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 - Bushido

Pages: 1 2 [3] 4 5 6 7 8 ... 16
31
Creativity / Rabbit Punch!: a written thing by Bush I. Do
« on: June 07, 2013, 11:09:29 PM »
when i'm bored, i make stuff.

today i tried my hand at making stuff that did not involve video games. in this case, it's the pilot to a thing i might end up calling Rabbit Punch, which is a story about a group of adventurers who live in a post-apocalyptic world where giant robots are actually very much commonplace

can you guess the influences?



   We arrived at the mine just before sundown. A few Suits stood around, keeping watch, shining their headlights as they slowly turned. I couldn't hear the creaking of metal or the roar of diesel, so either they were so far away they just LOOKED small, or they were newer, more advanced models that the Uppers dropped more recently. Neither possibility was particuarly comforting, though Sampson had mentioned wanting to fight something bigger then him for a change. I sincerely hoped he wouldn't get the chance.

   A cursory glance revealed a few more mecha, and a few men on machine guns on catwalks and natural ledges, and what seemed initially to be some sort of horrible gaseous monstrosity but turned out to be a smudge on the inside of my windshield. After resolving to clean the Hare after everything was said and done, I opened up a hatch on my dashboard and retrieved a paper and pencil, taking notes on locations and writing down possible means of action. It was then that Romen decided to get my attention.

   "Cairo!" he yelled, leaning out a bit from his windshield, but putting a hand to his mouth as if he was trying to be quiet.

   I looked up, and made an exaggerated sort of writing motion. He did this all the time, but still didn't get the message. He did that all the time, too.

   A breif pause.

   "Caaairrro! Can you hear me?!"

   I looked up again, showed him my paper with one hand, and pointed to it with the other. I also made sure to make the angriest, most frustrated-looking face possible.

   That seemed enough to get the message across, because Romen retreated back into his roosterpit, causing the Graveler to shake a bit. I told him it was a dumb name- nobody would respect anything that shared a name with the thing they were standing on- but he insisted that it was, in fact, badass, as it was the GravelER- as in, something that MAKES gravel.

   I then told him it also sort of sounded like "Groveler", and he looked like he'd been told his parents were dead.

   "CAAAIIIIRRRRO!!" he yelled.

   "What?!" I yelled, rolling down the window. Romen was leaning out of the Graveler again, yelling into a tin can like a make-shift megaphone. Even though he was only a few meters off the ground- well within a survivable margin- he tottered dangerously, flailing his arms wildly for a moment, before regaining his balance.

   "Give me a second, man! I'm trying to plan our attack here!" I said.

   A spotlight shone on us. Actually, maybe 3 or 4. I felt like a cartoon character.

   "Is that so?!" said one of the Suits' pilots, a bandit we'd been hired to scare off. He spoke in exactly the tone of voice you would expect. "Get 'em, boys!"

   A barrage of machine gun fire whipped around in every direction- some from the catwalk guns, some from the Suits' handheld rifles. A bullet the size of a large dog zipped past my little Hare, and I saw my life flash before my eyes. Or, more accurately, I saw the part of my life where I had a large-dog-sized bullet zip past my Hare about 3 times. Instinctively, I made my robot crouch down, placing an unflinching wall of rock and more rock infront of me.

   "Romen?" I said.

   "Cairo?" he said.

   "I think we should run." I said.

   At that moment, an entire shelf of earth- weakened apart by the simultaneous stress of two giant robots, an onslaught of dog-bullets and the weight of our own misfortune- deattached itself from it's landing and slid down at a terrifying pace, carrying us with it into the mine. I looked to Romen. He had that look in his eye- the kind that you can see two giant robots away.

   "Live a little, Cairo! This is what brawlers like us run on!" he said.

   I rolled my eyes.

   He stood up. More accurately, he and his ENTIRE ROBOT stood up. Just before we hit the ground, he sprung into action; and the Graveler leapt into the air, bullets flying in every direction but toward it. Actually, no, that's not true, because I heard a rather distinctive 'ping!' sound- which is the sound that a dog-bullet makes when it smashes into the least vulnerable part of the Graveler's body: it's fist.
   
