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Messages - Bushido

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2866
Games / Re: Super Myario Land : (another game by Bushido)
« on: June 30, 2013, 12:51:01 AM »
23.

there are 23 individual puns.

the checkpoints are further into the level; you just keep gettin killed

the resolution is to pay homage to old-school game boy games (and thus necessitates leaps of faith) but there will almost always be a platform if the game is pushing you in a given direction. if there isn't a platform, that means you need to go back and see if you missed something

2867
Games / Re: Super Myario Land : (another game by Bushido)
« on: June 30, 2013, 12:41:09 AM »
it's GML

which is basically C++, but with a sprite editor attached.

2868
Games / Super Myario Land : (another game by Bushido)
« on: June 30, 2013, 12:31:18 AM »


> Download Super Myario Land (complete up to level 1)
> Walkthrough for Level 1? (it's here if you need it, but avoid it at all costs! you'll ruin the fun for yourself.)

heavily inspired by Super Mario 3d World, Super Myario Land is an experimental platformer that is basically a testing ground for a new sound design philosophy (and also i've always wanted to make a classic platformer). run through inviting, cheery levels, solve tricky and troublesome puzzles, and break through whatever stands in your way, and die trying

all relevant controls are in game except for the debug keys- press K (or middle click) to Self Delete, and press f1 to restart the game from square one. also important are the fullscreen toggle key (which is f4) and the filter-change key (which is f2) but personally i think the gameboy filter looks best

did i mention? it's platform hell!

(if anyone wants to know how Momentum is doing- literally every major level is done, and all i need now is a kick-ass musician who can pull off original sonic-style music on the cheap. and by 'cheap', i mean 'free.' also there's a little bit of touching-up to do and the menus need a little editing but THAT'S FINE cause i'll get that out of the way a-somehow)

get it? it's a cat mario game!




endorsements!
masochists only: this game's hard as richards
Ragequit games makes me go bananas
how many cat puns did you put into the game?23

2869
Creativity / Re: Pixel Art
« on: June 29, 2013, 11:25:36 PM »


forget TRIXELS

i'll post it in the games forum when i finish the icon. gimme a few minutes.

2870
General Discussion / Re: Improved Fallout RP
« on: June 29, 2013, 01:47:53 AM »
original post

or possibly 'opening post'

2871
General Discussion / Re: Return of maps
« on: June 28, 2013, 12:27:59 AM »
yes you totally can

2872
Creativity / Re: Drawings Megathread
« on: June 27, 2013, 11:58:12 PM »
draw a court sorcerer

like the kind of guy you'd see hanging out next to the big fancy-pants king man, waiting for an assassin to show up so he can test out his newest spell

or possibly sorceress. you can apply that to both genders, really.

2873
Games / Re: The 90's Games! I liked Lego Racers b4 it was cool.
« on: June 27, 2013, 01:13:38 PM »
ok this is mildly off-topic

but what if they took the original lego racers formula

like literally JUST lego racers one

souped up the graphics, messed with the camera, made a few new tracks (possibly paying homage to later entries in the series), maybe added a few new chassis and bricks and set types

put it all together and released a new Racers (and possibly revived the entire franchise) in HD


2874
Gallery / Re: [VIDEO] UTA Weapons - New Sounds
« on: June 27, 2013, 11:27:09 AM »
... why did you show us the third-person view.

and also, what does UTA mean

i keep thinking it means 'unreal tournament arena' but that's clearly not the case

2875
maaaan

i bet nobot's going to use the fact that munk obviously has experience with T+T weapons to host a match entirely comprised of tier+tactical weapons



in that case, it will probably be a stomp.

like it will definitely be a stomp.

2876
Off Topic / Re: Ask a Year-2100er what it's like
« on: June 26, 2013, 01:00:51 AM »
what was the robot uprising like

2877
who's m-

ohhhh

that's not his name.

2878
Suggestions & Requests / Re: looking for Quake-Type Weapon Ideas
« on: June 24, 2013, 04:43:57 AM »



i still need ideas, people.

that said, i've started working on the weapon pack, and here's a brief overview of stuff i've already done, so you know what not to suggest (weapons are separated into tiers- primary, secondary, and tertiary. i have grouped them up in that order.)

