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Messages - Bushido

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76
Gallery / Re: Gallop-Type Mecha
« on: August 04, 2016, 01:16:41 PM »


also, he has the resilience of tissue paper

77
Gallery / Gallop-Type Mecha
« on: August 04, 2016, 12:53:39 PM »
oh boy
light defense mech:
this is a bit weird for me because i'm more familiarized with building tanks that dont normally have legs
how is it guys

you can now download the save which contains the two current mechs
heavy assault mech, and light defense mech
SIEG ZEON

I tried my best with default bricks, the proportions are obviously wonky

this is my favorite gallery trend ever

this is the Gallop. hes from a very obscure anime about a pick up truck that gets carjacked by the Courier from new vegas, who then uses his new pick up truck to punch a bunch of snobby starfishs (by accident) and clint eastwood (on purpose) in the richard
he is kitted out with various super robot amneties, including:
a normal gun
a second gun
a little gun, for the pilot
hands (to hold guns)
a 6-stage manual transmission
a truckbed (to hold guns)
a beer cooler (in the truckbed)
and a 20 pound radio system (to blare his theme song) (while he shoots you with a gun)






ps:

sick

looks like u have a western mech, which just look like tanks with legs
nothing silly like those eastern mechs

bite my diesel powered ass

78
General Discussion / Re: (quote sounds) - Memorable Blockland Chat Lines
« on: August 03, 2016, 08:42:40 PM »
i've been saving a bunch of screencaps recently so i'll probably post some of those, but in the meantime here are two older ones. check my sig 4 a few more


79
General Discussion / Re: Scenery's TRENCH WARS [OPEN]
« on: August 03, 2016, 09:31:46 AM »
yeah forget like every other one of those early classes, like every other dude could insta and ordinary could rocket jump and insta

the big difference between trench fortress style and trench wars style is that trench fortress is like a war of efficiency and of who can pick off enough of the opposite side's defenders to push, utilizing their fellow teammates basically just as meat shields (to the point that grenadeo's health grenade is expected to be used on yourself and friendlies literally just so your friendly can tank more bullets for you), and trench wars was about large groups of people hanging out in no mans land and then another single person suddenly shooting through with the cowboy or pigeon and soloing everyone

or worse, some jackass just digging around the side of the map and not even participating in the fight or benefiting his team in any way besides earning a hollow win where nobody else contributed

i can get why thatd be fun for individual people but that's not fun as a group

also, someone loaded an old save or something cause charles' embrace reality thing is blocking bombert

80
General Discussion / Re: Scenery's TRENCH WARS [OPEN]
« on: August 03, 2016, 07:26:12 AM »
what did you like about the old version that you dont like about the new version

besides the fact that mines can't be destroyed by any means, which is super busted and should be fixed

81
General Discussion / Re: Scenery's TRENCH WARS [OPEN]
« on: August 02, 2016, 10:16:25 PM »
• Engineer
can place an 8x16 Artillery Piece that launches a 4-piece barrage of rockets, an 8x8 Supply Point with health and ammo, an 8x16 Metal Wall and an 8x8 Boost Pad using a prop tool. if a placed prop has no bricks beneath it, it is instantly destroyed. a placed prop will block dirt. usually they have to be shot apart. props are generally beaten out by machinegun fire, shotgun fire and the grenade launcher
he also carries a pump shotgun and a chainsaw

also we need emotes for asking for a medic, calling out enemies and passing the whiskey

82
General Discussion / Re: Scenery's TRENCH WARS [OPEN]
« on: July 31, 2016, 09:34:07 PM »
forget everything there is right now

• Artillery
has a grenade launcher that does stuffty radius damage (like, 50) and stuffty direct damage (like, 20) but creates molotov burn embers that forces people to relocate and a magnum that can insta artillery and support. 100 health
this is half of the ordinary's grenade toss ability, except better in every way
• Offense
has a bullpup, a pistol, and moves fast. 120 health. has low enough ammo that he has to constantly scavenge off of dead enemies
this is the pigeon but less bullstuff to fight
• Defense
has a sniper rifle that deals high knockback in addition to good headshot damage (insta to support, artillery and machinegun), a shotgun and a pistol and 120 health
this is the cowboy/hunter, but more rounded and suited for general base defense
• Machinegun
has a machine gun that has an infinite clip but limited ammo. while firing the machine gun they deflect any bullets not coming directly toward them (and receive less damage personally on top of that (75% from projectiles)) but machine gun projectiles are surprisingly slow and deal bullpup damage. also has a back up shotgun and a supply kit that he can use to top off his own health and ammo. 100 health
this is the lmg sniper
• Sabotage
has landmines, an assault rifle, and an SMG for catching oncoming offense. 140 health
he's basically jim, but better rounded
• Support
has the assault rifle, conc grenades that fly less far, do radius damage over a wider area but do half the damage in general and a smoke grenade that heals players near it's point of impact. 100 health. in addition, the smoke grenade puts out fires
this is the current shotgunner but more of a general-purpose character

the offensive line is spearheaded by Offense and Support, who fight to give Defense and Artillery breathing room to break down infrastructure laid by Machinegun and Sabotage. as a team's territory grows, Machineguns and Sabotages move up (along with the rest of the team) but at the furthest point Offenses and Supports can break through the cracks in a team's overextended forces by just being fast and tough

so what this means is that at the very end of the game when one team is breathing down the other team's neck machineguns will be trying to hold the enemy off to buy time for the other classes to slip through and flank the stuff out of their attackers, and the game never hits a total stalemate

83
Creativity / Re: Drawings Megathread
« on: July 30, 2016, 05:53:03 AM »

84
General Discussion / Re: [COMPLETE] The Pit of 100 Trials
« on: July 26, 2016, 05:30:56 AM »
except for the final boss, who is horrible.

me and You spent long enough for some other random goober to play all the way through the game and meet us at the final boss and between the three of us we still took like an hour more trying to work out how to actually kill it

we cheesed him when i went back to the hub, got the super skinny potion and just rammed into the forgetin number machine because we still dont know how the forget that worked

85
General Discussion / Re: [COMPLETE] The Pit of 100 Trials
« on: July 26, 2016, 02:21:20 AM »
oh my god this is way cooler then i thought it was

86
Creativity / Re: Game Design Megathread
« on: July 21, 2016, 09:24:24 PM »
unity

87
Creativity / Re: Game Design Megathread
« on: July 21, 2016, 03:47:03 AM »

88
Drama / Re: swoppy "your a piece of stuff but i wont tell you why"
« on: July 11, 2016, 06:20:03 PM »
you just spent like 5 paragraphs deciding whether or not a guy was reasonable in his accusation based on his bl_id and stating that you would be a much more reasonable individual if you were hypothetically in the same situation and that he should be ashamed

'experienced observer' my ass

90
Creativity / Re: Drawings Megathread
« on: July 06, 2016, 08:21:47 PM »


more character design (for something else)

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