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Messages - laremere

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211
Modification Help / Re: RTB Development
« on: December 07, 2009, 08:36:24 PM »
Kids love cinnamon toast crunch, too.
Blockland Cinnamon Toast Crunch?

BCTC.

That could work.

212
Modification Help / Re: RTB Development
« on: December 07, 2009, 06:31:44 PM »
RTB is nice because it's what we're used to, but as Ephi stated it has its problems.

Blockland Connect is probably the most strait forward name.

Blockland Cloud while not being all that accurate or descriptive, is interesting.

213
Modification Help / Re: RTB Development
« on: December 05, 2009, 09:16:33 AM »
Just a little RTB update, I've been trucking along with the RTB Connect client and I've figured out a secure way of allowing users to register for a Connect account from in-game. The original plan was to go to the forums to create your account.

The main issue was that another add-on would intercept your password as you registered and steal it - so now I've made the registration process generate a password for you and download it as an image. This is impossible for another add-on to intercept or read. Passwords will only be used when you want to login to RTB Connect from outside of Blockland - when connecting within Blockland all you need to send is your Blockland ID and Name.
Sorry to say, but I think I see two security flaws in this method.
1. If the image uploading is implemented in BL for the RTB gallery, then a bad apple add-on could upload that image elsewhere, allowing them to have access to that image.
2. Many blockland users fall under the gullible type.  A server message could display the image containing the password, and the host could somehow trick the player into relieving what their password is.

214
General Discussion / Re: Affiliate program
« on: December 03, 2009, 07:18:37 PM »
Has click fraud written all over it.  Besides, Badspot would never give out money for something he can get for free.

215
Modification Help / Re: Brickmin
« on: December 01, 2009, 08:06:12 PM »


Olimar isn't really needed though, and it just makes more players rely on one specific player playing correctly, where if it's all pikmin if one player isn't playing correctly he doesn't screw everyone else up as much.

One possible way to do it:
Players could have 4 item slots, with 4 different actions.

1. Carry: The action that is used to help carry pellets and dead enemies.  I'm not quite sure how this should work, but that can be worked out when it is time for it to be implemented.  Also used to push pushable obstacles out of the way.
2. Attack: The Brikmin flails his arms ( rapped clicking animation) just like pikmin do.
3. Throw: The Brikmin can pick up Pikmin that want to be thrown (see bellow) and throw them just like Olimar did.  Used to reach high places and get over small obstacles so that the Brikmin can open the way for the rest.
4: Throw me: Put arms up into the air, and allows fellow Brikmin to pick them up and throw them.

Additionally, each colored Brikmin would have special benefits:
-Red are fireproof.
-Yellow have an extra inventory slot so they can pick up and drop bombs, and are thrown farther and higher.
-Blue can go into water without dying.

The game could start with say 50 red Pikmin.  Whenever someone spawns, they take out one Pikmin from an Onion.  Players have to gather more pellets and food than they die, otherwise all the Pikmin are wiped out and players lose.  The players would start at an easy level, and after a few rounds (or possibly collecting all of artifacts or something) the next day they arrive at a harder level.  As the levels progress, more teamwork will be needed, and the Brikmin's specific abilities will become very important, causing players to work together and switch out Brikmin types frequently.  On later levels there could be flowers that when the player jumps in they convert to that color just like in the game.

Thoughts on what I just said?



I (we) should make a single player pikmin mode =3
Go play the game.  No reason to reinvent the wheel.

216
Modification Help / Re: Brickmin
« on: December 01, 2009, 05:45:16 PM »
Let me explain this to you:  No, you know nothing about how things should be.

217
Modification Help / Re: RTB Development
« on: December 01, 2009, 04:32:55 PM »
So, question, with all this RTB business going on, are you ever going to be working on ERPG?

218
Modification Help / Re: Brickmin
« on: December 01, 2009, 04:30:35 PM »
Why does there even have to be a Olimar?  Brikmin ( think Brikmin would be better than Brickmin, as it's Pikmin, not Pickmin) could make it on their own.  It would be cool if the only Brikmin were players, and the only AI were enemies.  First off, the less AI, the more players that could be on the server before reaching the of point of lag, and second off it would not fun to be subject to a bad Olimar.

219
Modification Help / Re: Brickmin
« on: November 29, 2009, 09:08:55 PM »
Technically I changed it back.  I as far back as I remember had this avatar, then about two years ago I made the avatar you know.  After (the really crappy) halloween avatar I had was no longer needed, I decided to use this avatar again for the time being.

To get back on subject,
What kind of gameplay are you guys going for?  Excuse me for not wanting to read all the pages in this topic.

220
Modification Help / Re: Brickmin
« on: November 29, 2009, 02:35:35 PM »
So, at this current state, how does this mod play?

221
Modification Help / Re: Battle Droid
« on: November 28, 2009, 07:55:45 PM »
Mix Blockland + Star Wars, don't include Lego.  Make it more blocko.

222
Modification Help / Re: RTB Development
« on: November 28, 2009, 12:24:38 PM »
The menu?  You'll have to be more specific when asking questions.


Groups are edited on the my mods section of the mod manager.

223
General Discussion / Re: A map of Blockland servers across the world
« on: November 22, 2009, 09:56:23 AM »
Assuming this only shows active servers, any chance of creating a cataloging feature so that all servers in recording history are shown? (with a different link, so you can see all in history, and also only active servers)

Also, Random Caps lives near me, along with a few others.

I wonder how many Minnesotans play BL.

224
Modification Help / Re: BRICKGATE | A Stargate Modification
« on: November 19, 2009, 04:07:44 PM »
Quote from: Wikipedia
A wormhole is prevented from forming if a significant obstruction is present inside the Stargate's ring. Consequently, a simple way to seal a Stargate is to bury it, as was done to Earth's Giza Stargate.[2] Another way of controlling travel through a Stargate is by placing a barrier just above the event horizon, which will prevent incoming matter from being reintegrated (essentially annihilating it). The Iris at the SGC[49] and the Gate shield at Atlantis[17] function in this way. These barriers also prevent the formation of the unstable vortex, although radio communication is still possible.[49] In Stargate Universe, the Stargate at the Icarus base was reprogrammed to only allow outgoing wormholes, as any incoming wormhole could potentially further destabilize the already unstable radioactive core of the planet, which the Gate had been tied into.

225
Modification Help / Re: BRICKGATE | A Stargate Modification
« on: November 19, 2009, 03:53:24 PM »
If you watch the Stargate series, you can enter in the front or back (because it's a wormhole!) To make it a JVS is to take out that ability.
You can only enter the startgate from the front side.  Going through the back side will result in death.  Going into the receiving stargate on either side will result in death.  Getting touched by the kawoosh will result and anything hit by it disappearing.  Going through a gate with an iris closed on the other side will result in death.


It's a pretty deadly thing....

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