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CrazNoDale
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« Reply #2955 on: May 03, 2012, 05:26:35 pm » |
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Hosting for the man Rebel
ERROR in action number 1 of Draw Event for object SamuraiDash:
Error in code at line 4: draw_sprite_ext(sprite_index,image_index,owner.x,owner.y,image_xscale,image_yscale,0,c_white,1); ^ at position 49: Unknown variable x
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« Last Edit: May 03, 2012, 05:53:09 pm by CrazNoDale »
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Footpöp
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« Reply #2956 on: May 03, 2012, 05:53:17 pm » |
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___________________________________________ ERROR in action number 1 of Draw Event for object SamuraiDash:
Error in code at line 4: draw_sprite_ext(sprite_index,image_index,owner.x,owner.y,image_xscale,image_yscale,0,c_white,1); ^ at position 49: Unknown variable x
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Team /ABC/ 
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Martulux_555
Full Member
 
Offline
Posts: 121
Because high definition is too mainstream
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« Reply #2957 on: May 04, 2012, 05:49:40 am » |
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Damnit im so stupid. There was a 7zip in my computer all along. 
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AcidLead
The Flash of the Action
Veteran Beta Tester
   
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Posts: 6258
Our hero returns triumphant. Execute him at once.
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« Reply #2958 on: May 05, 2012, 01:08:49 pm » |
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I have installed a new router on our home network (old isp provided shit was shitty) and I have a keyboard with working S and D keys now so hopefully my INSmod playing should go up
assuming I'm not to lazy to use my brand-spanking-new actually-working-logical fort-porward settings
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Vein
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« Reply #2959 on: May 05, 2012, 03:29:30 pm » |
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Going to host INSmod for probably the whole weekend.
If the server goes down feel free to let me know any way you can. Unless it is telepathic and between the hours of 3am-6am.
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RebelINS
Martial Expert
Offline
Posts: 6679
Future is so bright I gotta wear shades
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« Reply #2961 on: May 06, 2012, 07:47:46 pm » |
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send me bg later
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Killah Zillah
The modding dinosaur and
Veteran Beta Tester
   
Offline
Posts: 2818
Really long posts are my best friends!
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« Reply #2962 on: May 06, 2012, 08:36:12 pm » |
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send me bg later
Alright, I'm glad you're considering using it! It's nowhere near done, but I'm confident that it'll turn out faithful to GG2's style without becoming a distraction like my old maps were.
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« Last Edit: May 06, 2012, 08:36:47 pm by [PHS] Killah Zillah »
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Humble Master
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« Reply #2963 on: May 06, 2012, 10:03:50 pm » |
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Hmm, I'd like to see those old maps. Anyway the curve effect looks great. I'd really like to see a story behind INS. Perhaps a collaborative effort?
Exactly like the intro to super smash brothers brawl but with cooler characters Super INS Sisters Brawl 
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Finally returned
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Vein
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« Reply #2965 on: May 06, 2012, 11:28:14 pm » |
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I must say, you really do make some of the most prettiest maps around.
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Martulux_555
Full Member
 
Offline
Posts: 121
Because high definition is too mainstream
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« Reply #2966 on: May 06, 2012, 11:30:42 pm » |
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Killah Zillah
The modding dinosaur and
Veteran Beta Tester
   
Offline
Posts: 2818
Really long posts are my best friends!
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« Reply #2967 on: May 06, 2012, 11:49:06 pm » |
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I must say, you really do make some of the most prettiest maps around.
Thank you both..! Unfortunately, I stopped making maps because making them pretty was all I was good at. My maps aren't played because they're either extremely confusing or simply not fun to play on. The one that's closest to perfect is Industrealization, but the only route anyone took was the top route since it was the easiest to access and escape through. It didn't matter that going through the warehouse was the safest, it went unused because it wasn't fun to go through. It didn't matter that the smelting plant was so beautiful, unique, or a guaranteed access point to the intel, it was such a pain to go through and took so long to traverse that it was NEVER used. I wasn't considering how much of a pain the jumps in the smelting plant's air ducts are to get back up from. While these routes all had their own merits, either safety or guaranteed access to the intel, the top route was always used because it was the quickest. People were more willing to take their chances with the snipers, scouts, demos and sentries by going over the warehouse roof and bypassing the obstacles. I at least made a stunningly beautiful map out of it, one that you could tell what was solid and what wasn't.
In short, I stopped making maps because I wasn't able to take into account all the innumerable factors that go into DESIGNING a map. I get so preoccupied with making a map realistic and pretty that by the time I make a mistake with its layout, it's too late for me to simply erase it.
I don't regret the decision to switch from maps to mods, I've found my niche among mod creation. I'm far happier and more productive designing mods than I was designing maps.
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« Last Edit: May 07, 2012, 12:08:39 am by [PHS] Killah Zillah »
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Tetriole
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« Reply #2968 on: May 07, 2012, 01:20:26 am » |
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Proud Member of [TLG]
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RebelINS
Martial Expert
Offline
Posts: 6679
Future is so bright I gotta wear shades
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« Reply #2969 on: May 07, 2012, 04:36:00 pm » |
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okay i'm resuming work on this today. the reason i haven't worked on this lately is because i just started a new job.
please remind me what errors and considerations worked on/need to be completed. I might release version 1.22 depending on how productive I am.
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