Author Topic: holy stuff Space Station 13  (Read 10860 times)



Well that brings us one step closer.
We still have to figure out dropping currently held item on tumble though.

We still have to figure out dropping currently held item on tumble though.
package onstuffgetstuff
function onhitbystunthing
player.dropitem
activatepackage

loving done

stop acting like this is hard cassord, seriously. you're blowing this out of proportion

jes00 fixed it, will find link
EDIT: http://forum.blockland.us/index.php?topic=256289.0
Why isn't this default in the game? Wasn't the point of V20 to allow fixes like this?
Quote from: Badspot
  • Allows me to easily put out small, quick updates
good to know all these dev features are being put to use!

Badspot is developing Perennial



What happened to being original and doing your own thing?

People are really blowing this out of proportion, like Lugnut said. We only need a couple core GameModes and we don't need to put in every itty-bitty detail. Stay with main ideas, give them use, goals, and rewards and everything should work well. We don't necessarilly need a lot of complicated things, and the more barebones and default-like this is, the better.

Currently, I'm doing a little toying around but making an aesthetic and original space station is difficult. All I would say we really need is the Wizard, Traitor, and Nuclear Agent GameModes. Like I previously said, someone code, and I'll build.

What happened to being original and doing your own thing?

People are really blowing this out of proportion, like Lugnut said. We only need a couple core GameModes and we don't need to put in every itty-bitty detail. Stay with main ideas, give them use, goals, and rewards and everything should work well. We don't necessarilly need a lot of complicated things, and the more barebones and default-like this is, the better.

Currently, I'm doing a little toying around but making an aesthetic and original space station is difficult. All I would say we really need is the Wizard, Traitor, and Nuclear Agent GameModes. Like I previously said, someone code, and I'll build.
Hey, can I help build?

I'm working on an atmos system that uses C++11, hold on.

EDIT: osht Boost::Asio doesn't seem to work well with Visual C++ 2013, so it'll require Windows' WinSock2 API
« Last Edit: May 26, 2014, 06:43:49 PM by Axo-Tak »

What happened to being original and doing your own thing?

People are really blowing this out of proportion, like Lugnut said. We only need a couple core GameModes and we don't need to put in every itty-bitty detail. Stay with main ideas, give them use, goals, and rewards and everything should work well. We don't necessarilly need a lot of complicated things, and the more barebones and default-like this is, the better.

Currently, I'm doing a little toying around but making an aesthetic and original space station is difficult. All I would say we really need is the Wizard, Traitor, and Nuclear Agent GameModes. Like I previously said, someone code, and I'll build.
That's what I'm sort of thinking. Can we not rip off SS13 which is designed for 20-40+ players in mind, and make a gamemode that is fun for even just 4+ (going up to 40 or more) players?
Quote
Blockland Space Explorers:
    Mine for resources or simply explore space. If something bad happens, then a head crewmember can call the escape shuttle in order to end the round.
    > Standard: Do (almost) anything, and when everyone dies, the game restarts. Disasters happen at random. All gamemodes inherit from this.
    > Secret: A random gamemode is picked but not announced.
    > Extended: Standard except disasters do not happen at all. This gamemode is NOT picked during secret.
    > Raiders: A space faction wants to take over the station; they have sent a few raiders (and one raid leader) in order to do this. These raiders have equipment that can penetrate through protections, change allegiance of personnel, or even kill personnel.
    > NeutralRaiders: Like Raiders, except the space faction has assigned each raider an objective or two, rather than assigning the raiders to take over the station.
    > NukeRaiders: Like Raiders, except the space faction wants to blow up the space station, along with its asteroid resources! They must obtain the nuclear starter that the Captain stole from a previous raid.
    > InsaneDisasters: The space station has entered a highly anomalous zone in space. Try to survive!
EDIT: Traitor is like "NeutralRaiders". A "Raiders" gamemode might spawn a Wizard to help out the raiders. If you want this to be barebones, just pick "Extended" or "Standard", which are the ones I will work on first.
« Last Edit: May 25, 2014, 05:59:59 PM by Axo-Tak »

That's what I'm sort of thinking. Can we not rip off SS13 which is designed for 20-40+ players in mind, and make a gamemode that is fun for even just 4+ (going up to 40 or more) players?

So other people have ripped off TF2, Sanic the Huegh, Shadow of the Colossus, and myriads of other games by recreating them in Blockland?

Come on. No one is ripping off SS13 by having it ported to Blockland in some form.

So other people have ripped off TF2, Sanic the Huegh, Shadow of the Colossus, and myriads of other games by recreating them in Blockland?

Come on. No one is ripping off SS13 by having it ported to Blockland in some form.
except that almost all of those games would probably work, even with around 4-8 players.

Anyways, the gamemode system will modular. I'll write the SS13-style gamemodes when I am done, and you can remove my custom gamemodes.

so who wants to do a collab on this because i am loving down to make SS13

so who wants to do a collab on this because i am loving down to make SS13
me me me me me please let me help

me me me me me please let me help
okk
im still trying to figure out how the forget github works