning thermal paste off CPUs as well.
You can give the keycaps a rigorous bath, multiple ways to do that but easiest is just to manually scrub the keycaps with some soapy water and your hands or a small hand brush. You can go into more chemistry with denture tabs as this forum post suggests, though you could perhaps find better sources about this.
If you want to clean the body (case) best you unscrew it and clean just the case manually while avoiding any electronics. You can really use whatever here.

Let the keycaps/case to dry by any means, maybe helped by a paper towel/towel/whatever. Avoid drying with sun as it might affect the plastic, and if you for some reason also want to dry the keyswitches (although you should really use isopropyl for this part) it will melt the switch plastic and make the keys mushy.

I would advise against sinking your whole keyboard in water despite numerous sources saying to do so simply because you can't be too sure about drying it off this way and it's easier to avoid an aftermath.

or just

no you loving can't you're gonna ruin your loving expensive keyboard don't be a lazy ass and remove the keycaps and clean it with a damp cloth or something smh

24
Games / Re: Blockland-Inspired Project
« on: July 19, 2017, 04:55:02 PM »
well i got a basic rig down, now i jus gotta see if i can work on customization
-snip-

That looks pretty good actually.  The head looks like it was ripped straight from bomberman though.

Looks like a bomberman rip off though.

EDIT:  I don't suppose it really matters if it looks like it's from Bomberman.

25
Off Topic / Re: can you clean a mechanical keyboard in a sink
« on: July 19, 2017, 04:47:56 PM »
Oh stuff you're serious.

Yes, you need to take it all apart before cleaning.

It definitely depends on the type of mechanical keyboard he's using.  The safest way I've found is to use a damp cloth (even disposable baby wipes) and clean it out that way after removing all of the bits and bobs.  It's fiddly, but you just don't know if some of that water will get trapped somewhere in the keyboard.

Unless his keyboard can be unscrewed and have everything removed, that's when you can use the sink.

26
Games / Re: Blockland-Inspired Project
« on: July 19, 2017, 10:10:05 AM »
Okay, i'm here to clear up these stupid nuances that people seem to have about unity.
-Well done, an optimized unity game can run on almost anything.
-Most Unity games are asset flips since it's such an easy and free engine to learn. That doesn't mean everything made on it has to be like that.
-Games that are made properly in unity, like Thomas Was Alone, Organ Trail: Director's Cut, Gone Home, Rust (Somewhat), and Universe Sandbox 2, will turn out how they are supposed to. It will be obvious to tell if GSF is asset flipping and using a visual editor or something because there is a certain level of visual effort you can see in these games. Imagine playing Universe Sandbox 2, but all the default planets are randomly generated default planets. That would ruin it somewhat, right? It would be lazy.

Don't forget From the Depths: http://store.steampowered.com/app/268650/From_the_Depths/  You can go insane in that game, it just demonstrates how much you can do in Unity.  Don't get confused with Starmade, which works with similar principles but runs on Java.  Also not to be confused with Space Engineers, which works with similar principles but runs on the developer's own game engine called VERGE (if my memory serves me correctly)

Also, addressing the avatar issue, Badspot nailed it pretty well, and what I mean by that is; everything had proportions that matched with the rest of the avatar to a degree.  It doesn't have to be a copy, so long as the proportions are all in alignment with each other and nothing is made into a caricature (though that doesn't mean it has to be realistic.)

Expanding further from that point:  If people want something different from everyone else, then I have a suggestion.  Why not have a basic editor where you can edit the proportions and clothing of the avatar to your tastes without effecting gameplay, whilst having certain limits that stop you from making it look like a glitchy monstrosity?  Think a basic version of Dark Souls editor.  So much to customize in detail, yet effecting nothing regarding the capabilities of the player.

Then the other side of the coin:  If you are the owner of the server, or a Super Administrator or Administrator (or some other kind of administrative structure aeiou), you can have access to an Advanced Editor which would allow you to change additional settings such as size, speed, health, etc. (The limitations of which could be customized by the Server Host or next in command, and even the ability to choose whether to have the Advanced Editor enabled or not, and perhaps a setting that allows the Server Host to choose just who is allowed to use the editor, boiling down to specific players if need be.)  This would allow a huge degree of freedom without allowing people to be ridiculous, and people can only be ridiculous if the host wants them to be ridiculous.

Going on a tangent, if we're going on the "Oooh, we're going to make our own weapons" route, we could have a Strength factor, where the Default Player has a strength of about 100 which dictates what weapons and tools he can carry, and the Advanced Editor can have a setting that changes that factor.  The host could also have a setting where they can dictate how much strength most players are allowed to have.  For instance, the default setting is 100, but it can be changed to 50 or 200 or whatever number they deem fit.

This would automatically balance game mechanics but still allow ultimate control.

Addressing making one's own weapons, you could have settings identical to the ones for making avatars.  Limitations for what kind of projectile you can fire, the fire rate, the strength of the projectile, what it does, the speed (which dictates how far it can go before gravity effects it) etc.  And all of those things would add to how much Strength the avatar would need to carry the weapon.  Also, how much Strength you use up could dictate how fast you can run, etc.

EDIT:  The ability to make crazy weapon combinations through the above editor like half-mace-half-handgonne, or half-machinegun-half-rocketlauncher, would be bloody fantastic.  There are so many possibilities.  I also forgot to mention that in the Advanced Editor and Weapon Editor, you could have animation options where you can customize what it looks like when firing, or what it looks like when swinging.  In order to prevent players from abusing this, you could have a Basic Weapon Editor where things are restricted and you can only choose from a set of animations for a melee weapon or a gun, and can place restrictions on what weapons you can and cannot use etc.


TLDR: Everything has settings, but those settings can change as dictated by the host.

27
Off Topic / Re: should furries be banned from owning pets?
« on: July 19, 2017, 08:27:48 AM »
it's not a child enthusiast as that's a direct perpetrator, moreso should people who consume lolicon be banned from owning children

as almost all furries don't enact bestiality

ehh I know you're trying to bait but you could've done better

one could argue is lolicon child enthusiasm and that's a question for an entirely different debate

Pretty much the above quote.  The quote below is also true:

there are some people i'd not think twice about gassing like pie crust and mr man, emo freek, etc

most furries are pretty chill on these forums

Every individual should be examined within their own contexts.  Umbrella assumptions are dangerous, and can lead to a Riddler mentality.

28
Drama / Re: alkan - almost every post is related to roblox
« on: July 16, 2017, 04:12:13 AM »

This may be him (in roblox at least)
if it is, we got loving hat helper, the guy who made the conquerors, and that's a loving classic
holy stuff

I remember playing that minigame, it was quite good.

With the way he goes on about "Oooh, I should edit this bit in the code so that it does this as well as that"  I wouldn't be surprised if it was the same person.

29
Wow, I just got tampermonkey myself a couple of days ago.
The anti-adblock script looks interesting.

EDIT:  Being able to quote people from locked topics is insanely useful actually.

30
Drama / Re: alkan - almost every post is related to roblox
« on: July 15, 2017, 06:57:07 PM »
Hes posting roblox-related material in roblox-related threads. Who gives a flying forget?

^^^

Pages: 1 [2] 3 4 5 6 7 ... 106