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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361271 times)

Dusty

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1785 on: February 13, 2012, 09:00:46 am »

Hm, I think the lunge for the illusionist does at most like 70ish damage, and that's if you hit with all 5 frames.

Phantom Brave

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1786 on: February 13, 2012, 09:06:45 am »

Reducing the base damage to 20 gives be a clean 70~30 DMG. I'm okay with anything from 20 to 30, rebel could place it anywhere he finds fitting or even tweak the falloff (which ramps down between 1.25 and 0.25 over 600 px distance), really :p
« Last Edit: February 13, 2012, 09:08:06 am by Rainy »
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RebelINS

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1787 on: February 13, 2012, 09:39:21 am »

A suitable DPS is largely dependent on how hard it is to hit all the shots. Honda has the highest DPS, but has to put in a lot of work to get in. Rebel's shotgun DPS is around 65, but it's really easy to hit with.

I do believe the moveStatus overhaul is in there (controlFactor, frictionFactor, etc), unless there was another update to it that I'm not aware of.

Phantom Brave

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1788 on: February 13, 2012, 09:43:19 am »

This thing shoots 3 rounds over 6 frames (9 if you "give" them each 3 frames) every 1 second. They currently move and fall at revolver speed and have revolver spread. You can't fire it after double jumping (while still in the air) or while kicking (6 frames). You lose most control of the character after double jumping and while kicking.

Good to know @ movestatus - that means I can make the kick and jump inhibit mobility like I want them to
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RebelINS

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1789 on: February 13, 2012, 11:31:24 am »

Can I add some sort of moon rabbit special attack? :hehe:
Gun + Kick seems a bit lacking when compared to other characters. I can try and figure out something fun and unique.

Phantom Brave

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1790 on: February 13, 2012, 11:37:13 am »

Sweet. Want what I described so far? I got it all done. (no sprites cause i suck at sprite characters!!!) Gonna use git to get a changelog.

I'll upload it now.

There's some bugginess w/ moveStatus that's my fault, I think. I think there's some bugginess. I mean. Yeah.
« Last Edit: February 13, 2012, 11:55:37 am by Rainy »
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RebelINS

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1791 on: February 13, 2012, 11:42:38 am »

Sure. Do you care if you're a neutral or blue class?

Phantom Brave

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1792 on: February 13, 2012, 12:04:42 pm »

Sorry about that, got distracted. Also movestatus bugginess that I want to fix but can't figure out how (kicking while on the ground, after jumping... try it)

I think it would be better as a neutral class, since the design is "swiss army knife" like

http://dl.dropbox.com/u/1811521/reisen.gmk

# On branch master
# Changes not staged for commit:
#   (use "git add <file>..." to update what will be committed)
#   (use "git checkout -- <file>..." to discard changes in working directory)
#
#   modified:   Constants.xml
#   modified:   Objects/Characters/Blue Team/_resources.list.xml
#   modified:   Objects/Characters/Red Team/_resources.list.xml
#   modified:   Objects/Characters/_resources.list.xml
#   modified:   Objects/InGameElements/Character.events/Begin Step.xml
#   modified:   Objects/InGameElements/Character.events/Create.xml
#   modified:   Objects/InGameElements/Character.events/End Step.xml
#   modified:   Objects/Projectiles/Shot.events/Step.xml
#   modified:   Objects/Projectiles/_resources.list.xml
#   modified:   Objects/Weapons/_resources.list.xml
#   modified:   Scripts/getCharacterObject.gml
#   modified:   Sounds/_resources.list.xml
#
# Untracked files:
#   (use "git add <file>..." to include in what will be committed)
#
#   Objects/Characters/Blue Team/ReisenBlue.events/
#   Objects/Characters/Blue Team/ReisenBlue.xml
#   Objects/Characters/Red Team/ReisenRed.events/
#   Objects/Characters/Red Team/ReisenRed.xml
#   Objects/Characters/Reisen.events/
#   Objects/Characters/Reisen.xml
#   Objects/Overlays/ClassSelectController.events/Key R pressed.xml
#   Objects/Projectiles/KickMask.events/
#   Objects/Projectiles/KickMask.xml
#   Objects/Weapons/CWR.events/
#   Objects/Weapons/CWR.xml
#   Sounds/KickAttackSnd.wav
#   Sounds/KickAttackSnd.xml
no changes added to commit (use "git add" and/or "git commit -a")
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RebelINS

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1793 on: February 13, 2012, 12:29:55 pm »

I just got rid of the owner.jumpStrength=0 in User Defined 2.

What are the exact specifications you want for the kick attack?
- Kick while double jumping
- moveStatus change while double jumping
- Kick while on the ground doesn't affect moveStatus (?)

Phantom Brave

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1794 on: February 13, 2012, 12:35:55 pm »

Kick on ground I wanted to affect movestatus for while the mask is out - so if you kick the air, you in the movestatus for 6 frames, but if you hit someone on frame 1, you're only in it for 1. The jumpStrength=0 was supposed to make it so you couldn't jump mid-kick... but that must have been a bad way to implement it. That's what stabbing does, but (just now while typing this sentence) I realize that the jumping code probably has a stabbing check hnng.

I'm struggling with git to make a github repo to show the full diff in a pretty way with but I'm struggling so hard that it's making me feel incompetent hnng. Took way too long.

https://github.com/wareya/INSmod-test/commit/d224fc9e2bb7c1a07dbc1ac4016651312e363417

I feel silly because I keep forgetting things in the middle of working with them.
« Last Edit: February 13, 2012, 12:41:24 pm by Rainy »
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RebelINS

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1795 on: February 13, 2012, 12:41:11 pm »

There's actually a MeleeHitbox object in INSmod, and a User Defined 1 for special hit events (such as Dante gaining devil trigger on melee hits, and specific knockback on the Super Sledge). I can just make it so the moveStatus is reset when you hit with it.

Phantom Brave

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1796 on: February 13, 2012, 12:42:05 pm »

Or when it's timed out, right? That sounds good.

Also, just for clarification, earlier I was thumbs upping a special attack because I agree that just rifle + kicking is stale compared to the other classes. I couldn't think of anything though, considering her special POWER in touhou is instilling insanity into other people and implementing something related to that in gg2 would be frustrating because "don't inhibit players' movement". :V
« Last Edit: February 13, 2012, 01:02:33 pm by Rainy »
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Dusty

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1797 on: February 13, 2012, 01:26:52 pm »

So, rebel, do you have any idea why hitting either the void image/void knight with an explosive causes an unknown variable 'ubered' error?

RebelINS

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1798 on: February 13, 2012, 01:29:15 pm »

I just added a ubered=0; to the create event of the illusion and void knight.

Dusty

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Re: INSmod | Version 1.06ex; E-Sports edition | Monday 8pmEST PUG
« Reply #1799 on: February 13, 2012, 01:30:56 pm »

Ah, did that fix it then? Well if it did, I'll... hm, I guess I'll just upload my latest .gmk so that you can make an official decision now that it's 90% done.
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