   See, Romen- before I met him, at least- was apparently a miner, too; which explains why, when a fellow miner appeared in need, 'we' jumped at the chance to help him. Maybe he felt a kinship. Maybe he felt he hadn't gotten in a good fight in for a long time. Maybe both. I wouldn't put it past him. The Graveler is the only thing he has of his old life- a Human-Shape "Sandrat" Suit, Upper-Designed and all, with strong hands for handling rocks and strong arms for breaking them. He's apparently had it long enough for the paint job to have faded away, because he says it was originally a blue, brighter then the sky- which has been reduced to a more brownish, tealish color.

   It moved with a remarkable grace- almost like a man, except giant and metal and very angry. He drove a metal fist- screaming all the while- into some poor sap's mecha with all the momentum you'd expect from dropping into an underground mine and then some, before tumbling some distance into the next guy because he messed up his landing. The sheer chaos kicked up a cloud of dust, and then I couldn't see anything.

   That bullet- the one that went 'ping!'- landed right next to me. The Hare ended up tumbling down to a stop, lying flat on the floor, but luckily the sheer panic risen by a flying Sandrat caused all the dudes with giant guns to stop paying attention to me and shift their focus to the real threat, which I figured was a reasonable choice of action. I got the Hare to sit up with a little effort, and- using the chaos to mask my movement- got behind one of the bandit's suits. I was poised to strike, and then Romen swooped in and punched it into a catwalk.
   
   "GRAVELER PUNNNNNNNNCH!" he said. Well, screamed. Actually, both parties were sort of screaming. Puncher and punch-ee. It begame hard to distinguish after a while.

   "I always wanted to say that!" he said.

   "Oh yeah?! Well, two can play at that game!" said someone else- a bandit, probably. I saw his silhouette rise out from the dust; painted a rather intimidating matte-black. "WOLVER KIIIIIIIIIIIIICK!"

   Then he kicked him.

   "Waaaaaaaaaaaagh!" yelled Romen, as the Graveler rocketed into a wall. He flipped, moments before impact, and landed feet-first on the wall, before propelling himself back into the fray. "You're good! Who're you?!"

   "My name is Meize! This is my Wolver!" he said, striking a pose.

   "My name is Romen! This is my Graveler!" replied Romen, also striking a pose.

   "Graveler? What, like... like groveler?" said Meize, genuinely perplexed.

   I think Romen was going to cry.

   "Names aside, that's good! I love meetin' strong opponents!" Meize said, striking another pose. "But sadly, I've gotta split! We'll have 'ta do this some other time! Boss says we gotta blow this joint an' go!"

   "So, see ya!" he said. Then the Wolver jumped away, out the opening of the mine- where we were maybe a few minutes ago, a QUARTER MILE UP- and disappeared from view.

   Seriously. Then, the rest of his men disappeared into the mine in various directions- presumably toward other exits. Remarkably, nobody seemed to have died, or even have gotten hurt.

   "d'you think he meant something by 'blow this joint'?" I said, turning to Romen.

   "CAIRO I FOUND A BOMB"

   "Oh." I said.

   Romen held it up, juggling it between both hands in panic. It was a big, clunky thing- jury rigged from a big gas tank, a bunch of dynamite sticks and what appeared to be a few landmines that nobody wanted, all stuck together with duct tape. He then threw it up, into the air, at the ledge, screaming all the while. It blew, showering us with little bits of rocks, then a BUNCH of rocks, which I scrambled out of the way to dodge but Romen seemed completely unphased by, leaving us with enough places to hold onto for a convinent climb out.

   I shot Romen a look. He didn't seem to notice. We climbed out quickly- though not nearly at the pace the Wolver made. He probably set some sort of air speed record.

   Romen was emitting a strange growling noise.

   "I'll never forgive 'em!" he said.

