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Topics - onesis

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46
Gallery / Sun Tzu's Jeopardy!
« on: June 30, 2011, 02:54:45 PM »
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Fully evented. No buttons; all chat events. Server up now.

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47
General Discussion / The Fantastic 'Civilization RP'
« on: June 11, 2011, 02:57:55 AM »
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       Have you ever wanted to go back in time and change history?
     Are you annoyed at how unrealistic 'Mini Empire' servers are?
   Ever wonder just how 1 person can control the will of an entire nation?
 Do you get frustrated because RP servers are disorganized?


If you answered 'Yes' to any of the above questions then I got the server for you!


Story Summary

For thousands of years the Gaia-worshiping tribe has wandered the lands, hunting and gathering. They moved where the food moved. One day, they set up camp on a beach. A tribe member, staring at a grain outside camp, has an inspiration. He tells the Chief that maybe their beliefs were a little wrong. Maybe the grains didn't just grow from 'Super Grass,' but grow when the seeds that they eat fall onto the ground. The next day, the chief allows for the ~20 person tribe to help plant seeds for the experiment.

When the tribe comes back four months later, they find that the grain has grown denser than they do in the wild! However, many were brown and fragile, and were no good. The tribe then gets a message from Gaia. She says to explore until they find a river. That is where the crops will grow better. So the tribe moves along the coast until they spot the river coming from a lush valley into the sea.

Here they explore some more and find some animals to hunt. While they're food is temporarily maintained they learn (very) basic fishing, they plant all over the valley, and invent huts and wagons! Four months later the grains show, but only the ones planted by the river. After a tribe meeting, they decide that they will have to dig trenches soon to branch out the water supply. They also find a way to store the excess grains that will soon spoil. But is their method of burying grain effective? Tune in next time (lol).


Civilization RP

The Civilization RP server is one in which each player has a role in a bludgeoning civilization. It will have a structured RP system like Dungeons and Dragons. Only a small group of players will be playing and able to talk. The build style will be like mini empires, but, as the Game Master, only I will build. Each player controls ONE person and one person only. Further details will be provided if you sign up.


Sign Up

PM me with this sheet filled out:

Quote
What...is you're in-gamename?
What...is you favorite color?
What...is the average flight speed of an unladen swallow?
How old are you?
What is you BL_ID?
What time zone are you in?
What hours are you usually on? (your time AND pacific time [-8]) What days?

Only a select few will be accepted each day!


What Time?

Tomorrow (June 12th) we will play @ 9pm! This is Pacific Standard Time [-8]



News

Quote
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Well done Pikeman, Cole, Shadow, and Euro, June 11th was successful!

WHAT IS A GOOD TIME FOR YOU??? Post your time zone and what time in Pacific Time would you like to play.

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So what are you waiting for?
Sign Up Now!
It's Easy

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48
Suggestions & Requests / Duplicate and Clear events
« on: April 26, 2011, 09:33:48 PM »
I don't think you understand what opportunities it could open. You could click a brick and decide what you want to be there. You can choose a location to construct the building you want during a minigame. You can place grid pieces of detailed terrain as players 'explore' a game board. There are possible many other possibilities.

 Requests:

onRelay -> Self -> duplicate [brick name] [rotation]

The output event 'duplicate' will be placed under the input event 'onRelay'.
'duplicate' will have two parameters:
     -the name of the brick/baseplate you wish to duplicate
     -the rotation factor

     When this event is called the brick which is entered in the first parameter will be simulated with a duplication wand hit. If the brick that called the event is the same brick size then it will simulate the duplicated brick being placed. Rotation will be applied.

     This could have many applications. One is; a set of pieces with named baseplates, and another baseplate where you can build any one of the pieces based on the logic you want. You could then effectively create place-able buildings, place-able terrain pieces, etc.

 Then to delete the bricks:

onRelay -> Self -> clear

     This will simulate a (special) wand hit on the brick, destroying all bricks built on it but not itself.

