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Messages - Bushido

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31
Add-Ons / Re: Bushido's Newest Weapon Packs
« on: September 19, 2016, 06:26:33 PM »
yeah same

32
Add-Ons / Re: Bushido's Newest Weapon Packs
« on: September 19, 2016, 06:20:40 PM »
you sure are correct that i should not have sent private versions of these addons that i built to extremely specific specification, to the point of over specification that will surely lead to a bunch of incredibly stuffty servers, to people i expected would use them to produce an interesting server and not someone who would literally use it (and i am not making this up) as a bargaining chip in exchange for children's nudes, or attempt to use it to browbeat the modder himself and threaten to release it publicly if he didnt get his way

so i guess in order to rectify my grievous error ill just stop making pies entirely, so i can stop placing them on my windowsill to cool so the rest of the forgetin state wont have the inconsolably powerful impulse to take them. after all, they can see the pie, that means that they own it, right? and they own my car, and they own my house, and they own me, because i am present in their line of sight

hey isnt it weird that people make less addons now? hm

addons being private is fine if the maker plans on releasing them later once bugs and whatnot are fixed. Did Bushido plan on releasing these?

i planned on cleaning up mwb and ive been trying to get them into other servers that could use them to see how they work in a controlled environment but whoops never mind here it is

you guys can have it now

33
Add-Ons / Re: Bushido's Newest Weapon Packs
« on: September 19, 2016, 05:18:17 PM »
no hes a motherforgeter

i have lots of thoughts on him but none are 'hes a great guy'

34
Creativity / Re: Game Design Megathread
« on: September 19, 2016, 12:46:56 AM »
like half that axe resolution is plenty

still imagining a metal gear sting when it pokes out of the bottom of the screen

35
Add-Ons / Re: Bushido's Newest Weapon Packs
« on: September 18, 2016, 10:15:48 PM »
modern warbattles is the martial law pack
clushido is the smm / early early early mafia madness pack
adventure pack is the port's survival pack

36
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE] - THERE'S MUSIC NOW
« on: September 18, 2016, 06:33:13 PM »

37
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE] - THERE'S MUSIC NOW
« on: September 18, 2016, 04:24:09 PM »
changes i just made:

missile launcher has limited range (1000 lifetime)
gas op does 50 damage
grav shotgun does not do -750 x5 impact impulse (nerfed to like -400 x 5) (which is still rocket launcher level impulse, but at least it's not 'instantly catapult you entirely across the map')
chaingun does 20 damage / shot
sawblade moves noticably slower for better saturation

38
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE] - THERE'S MUSIC NOW
« on: September 18, 2016, 12:54:22 AM »
i won with shotgun + another shotgun

39
Creativity / Re: Game Design Megathread
« on: September 17, 2016, 07:21:40 PM »
youd get suplexed

40
Creativity / Re: Game Design Megathread
« on: September 16, 2016, 09:38:26 PM »
the frying pan has a 70% chance to hit before buffs and debuffs and deals Pan damage, which can exploit certain enemys vulnerabilities but is resisted by others

41
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE]
« on: September 16, 2016, 03:38:54 AM »
weapon ideas:

primaries

Mobeel Satellite • a bot that fires a machine gun at the enemy if it can see it. has perfect accuracy, but can be shot down, the projectiles do noticable knockback (pushing the enemy out of optimum range) and the projectiles travel slowly enough that outside of a short range (16 bricks or something) they can easily be dodged and the satellite can destroyed- you can replace it the instant it goes down, but it takes 4 seconds to prime after placing. has 150 hp
Satellite Missiles • the same as above but instead of firing a machine gun it fires a missile that explodes at a consistent range and can take more damage. has 300 hp, takes 8 seconds to prime. deals higher per-shot damage

for now just use the machine gun / missile storm models with a transparent player, and mount it to their hip

both satellites are designed as decoys / extra fire density weapons. destroying a satellite causes it to explode like a rotary grenade, potentially killing anyone nearby. they're especially useful as anti-rushdown tools but probably won't get a kill unto themselves

Plasma Star • a glowing blue bolt that suddenly stops exactly 1 second out of the barrel, then becomes a glowing 'star' of energy before suddenly exploding exactly 3 seconds later to deal surprising (40~) damage over a wide (larger then the missile launcher) area. the Plasma Star fires 3 shots in a bullpup-length burst.
Heavy Star • designed for area denial. rapidly fires an area of effect projectile that flies in an arc, as opposed to the stock Plasma Star. the Heavy Star also fires exactly 5 stars in a long burst, which can more then kill a target, but due to poor alpha strike damage it's more of a trapping weapon

use one of your many laser models

directly hitting an enemy with a Star weapon will cause the Star to bounce off and for the enemy to take some knockback and some inconsequential damage (like, 10 per hit). it's a zoning weapon, and a weapon that forces enemies out of cover

Trick Missile • 'fires' very slow missiles (like the missile storm) that creep out of the barrel and slowly fly toward their target, but when you release the trigger all the missiles suddenly shoot out at normal missile speed. walking into the missiles also causes them to detonate (potentially causing you to kill yourself). you can switch to another weapon and fire it to make better use of your trick missiles, which will still fire when you release the trigger allowing for you to attack from two places at once
RC Missile • fires a missile that can be 'refired' toward wherever the player is currently aiming by pressing the fire button again. the missile is just a stock missile launcher missile, but only one missile can be out at a time making the reload time effectively much longer except at very short ranges

use the drunken missiles model

Charge Beam • click and hold to charge beamu. charging the beam causes a slowly growing explosion to appear from the barrel of the gun, until the explosion completely eclipses your player character. release at any time to fire a beam that deals damage and causes an explosion that increases with the amount of charge you've put into the beam until it's a warhead-sized explosion that instantly kills on a direct hit and busts shields if only the explosion hits, after 20 seconds of charging. you can 'store' a charge by just putting the gun away before you fire it, and at 7 seconds of charging it's already basically a superior version of the railgun (and at 0 seconds, it's just the beam rifle). taking a hit takes a second off your charge, and while the charge is standing by it slowly loses charge at the same rate that it gains charge

use the railgun model

this is a weaponized timer scam

secondaries

Flash Armor • a secondary 'weapon' that just makes you invincible for half of a second, to resist things like airshots and direct shotgun attacks. sacrifices your actual secondary weapon, however, and can only be used every 8 seconds (and increases every time you use it, to 12, to 16, to ultimately 20 which is like the entire rest of the round). also clears fires

forget i dunno

other stuff

turn down missile l's rocket jump impulse (as in, the self damage impulse) to like 70%

42
Creativity / Re: Game Design Megathread
« on: September 16, 2016, 12:35:46 AM »

43
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE]
« on: September 15, 2016, 08:16:52 PM »

44
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE]
« on: September 14, 2016, 11:46:54 PM »
i take it back it barely changes anything proceed

45
General Discussion / Re: Scenery's TOURNAMENTS [ONLINE]
« on: September 14, 2016, 10:46:35 PM »
nooo dont reveal all the cards in the opponent's hand at the beginning of the fight that removes so much of the depth

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