   "Never forgive who?" I said.

   "That bastard Meize! The Graveler is a man, not some blubberin' coward!"

   We reached the mouth of the tunnel. The sun had finally begun to set, and the sky turned a brilliant red. Romen's Suit stood silhouetted against the horizon, and I felt like a cartoon character again.

   "I'll make 'em pay if it's the last thing I do!" he yelled.

32
General Discussion / let's talk about Donations
« on: May 26, 2013, 03:22:49 AM »
what're everyone's thoughts on donations? like, donating to servers?

would you do so to offset the costs of maintaining the server? would you to encourage development time, or only for special donator rewards?

what're your thoughts on those donator rewards?

how should donators be treated?



on a more direct note, would you donate to me if i were to set up a donation system? assuming i set you up with a rad-ass server, of course.

33
Suggestions & Requests / looking for Quake-Type Weapon Ideas
« on: May 10, 2013, 11:40:15 PM »
so i'm looking for old-school, arena genre, quake-type weapon ideas.

you know, crazy awesome super-high-tech (or even actually fairly low-tech) weapons that are simultaneously visually badass and fairly practical to use. EG:





we don't need any more 'realistic' guns. i don't wanna see any stereotypical automatic shoot-and-the-guy-dies weapons here, cause i've already made enough to top off the forgetin ET landfill. this is the wrong topic for that kind of thing.

i wanna see things like nailguns, railguns, plasma launchers, guns that launch walls of fire, claws that shoot arc lightning tesla-style. hell, take the aesthetic from halo, too- they're pretty rad. just nothing barebones and functional, cause blockland can do so much better then that. can you guys help me out?

34
Games / Half-Baked Video Game Ideas
« on: April 16, 2013, 11:20:24 PM »
everyone has them

you know those weird-ass, not-really-thought-through ideas that you get in the middle of a game, then end up not being able to stop thinking of for the rest of the session because it seems like such a good idea even though part of you is basically short-circuiting over how forgetin dumb you are for coming up with it

like, when i play fallout, i usually come back to the idea of being able to throw melee weapons as a one-shot gambit sort of thing to catch the enemy off guard, to replace the stuffty one-shot expendable-ass throwing system that they have in place (which, honestly, i have never used as anything besides a desperation tactic while fighting the legion.) the thought usually comes to me when i'm pinned down by a lone raider like a room away with yon sniper rifle, and i can't just RUN OUT because i'll just get shot in my punk face. so i'm sitting there and i'm just waiting for him to walk down the hallway and get within melee range, but he's like 'oh man this guy has a super sledge he'll never be able to hit me from far away i'll just shoot his punk face' but then i pop out of cover and he's like "YEAH" but THENNNN

SUPER SLEDGE

BOOOOOOOOOMERANG

like holy forget it's such a bad idea but what IF, man? they'd have to rearrange balance a bit to accommodate for it, like having lighter weapons easier to throw and not soak up as much AP and fly farther and having the thrown weapon retrievable from the target's corpse (or maybe just straight-up STUCK in it, if the weapon is sufficiently pointy) but then how would enemies use it on you? would you freak the forget out if you see an enemy throw something at you? could you just dodge it? could THEY just dodge YOU? what would be the modifier for that, would it just be based on the size of the weapon? like, if i were to throw a normal-ass knife at them would it be too fast for them to react properly before it hit them, versus throwing a forgetin car bumper at them? how would strength and agility play into the mix?

man, even with the system in place, i probably wouldn't even be able to pull off a super sledge throw without the forgetin planets aligning, but it's still probably worth it.



does this type of thing happen to you guys too? it's okay, i won't judge.

though i may take notes.

(to that end, please post your justification and rambling, wild thoughts on why the forget whatever your thing won't work. tis part of the process.)

