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Author Topic: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE  (Read 132631 times)
Dusty
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« Reply #2025 on: February 18, 2012, 03:06:25 am »

People are saying the illusionist is fun when rebel used an unfinished version. What is this bullshit.
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Killah Zillah
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« Reply #2026 on: February 18, 2012, 03:10:14 am »

People are saying the illusionist is fun when rebel used an unfinished version. What is this bullshit.

He may be incomplete, but he's still such a unique class that he shakes up gameplay in a fun, pretty challenging way.. at least to play AGAINST, I didn't play as him but I fought against him.
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Dusty
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« Reply #2027 on: February 18, 2012, 03:30:06 am »

I think what makes him fun is that he's unpredictable. Also, I'm reluctant to make the void knights controllable, because they are supposed to be their own entity, unlike sani's fake clones.
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Killah Zillah
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« Reply #2028 on: February 18, 2012, 03:42:40 am »

I think what makes him fun is that he's unpredictable. Also, I'm reluctant to make the void knights controllable, because they are supposed to be their own entity, unlike sani's fake clones.

Yes, exactly! It's hard to guess what's going to hurt me, where it'll be coming from or how much it'll hurt me if it hits me, but not in a BAD way. It keeps me on my toes without being irritating to fight (like Iji or Belmont can be) or overpowered to fight (like Techno can be).

EDIT:

I just noticed after comparing this latest version of INSmod to my own private KZ tester file that Rebel changed a few things from the resources file me and Neu sent him. He made the Sig's range a little longer, but also made it so that she only shoots the Sig perfectly straight when she's crouched. I like that, it's more realistic since when she's running and jumping around, logically that means her aim should be unfirm and inelligant. I didn't even think of that, good call! But I have to ask, did you lower her damage any? It's supposed to be 12, and I don't know for sure if it's still 12...

Your crouch code seems to work better than Neu's... I mean no offence to my loving boyfriend, who I couldn't have made Halo or Sci-Fi mod without, but Neu's code as it is right now is wacky and broken for the most part. Yours works perfectly fine apart from her arms being in the wrong spots when crouched (something I can fix myself). Your code has the arms in the same spot as they're supposed to be when you uncrouch, while Neu's code inexplicably can't seem to make them act right, with the Sig going back to her shoulder correctly while the MP5 goes willy nilly above her head. My point is that.. can you give us the source of this version so we can update our code to have the best part of yours? We've got the weapons behaving right on the mark, but the crouching action itself isn't working properly. Yours has the crouching action acting just right, but the weapons don't behave the way they're designed to when crouched. I'd like to combine the best qualities of both versions please!

Also, what do you think of making the medpacks restore health for yourself using right click, and have them restoring health for a teammate using Q?
« Last Edit: February 18, 2012, 08:42:49 am by [PHS] Killah Zillah » Logged

RebelINS
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« Reply #2029 on: February 18, 2012, 10:51:43 am »

My crouching is working because the sprite is essentially the same as the regular one, but dropped down a couple pixels. The origin is the same relative to the sprite.

Also, what do you think of making the medpacks restore health for yourself using right click, and have them restoring health for a teammate using Q?
That's okay.
« Last Edit: February 18, 2012, 10:52:40 am by RebelINS » Logged

CrazNoDale
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« Reply #2030 on: February 18, 2012, 10:53:33 am »

Dante is great, so fun to play as. He won't need balancing for now, but he requires a lot of skill to play as. Also the samurais, they need some buffing. They need to be a lot faster with double jump and maybe even a weak long range attack (like a sword blast) that does maybe 10-30 damage. And KZ needs buffing as well, not quite sure what though.
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RebelINS
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« Reply #2031 on: February 18, 2012, 10:58:07 am »

The samurais are still incomplete. They're still going to get a dash move, a counter/parry, and maybe some other form of aoe to differentiate them.
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CrazNoDale
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« Reply #2032 on: February 18, 2012, 11:01:13 am »

Oh, but what does M2 do for the samurais, and what is the dps for the techno boat?
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RebelINS
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« Reply #2033 on: February 18, 2012, 11:13:50 am »

M2 is a block for the samurais. You move slower (obv) and there's an invisible hitbox in front of you. If it collides with any projectiles or melee hitbox, you take 1/4th damage. You can still hit them from behind or hit their legs. It takes up meter to hold up the block, and decreases by the same amount of damage you take. This is to prevent infinite block spamming/tanking, as he will eventually have other ways of getting in. This is just so he doesn't get destroyed by every projectile class.

I don't know what the DPS for the boat is. It's based on a formula of how fast you're going.
abs(hspeed)*7
It does around 40-50 damage + knockback
« Last Edit: February 18, 2012, 11:14:58 am by RebelINS » Logged

CrazNoDale
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« Reply #2034 on: February 18, 2012, 11:20:21 am »

I see, I tried to block bullets and I was like "wtf does this doooooo". And for the boat, is that 40-50 dps?
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RebelINS
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« Reply #2035 on: February 18, 2012, 11:22:39 am »

dps is really irrelevant when measuring the longboat damage. The theoretical max would mean that the people getting hit would be getting hit consecutively on every step. This doesn't happen because there's upward knockback.
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Dusty
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« Reply #2036 on: February 18, 2012, 11:38:44 am »

Rebel I need to fix the illusionist, I require the source again. And this time don't merge them until I say it's ready :U
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Phantom Brave
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« Reply #2037 on: February 18, 2012, 12:14:03 pm »

I want to make some design changes to reisen - the kick-on-doublejump-resetting-refire is really annoying when in combat, which I originally intended to make up for the high close range DPS, but the rifle isn't very easy to hit anything with at all now that I actually use it. Its refire rate is so slow that it's easy to waste shots, and doublejumping just makes me feel like I'm reloading. If you can do it easy enough, you should make it so the ground kick still resets the refire, but the doublejump one doesn't. Also, the DJ kick is pretty hard to hit with in real combat, and it's not very noticable (just add a puff effect or something) so that might be something to look at, as well as the ground one glitching out sometimes (so I can't kick again until I jump or use stairs etc)
« Last Edit: February 18, 2012, 12:18:39 pm by Rainy » Logged

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« Reply #2038 on: February 18, 2012, 12:49:32 pm »

someone host this shit
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[nigs[ trog
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« Reply #2039 on: February 18, 2012, 12:54:09 pm »

how much damage does iji's plasma beam do each hit and how many hits does it do?

and is the origin of the shotgun bullets in her centre?
« Last Edit: February 18, 2012, 01:09:36 pm by tiger.Trog » Logged

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