| Blockland Forums > General Discussion |
| Psp's CityRPG [v7] |
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| Brian Smithers:
--- Quote from: steam --- Never tell your password to anyone. Lundoom: is changing 75% of code counted as re-writing it? Brian Smithers: no Lundoom: grr Brian Smithers: of course not Lundoom: 99%/ Brian Smithers: and what do you think your rewriting Brian Smithers: say what your rewriting Brian Smithers: be specific Brian Smithers: the exact things Lundoom: ccrpg Brian Smithers: in what Brian Smithers: what in it Brian Smithers: are you rewritng Lundoom: everything Lundoom: fixing up the code, Lundoom: making it neater, Lundoom: et eca Brian Smithers: thats not specific Brian Smithers: i doubt your rewriting everything Lundoom: well Lundoom: I'm changing alot of it Lundoom: to make it look neater Brian Smithers: forget Brian Smithers: thats o where near rewriting it Brian Smithers: your not rewriting it Lundoom: ok cool Lundoom: afk --- End quote --- incase any of you really thought he was going to rewrite it. |
| LundoomGaming:
They all mean the same thing in the end. |
| Custard:
Rewriting an entire mod that is fully functional is a waste of time anyway. CityRPG has a flexible array of data and networks that can easily be manipulated to fit right into your project. You want to make new, networked variables? Easy, the tools and the static recievers are there to recieve and interpret variables. This is exactly how I'm making tax and welfare commands for the mayor in my CityRPG. If you're going to rewrite CityRPG, you have to totally rewrite the story, the networks, and turn it into something unique. So far, nobody who has "rewritten" CityRPG has made their project unique. In fact, the features I plan on adding to my CityRPG will probably change the gameplay entirely, and I wouldn't even have to rewrite my scripts. So why do you need to rewrite your scripts? |
| adam savage:
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| LundoomGaming:
Adam, you didn't paste the raw image. It would be |
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