35
General Discussion / Your Server Sucks (and here's why)
« on: December 28, 2012, 09:38:07 PM »
i don't like most blockland servers. they're never thought through nor are they interesting or fun (despite being created in the PERFECT MEDIUM for trying out interesting and possibly fun things)

here's my reasoning as to why- and, in addition, ways to fix them.



on cloning Counter-Strike Source (and subsidiaries)
here is a list of EVERYTHING THAT IS WRONG WITH the idea of counterstrike in blockland

1: the maps we have are too forgetin small for this stuff. blockheads are proportionally waay bigger and fatter then the average human and trying to cram them all into cs_office without modifications is like happy hour at a donut shop

MAKE THE MAPS forgetIN BIGGER

actually, you know what? make new maps. like, brand-new, entirely unrelated maps. come up with new themes an stuff. it would be SUPER loving badass to fight on like, an army base that's about to get blown up by terrorists, or on a nuclear oil rig, or on a forgetin SPACE STATION running around on solar panels, holy stuff. could you imagine that? do that stuff. move away from typical, pansy-ass "ohh ho ho i'm fighting in an everyday situation!" scenarios cause every other game DOES IT BETTER

_________

2: the weapons everyone uses aren't calibrated for high-stakes high-intensity combat. you're using weapons that are designed for long-range (BLOCKLANDY) style combat with lots of projectiles and dodging in a game where everyone fights at point blank and missing the first shot is literally the difference between life and death

grenades in particular are overpowered due to the radius of their effect (and effective range). if anything, nerf the conc grenade and the stick grenade to do UP TO 75 damage over a small area and mess with the views of everyone caught in the blast. also? make them SOUND like they're forgetin dangerous and people will catch on and realize "forget stuff GRENADES ARE forgetIN SCARY" and thus will cause them to be tactically interesting AND tactically sound (AND open up opportunities for things like decoy grenades which are explicitly designed to seem like real grenades but just scare you stuffless*)

*these don't even have to be grenades: forget, just any throwable roughly-grenade-shaped objects. rocks? bolts? body parts?

2.5: NOBODY forgetIN DIFFERENTIATES BETWEEN THE BATTLE RIFLE AND ASSAULT RIFLE

they are DIFFERENT forgetIN GUNS

they are NOT effective within the same areas and within the areas that CSS games are typically played in battle rifles will WHOOP THE ASSAULT RIFLE'S SORRY LITTLE ASS because it does higher damage quicker and chews through ammo like there's NO loving TOMMOROW

assault rifles, to contrast, are powerful _RANGED_ weapons that do consistent and respectable damage _AT RANGE_ and give bonuses to the first shot in a burst that is only typically useful _AT RANGE_ and fires relatively slowly so the recoil doesn't forget you up so you can continue shooting _AT RANGE_ at a single target and ACTUALLY KILL HIM

long story short: BATTLE RIFLES ARE THE forgetIN stuff AND YOU'RE GIVING THEM TO _ONLY ONE TEAM?_

2.75: WEAPON DIFFERENTIATION

DON'T loving DO THIS stuff

if anything, use SKINS. give the terrorists ONE gun and give the cts a SKINNED version of THE SAME GUN. that should be fine, with the exception of skinning the combat shotgun and the riot shotgun: these weapons are markedly different and this SHOULD BE loving NOTED so DON'T TREAT THEM AS THE SAME GUN. you will forget UP THE BALANCE. offer them both instead.

_________

3: the block- suffix

seriously. is this the best you can come up with? hurr hurr blockostrike blockocombat blockbox counterblock forget you and EVERYONE YOU KNOW there are SO MANY MORE PUNS and interesting plays on word that are appropriate to _BLOCK_land (NOTE: THIS IS THE ONLY APPROPRIATE USE OF THE SUFFIX BECAUSE IT IS STARTING THE TREND FOR _OTHER PUNS TO BASE OFF OF_).