Note: the add-on Fire Relay Num would work best with this because of different things that need to happen when a relay is fired. (could possibly even make it a prerequisite)

49
General Discussion / Review Challenge
« on: March 09, 2011, 04:29:25 PM »
Who is up for a challenge?
The challenge is to create a professional review for my server.
Post you reviews here.

YOU DON'T HAVE TO GIVE A GOOD REVIEW.
You MUST, however:
-spend at least 30 minutes at my server
-rate in categories of scoring and overall score
-be objective and unbiased

Deadline is midnight.
Winner will receive ADMIN. (I will not choose the review I like the most, but instead the most professional one)
However, the winner has to meet this additional criteria:
-mature
-pragmatic
-fair
-willing to leave his/her own emotion at the door
-willing to follow and enforce the server rules

50
Suggestions & Requests / Fellow Low BL_IDs: your sympathy needed
« on: March 08, 2011, 02:12:03 PM »
I had to replace my motherboard, memory sticks, AND hard drive. I am dying for Jasa's GIANT Brickpack. Can someone please PM me. ):>

51
General Discussion / Amnesia story
« on: January 15, 2011, 09:51:10 PM »
I'm creating an interactive story in BL.

What I have so far:

Quote
You start with everything black.
Seconds later you are in an interrogation room.
You see someone walk up to the door outside and look at you.
They then open the door, come in, and stand across the table.

I may add personal thoughts like "Where am I..." "WHO am I?" in the black room.

What should happen next? Any ideas for the story as a whole?

52
Off Topic / Onesis' Mind
« on: January 15, 2011, 04:08:44 PM »
After going on tiny chat I'm just wondering something. How many of you are girls that avoid revealing that cause of all the virgin trolls around? PM me for proof. Just curious. No nudes (I can't believe I have to say this).

53
Off Topic / What is tiny chat
« on: January 15, 2011, 04:01:44 PM »
http://tinychat.com/uhhhh

Tell me what it is on Tiny Chat

54
Off Topic / Favorite food.
« on: January 14, 2011, 10:23:40 PM »
CEREAL!!!
Chocolate.

55
Off Topic / [Unit ideas for 100% Customizable Units Wargame]
« on: January 14, 2011, 10:12:46 PM »
Post your concept art, stats, or both for your unit creations. Or even make your units in BL and take a screen.
Here are the rules for the game.
http://forum.blockland.us/index.php?topic=141581.0

56
Forum Games / 100% Customizable Units Wargame
« on: January 14, 2011, 09:43:01 PM »
Too complex? Propose a suggestion on how to make it simpler. Personally, I think its fine. The stats after health can be OUTRIGHT ignored for simplicity's sakes.

Example of a wargame: 40k http://en.wikipedia.org/wiki/Warhammer_40,000

So I made a wargame in math today. You make units with diff points in diff stats. The total amount of points is the cost of that unit. I tried thinking of stats that are naturally balanced without tweaking the point:cost ratio of each stat. So here are the stats:

( First off... )
( Each round the players switch who goes first. )
( On your turn, for each unit, you can either move then attack/heal/load/unload, attack/heal/load/unload then move, just move, or just attack/heal/load/unload. When done moving all units then roll to regenerate shields. )
( And the era is far future. )

Speed - How many spaces/inches the unit can go.

Range - How many spaces/inches away the target can be in order to attack.

Attack Bonus - For each attack, you roll to see if you hit. You add your Attack Bonus and if it meets or exceeds your target's Defense Roll (see next stat), then you hit. However, if you roll a natural 6, you automatically hit.

Defense Bonus - When you are attacked you roll and add you Defense Bonus. This is your Defense roll and is then compared with the attacker's Attack Roll (see previous stat).

Damage - Once you hit this is how much damage you deal. However it does not immediately affect the targets health (see Armor and Armor Piercing).

Armor - This is how much the defending target negates of the Attacker's Damage. If the Attack Roll was a natural 6 then the least amount of damage done is 1. Otherwise it is possible for Armor to negate all damage.