Chaingun: powerful, repeater-like weapon that does high damage extraordinarily quickly, with a very accurate spread and a fast rate of fire.
Missile Launcher: a quick-firing rocket launcher which operates very much like the stock launcher; with minor modifications. the biggest differences are that it hurts to rocket jump, you rocket jump much lower, rockets are slower, but the launcher cycles quickly and is still very effective.
(related, but not used in typical gameplay- the MISSILE STORM: AN AUTOMATIC MISSILE LAUNCHER HOLY forget)

Super Shotgun: a lever-action shotgun with 3 barrels. instant-kills at a long range, and is passable outside that range, but is fairly mediocre outside of a very specific area and needs to be backed up with a powerful secondary weapon
Twin Spam Rifles: two laser-spewing rifles that fire accurate, but completely wild shots at an extreme pace! the stream is easy to see and thus easy to dodge, and the recoil is hard to manage, and it's hard to see past the two behemoths on screen, forcing your view while firing into a small porthole- but it does titanic damage per second and has no spool-up
Rotary (grenade) Launcher: a rotating grenade launcher that fires fast, bouncy airburst grenades quickly and accurately. rockets are typically better for juggling and acrobatic purposes, but the grenade launcher is best for popping around corners, getting targets at weird angles, and even direct combat. the only lackluster thing about it is it's cycle time, which can be worked around by just hitting the guy you're shooting at

Railgun: a single-shot raycasting beam-type weapon that does huge damage at huge range, instantly- but is plagued by long reload times, making it bad for direct conflict. good for bolstering other weapons outside of their ranges
Sniper Rifle: a gigantic sniper rifle designed to punch through shields. headshots for 150 damage, and bodyshots for 50- which pales in comparison to the primary weapons. like the railgun, it's good for bolstering your primary weapon by accessing more ranges outside of your typical range, but it is not good for direct combat.
Nailgun: a slow-firing alternative to the chaingun, the nailgun fires flechette rounds- affectionately called Nails- that do high damage, but at the cost of cycle speed. still automatic, and still dangerous, but not on the same tier as it's 8-barreled cousin. because it only has the one.
Static Beam: a blue-beam firing laser weapon that acts remarkably like a flamethrower- does high damage, but has short range. if you aren't shouting STATIC BEEEEEEEEEEEAM whenever you use it, you are using it wrong

Machine Gun: a wimpy version of the nailgun and chaingun, but not without it's perks. easy to use and almost recoil-less, the machine gun is a tertiary weapon that does well at mid-range
Shotgun: a 'normal', pump-action shotgun. still has a concussion blast, like the T+T version. actually, it's basically just the Tier+Tactical pump shotgun. that should give a good image of how stupid powerful these other guns are (despite duels oft taking upwards of 3 seconds or more)

there's still room for a bunch more guns, and i still want to use more exotic, crazy-pants weaponry. i have got so many models lying around and i want this to be the most chaotic forgetin mod to ever liiiiiiiive

it should be noted that these weapons are all used with a Shield mod- one that doesn't allow for overload. so, if you get hit by one of these guns- even if it's an instant-kill otherwise- if your shield is up, your shield will break, and then you'll take health damage, much like Halo and other similar games. your shield is absolutely negligible though (50% of your normal health) so you can't expect it to soak up everything, but it'll help you in a pinch. this is why the primary weapons- despite being instant-kill juggernauts- are all survivable and balanced (so far).

2879
ok people don't seem to understand the concept of megathreads

the point of a megathread is to condense a single, oft-talked-about topic into one consistent thread, so if you want to talk about that topic you can do it without bugging the rest of the forum (since they don't necessarily want to talk about that kind of thing anyway)

IE: there is a team fortress megathread in the games section
the idea is that people don't like having to filter through 30 team fortress threads to get to the games they want to see, so the megathread attracts people who want to talk about team fortress and the rest of the games section can talk without being cluttered by team fortress

videos aren't big enough or off-topic enough to warrant a megathread, so there's no reason for this to be here

2880
Add-Ons / Re: Tier+Tactical 2.1 • UPDATE 9/23/2012
« on: June 23, 2013, 11:55:14 PM »
wait what's wrong with the SMG ammo

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