SERIOUSLY this is a loving GOLD MINE. you've got construction puns, firearm puns, war puns, plastic puns, the works

you know what? here's a forgetin freebie

plastic-strike

there

there is a SLIGHTLY MORE ORIGINAL title. do not use that stuff because it is admittedly awful and people can do WAY loving better

________

4: blockland is designed as a dodgey, jumpy kind of game. counterstrike is DISTINCTLY NOT. note that we can, in fact, jump MORE THEN OUR VERTICAL HEIGHT. note that combat in blockland is made different from other games by the fact that EVERYONE JUMPS ALL THE loving TIME. the projectiles are VISIBLE and DODGEABLE if you put your mind to it with only specific guns being unavoidable and they're all forgetIN HITSCAN. blockland's combat is DEFINED by DODGING

COUNTER STRIKE'S ISN'T

THIS IS A _MAJOR loving ISSUE_

if you're gonna make a DIRECT COUNTER STRIKE CLONE you are barking up the WRONG forgetIN TREE cause the directions of the two games are DIVERGENT as stuff. blockland is an ARENA SHOOTER: counter strike is a TACTICAL shooter. you can HAVE a tactical arena shooter, but not by FORCING TACTICAL SHOOTER GAMEPLAY OVER AN ARENA SHOOTER GAME. if ANYTHING, you should be ADAPTING concepts counter strike gives you, modifying them to be DIFFERENT AND MAKE SENSE WITHIN THE CONTEXT OF AN ARENA SHOOTER, THEN playtest it and MAKE SURE it's BETTER then both source games

this is called PROGRESSION

game design is BASED AROUND THIS stuff and you're JUST MOOCHING OFF COUNTER STRIKE'S SUCCESS

like i said: my advice? come up with something NEW (but spiritually SIMILAR) to the original concept WITHOUT FALLING INTO THE TRAPPINGS THAT THE ORIGINAL CONCEPT FELL INTO or falling for issues that would COME UP from the transfer from one game engine to the other




on cloning Counter-Strike Source (and subsidiaries)

36
Games / Momentum: a game by Bushido (update R0036)
« on: December 03, 2012, 12:54:21 AM »


   

a game about going fast (as per usual). technically a part of the runner genre, but it's more like a one-button platformer. everything you need is in-game (except the debug functions, which are middle click and K- hard reset and Self Delete respectively).

an experiment. might will almost certainly is currently being developed for the iPad. i like the direction the project is going so i'll definitely try to keep the ball rolling THIS BALL IS ROLLING GET THE forget OUT THE WAY CAUSE IT'S GONNA BE AWESOME

youtube playthrough of r02. showcases the basic gameplay, but none of the sweet levels. by nienhaus1

click here (latest update: r36!)

(have you tried modern mode, by the way?)

37
Gallery / Towering Terrace DM
« on: November 24, 2012, 02:36:18 AM »
sequel to Sunsoaked Sanctuary




i tried to make a 'good' final destination map. (it didn't work out, cause it's not totally flat)

it's not really completely boring; there's a centerpiece with a Triple Ammo pickup, and some of the islands are reachable if you manage to get kicked clear across the map, but for the most part the fighting takes place on the central 'hub' island.

i don't like it's name. i might come up with something else someday.

like sunsoaked sanctuary, it plays like a smash bros map- especially the way i had it hooked it up. players play with shields- regenerating, of course- equal to 4x their normal amount of health, with no 'rollover' damage between the shields and the player's health. extremely chaotic; very fast paced.

played with 1 life per player, with a 5 second countdown (courtesy of the new Slayer build). also, lots of energy weapons; spinfusors in particular. lots of skill is involved, which is neat; didn't think blockland could adapt to something like that, much less could carry it in the first place. i was wrong.



also, i was thinking of seaside hill and ricco harbor the entire time i was making this. could you tell?

38
Games / Bushido Blogs about Game Design ("A Warrior Codes")
« on: November 19, 2012, 12:39:52 AM »


in an effort toward making some spare cash i have started a blog
ads will go up shortly. a donation button, too

you should check it out. new updates every few days!

(if you have anything that you think would be neat for me to talk about, you should put a comment somewhere. i will have a page for this in a little bit.)