Armor Piercing - This is how much the attacker negates of the defender's Armor!!! If Armor Piercing meets or exceeds the defender's Armor than full Damage is done. Otherwise, Attacker's Damage - ( Defender's Armor - Attacker's Armor Piercing) Damage is done.

Health - this is the value that Damage affects. When it reaches 0, the Defending unit is taken out of play.

Splash Range - The Attacker also makes attacks on ALL units withing the Splash Range of the initial target.

Splash Attack Bonus - This is the Attack Bonus used for Slash Damage attacks.
Splash Damage - This is the Damage used for Splash Damage attacks.
Splash Armor Piercing - This is the Armor Piercing used for Splash Damage Attacks.

Splash Defense Bonus - If points are spent on this stat, then this replaces Defense Bonus only when defending against Splash Damage.
Splash Armor - If points are spent on this stat, then this replaces Armor only when defending against Splash Damage. This completely ignores the Attacker's Splash Armor Piercing, however...

Splash Armor Bonus Piercing!!! - This is the way to pierce Splash Armor. This is used by itself (not in addition to Splash Armor Piercing) to pierce Splash Armor.

Heal Range - How many spaces/inches away the friendly target can be in order to heal.

Heal Amount - This is the amount of health healed to the friendly target. You cannot heal past the original health amount. When a unit is restored back to full health, or if the unit was healed already at full health, all Speed Reduction and Range Reduction effects are removed.

Shields Amount - If points are spent on this, then you can roll to see if you shields negate all damage (see next stat). On each successful roll subtract a shield point. If there are no more shield points left then you cannot use shields anymore.

Shield Chance Bonus - To use a shield, you roll, then add your Shield Chance Bonus. If it equals or exceeds 6 then your shields successfully negate all damage.

Shields Regeneration Chance Bonus - If points are spent on this stat, on the Shield Regeneration phase of your turn, roll to see if you regenerate. You roll, add your Shield Regeneration Chance Bonus, and if it meets or exceeds 6 you regenerate 1 shield point. You cannot regenerate past your original Shields Amount.

Shields Extra Damage - If the Attacker has points spent in this stat, and the Defender's shields successfully negate all damage, then this is how many of the defender's shield points are subtracted in addition to the original 1.

Transportation Limit in Eights of Points - If points are spent in this stat, this unit can 'load' other friendly units that have a combined cost/point value equal to or less than the # of points spent in this stat x 8.

Influence Range - How many spaces/inches away all friendly targets can be in order to have this unit's Influence Bonuses applied.

Attack Bonus Influence - If friendly targets are in range, and this stat is higher than their Attack Bonus, they can use this one instead.

Defense Bonus Influence - If friendly targets are in range, and this stat is higher than their Defense Bonus, they can use this one instead.

Speed Reduction on Attack Chance Bonus- If points are spent in this stat, on every successful attack you can roll to see if the Defender's Speed is reduced. You roll, add the Speed Reduction on Attack Chance, and if it meets or exceeds 6, then it is successful (see next stat).

Speed Reduction on Attack Amount - If your Speed Reduction roll is successful, this is the amount subtracted from the units Speed. Unless the unit's Speed was 0, their speed cannot be reduced past 1.

Range reduction on Damage Chance Bonus - If points are spent in this stat, when you damage a target you can roll to see if the Defender's Range is reduced. You roll, add the Range Reduction on Damage Chance, and if it meets or exceeds 6, then it is successful (see next stat).

Range reduction on Damage Amount - If your Range Reduction roll is successful, this is the amount subtracted from the units Range. Unless the unit's Range was 0, their Range cannot be reduced past 1.

Self Destruct After Attack Chance Bonus - If points are spent on this stat, then after every attack you must roll to see if the attacking unit is destroyed. You roll, add the unit's Self Destruct After Attack Chance Bonus, and if it meets or exceeds 6, then the unit is taken out of play immediately. Each point spent on this stat reduces the cost of the unit by 3 (or 2, or any # agreed by the players)!!! You cannot exceed 5 points in this stat.


