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Messages - Alphadin

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2671
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 10:45:56 PM »
You should probably get out of here kid...
chill out man, I bet he's older than you at any rate.

2672
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 10:40:09 PM »
But still, it'd still be nice to get the RPers' opinion too.
and I got your opinion, I just want to see Kniaz's and weigh it out.

2673
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 10:35:21 PM »
alph I'm starting pikmin again will need you to steam me soon
im on right now but you're not.

2674
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 10:32:56 PM »
Except it's not just about Kniaz, it's also about the people who actually roleplayed it.
I want Kniaz's opinion because
1.)I told him about the actiony scene and he liked it.
2.)He's lending me the build to use bls2obj with, which is a big deal.
3.)None of the RP could be achieved without him.

2675
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 10:28:38 PM »
i.e. Abram's first death, Abram's tapes, various other moments I don't want to think of because ceebs.
I'll think about it, I want to see Kniaz's opinion of the "keeping it real" idea.

2676
Note:
I am still alive and progress is still being made.
On the character sprites I just need to re-rip them out of the game.

2677
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 09:13:16 PM »
Alph, post the output of running this in command prompt:

python -V


note the capital v
the only problem is that it can't find image.py

2678
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 08:44:13 PM »
That's really cool but not how it happened at all lol
Basically he was already weakened so I just interrogated him while he sat down. I hit him a few times and he eventually was just lying on the ground, vomiting and coughing up blood.

Fun stuff
I'm recreating it, but doing it with more action.

2679
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 08:28:17 PM »
what "other things"?

all that appears neccesary is a default python installation
I don't remember which, but I had the program before Zack removed it from his site, and it had a few extra files that were needed.
Then the computer with the program broke.
Anyways the file won't run, it crashes "No module named Image".

2681
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 10, 2012, 08:11:34 PM »
The Bluzone in association with Alphadin present...
Bluzone Short Stories
Bluzone short stories feature In-Game Events from the events of the Bluzone!
The first short story will feature the brawl from Abram's first death.
I felt the telling of his death was really lacking, so I'm creating a more in-depth fight, one never described, in a short animation. This isn't the only event I'm re-making. If this one goes really well, expect other events to be re-created.


Click Images for full size.
And yes Kniaz, Awdax will give me bls2obj and then I can start.

2682
General Discussion / Re: Zombies in the Bluzone** [[SERVER UPDATED]]
« on: June 09, 2012, 02:11:13 PM »
http://forum.blockland.us/index.php?topic=196064.0
sounds like a cheap knock-off.
Quote from: otherthing
Map Parts:

City

Junk Yard

Abandoned Town

Town 2

Camp 1

Camp 2

Lake

Lab

Air Port

Car Dealer

Weapons Dealer

Military Compound

Military Compound 2

2683
Creativity / Re: Pixel Art
« on: June 08, 2012, 03:11:13 AM »

2684
While it is favorable for some, there really isn't a problem.
It's fairly simple to let go of a button then switch to two others.
Yeah menen and I planned to revamp the control scheme.
Looking up to shoot up, crouching to shoot things low on the ground.
Double tapping D or A would result in a roll.
Rolls are for avoiding bullets at head level since you enter roll faster than crouch.
Roll also keeps speed going.
it's maybe better for the people with different control ideals to just have an option to change the keybinds
Probably would be a good idea.

2685
You cannot use the directional key facing away from the wall to jump off, which makes walljumping very difficult. You have to rapidly change your direction in mid-air.
If you're sliding on the wall and you tap the opposite button to walljump, this would be more favorable?

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