39
Suggestions & Requests / Loading Builds (when you first start a server)
« on: October 21, 2012, 10:27:23 PM »
a drop-down menu on the server start GUI that allows you to choose a save to load when you first start a server

this save will save, so you can continue to just load the same build every time you begin (or, alternately, no save. but then why would you have the mod?)

40
General Discussion / Blockland's Best Lines
« on: October 02, 2012, 08:04:00 PM »
this is the topic where we post the best and brightest statements* blockland has to offer.


i'll start:



*sarcastically and nonsarcastically speaking.

41
Suggestions & Requests / "Floorless" Environments
« on: October 01, 2012, 07:28:06 PM »
essentially, the ability to turn an environment's ground plane 'off', allowing players to fall infinitely into the void (and presumably die at some customizable point), and also turn it back on

i've got a script for the second part (as in, dying after falling X distance) but i've been removing the ground plane manually for Sunsoaked Sanctuary

42
Gallery / Sunsoaked Sanctuary DM
« on: September 30, 2012, 10:35:56 PM »



takes a few cues from q2dm1's design, because badspot is so into it.

plays startlingly like super smash bros (complete with ring-outs being the #1 cause of death)

i might make this into a gamemode before halloween. if not, i will spruce it up for halloween

43
Drama / gimmicky-ass TDMs and HOLY stuff STOP IT
« on: September 29, 2012, 08:54:37 PM »
warning: several magazine article's worth of ranting approaching. seek cover immediately

before we go forward, i want you to take a good long look at this list



note the amount of DMs

now, without looking back to the list, note how many DMs (or DM-likes, such as 'war rps' or 'battles') had some sort of suffix. in fact, try to think of how many have multiple prefixes. in fact, if you have any alcohol and are of legal age, take a shot for every one you can think of. two if the server had dual suffixes.

this is called a 'gimmick DM', and this is not a bad thing in and of itself.

in typical arena deathmatch shooters, gimmick dms serve as a sort of 'change of pace' from the well-developed and deep (but chaotic and fun) 'main' game; the one that professionals (or in our case, well-respected amateurs?) have taken time and care in polishing to a mirror shine. typically, gimmick DMs help keep the main game fresh by providing little distractions that cause you to learn new strategies that you can bring into the main game by forcing you to only use these strategies

for instance, in a melee-only gimmick DM (like a knife DM, for instance) the only way you can fight at all is with a knife. thus, by playing knife DMs, you typically get better at using knives and can thus transfer this skill to the main game.

in other instances, gimmick DMs create entirely 'new' modes of play by adding a key feature that would have completely flipped the main game on it's head (for instance, digging trenches, fighting zombies) and thus are interesting experiences in and of themselves, but still typically take lower priority then the main game due to their derivative nature and typically share similar skillsets (unless they cross over with the other type of gimmick DM which removes key elements, such as all or certain types of guns)

sounds great, huh? gimmick DMs are great examples of community generated content that serves to deepen the layplayer's gaming experience and thus creates a better game on the whole
EXCEPT ON BLOCKLAND
(which is WEIRD AS stuff, by the way)

the thing about blockland is that our unique location between 'first person shooter' and 'sandbox building toy' would theoretically allow us to explore endless types of deathmatches without sacrificing the integrity of the 'main game', since our 'main game' doesn't exist as a shooter: primarily blockland is a building game, you see. this allows our content-creators to make any sort of 'deathmatch' without having to worry about it 'meshing' with what players already know, since every new package of add-ons (T+T, frogs weapons, etc) typically follows it's own path and requires it's own skillset, and players go about using these add-ons for the first time without any real predilections about how they'll work besides the way they 'want' them to work and the way they 'usually' work (guns shooting bullets, for instance)

the thing about blockland's community, though, is that we all seem to be lazy as stuff and don't care about the quality of what we make as long as we get a bunch of people to play it. the only thing on our minds at all when we create servers is what is currently most popular and how can i get more people then the next guy': thus, the server list is typically swamped by stuffty 're-imaginings' of the latest and greatest internet bullstuff, or, even worse, knife tdms and trench tdms

i mention these two types of TDM specifically because holy stuff they are the epitome of everything i hate about blockland deathmatch 'design'

i mean for forget's sake look at this stuff


anything in particular jump out at you?