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Before the players create/draft their units, they decide on the point value each team will have. They can also decide if each unit will have a point value max.



Cover/Buildings can be made by making a unit with no stats except ones for defense and Influence.
OR
Before the game the players can decide how many points of terrain and they take turns placing their terrain creations. If this way was played then the terrain can be invincible for free if the players like.



The stats influence the look and lore of each unit. For example very fast units can be flying, high damaging can be explosive, high armor can be vehicles, and Shields Extra Damage can be lazers. Etc, etc, etc.



Any questions? Comments? Trouble comprehending? Do I need any revisions to make it more understandable/coherent? Are there any obvious balancing flaws? Anything else you want to say?

57
Off Topic / Need easy story idea
« on: January 14, 2011, 01:12:57 PM »
I need to think of an easy story that'll make a 4 page comic book. I need to take pictures for the panels, not drawings. So I don't want too much action, but more dialogue instead. Any ideas? I could think of my own but this class saps my energy.

58
Off Topic / Self Controll Game
« on: December 16, 2010, 09:21:43 PM »
If you post, you loose.
If you don't post, you win.


This is a test to see who are the people who post just to say something.
Those people are:
  • attention whores
  • insecure about themselfs (I admit I am)
  • and rude people who like to belittle others


59
Drama / Is maturity correlated with age?
« on: December 10, 2010, 11:52:45 PM »
It seems as though people don't even try to be mature. Wait a second...the target audience of Blockland is a younger crowd. Then again, I do know older people play it as well (like me). Lets uncover the truth. I'm already predicting what will happen.

60
Off Topic / Sandbox Game Treatment WIP
« on: December 10, 2010, 08:32:40 PM »
I've been playing Blockland for a long time. I tried Roblox for like 1 minute, tried garry's mod for like 2 days, and Second Life for a month or so. What I would like to see is a sandbox game which is basically a collection of professional grade editors in one program that is edited by multiple people at the same time. What I'm trying to say is the artwork would be like in second life: geometry based, the game would mostly be a level editor, with everybody on the server creating. Scripting would be in game, and pretty much everything else tied to modding would be in-game as well. I'm just trying to get my thoughts down, and would be willing to make a closed beta with some people to program/design/produce/etc. (Ephialtes? Truce? Badspot? any c++ programmers).

The gameplay pitch is somthing along the lines of: A game where you create 3d artwork, worlds, and games with your friends.

Quality posts will be copied onto this post.

Discuss.

Highlights:

Quote
Quote from: keonesan on December 11, 2010, 12:01:35 AM
Not sure if that'd be exactly possible. You could spawn entities into the world but not changing actual geometry because that would require the game to constantly update and stream an updated version of the map to everyone every time someone makes a change, even if it's minor.

I meant to say 'everything possible'. However, Changing the geometry is possible. Second life did it, and so did a game called Cube 2 http://sauerbraten.org/ [Quote from: zookuw on December 11, 2010, 10:18:54 AM]

I have researched on the internet extensively and found projects that have accomplished the tasks that I aspire to do, as they were my inpiration. For example, Eskil Steenburg -- who made the MMO, "Love" -- also created a developer's tool called Quel Solaar. Here is an excellent video on it: http://www.youtube.com/watch?v=NBGz723H0_A

There is also HeroCloud. Here is a link to an overview (the first video is the one that explains what I am going to accomplish): http://www.heroengine.com/features/heroblade-all-in-one-development-environment/

Quote from: Rekuddo on December 11, 2010, 12:21:28 AM
I read somewhere that the entire game of Second life with all the accounts, and on each account all their items that they made equals to about something like 10 Petabytes or something. So you would need A lot of storage. The reason being why this isn't as insanely popular is because of the storage issue.

Second Life is an MMO, where every player connects to a master server hosted by the company who made the game. The project I am talking about will be more like Blockland; players set up their own servers and others join them.

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