no?

that's because they're loving flat!

it's gotten to the point that i can actually stereotype these things on the server list! "oh, look. blocklander2002's knife tdm. i bet it's a flat piece of stuff"

the worst part? the reason for this is because this is, technically, the 'optimal' style of knife TDM. since knifing is one of the few 'sports' on blockland that require any 'skill' and 'talent' to succeed at, logically the battlefield must be as featureless and standardized as humanly possible so the contestants can have a fair and balanced competition without anything 'cheap' getting in the way!


not only that, but it's also popular as stuff. not only as a specific type of deathmatch, but as a loving building style! i mean, why put time and effort into putting together something interesting and deep (or at least something not-shallow and fun) like 2 buildings and a loving bridge between them, when you can just put together a few dozen platforms out of 'pixel art', float them 30 miles off the ground and have your server population shoot through the roof

actually, you know what? forget that team fortress reference. i can't stand that stuff either.

if there's one thing i hate more then uninspired, bullstuff deathmatches it's uninspired bullstuff deathmatches that are built around half-assed knock offs of already-existing content


for instance: you know how everyone and their dog seems to use the tf2 classes for everything? if it's not literally the tf2 classes, it's some sort of chinese carbon copy with uninspired new 'names', as if the old ones were too similar to the original and could legally be used as a weapon in a loving court of law. i'm looking at you, pecon.

good job making your new arena flat and boring by the way.

( )

the worst part about all this is that all of these issues would be downright negligible if it weren't for the fact nobody's willing to make a loving normal deathmatch anymore. i mean, come on, we've got hundreds of loving weapons to use - this isn't self advertisement, i'm being literal- and nobody's loving using them! you guys have an entire loving building's worth of pens and pencils and you're only using them to draw richards on the insides of bathroom stalls! it wouldn't be so bad if these gimmick games were actually, you know, just gimmicks; taking away nothing and only giving back. instead, they are the only type of deathmatch on blockland, and the only person who's willing to do a loving thing about it is gravity cat?








what the hell is going on and how the hell do i get you guys to knock it off



by the way, i don't really hate anyone for shoddy builds. i hate you guys for not making shoddy builds that aren't loving knife dms

44
Forum Games / This Topic is a Fighting Game
« on: September 27, 2012, 08:31:59 PM »
the blockland forums are now a fighting game.



what is the above person's special move?

45
Suggestions & Requests / Post-Minigame Events and Calls
« on: August 22, 2012, 10:12:16 AM »
what if there was a event, callable at any time during a minigame, that allowed you to identify a 'winner' and then 'end' the current round, allowing players to review stats and score totals before resetting the minigame and starting again?

as far as usage goes, this could be used to trigger specific things (like payload bombs exploding or confetti or something) at what is explicitly the end of any real action or combat, make elaborate post-game celebrations or screens (for instance, the Smash Bros 64 screen), or simply give players a sweet humiliation round where the winning team (or sole winner?) gets a big gun and is allowed to go to town on all the victory-challenged



winners, by the way, could be identified by this event too, as stated before. within any event, a brick could specify someone as 'the winner' until the minigame ends, when the title sticks: so, for instance, you could have a king-of-the-hill game where the title of 'winner' gets passed around whoever is standing on the hill until the minigame actually ends and someone actually wins, even though according to flags they're currently winning

alternately (and this could probably go in the same pack of events) the winner of the minigame could be described by other means, like whoever has the highest score or whoever has the lowest health or something

on a related note, do you think we could get an updated player-list GUI to go with this? something just-short-of-fullscreen (or at least very obstructive) that could be shown during the post-game, if it's called in events, and then get removed when the next round starts, like tf2 and counter strike's post-round reports

Pages: 1 2 [3] 4 5 6 7 8 ... 16