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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361070 times)

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2670 on: April 15, 2012, 11:03:15 pm »

lum's in the source code but he's not selectable

Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2671 on: April 15, 2012, 11:07:08 pm »

Fun fun games (FOR THE FIRST TIME IN AAAAGES AND I ACTUALLY DIDN'T SUCK AS BAD AS I THOUGHT I WOULD!). For those wondering how I was able to play, I have a spare controller, but it was actually fucking up my computer by reconnecting/disconnecting from my computer at the speed of Vein's chaingun whenever it was moved out of this very specific yet very vague spot it liked to be in. I kept it because it still sorta works if I sit perfectly still in the spot it likes and don't make any sudden moves or it'll screw up my PC, but I figured that my PC's so fucked up right now anyway that it wouldn't matter. I don't think I'll be able to use it for very long, only for maybe an hour at most, so don't expect me to take part in any clan wars with it.. but I MIGHT be able to at least update my mods with it.

As for feedback, I'm REALLY digging the new jump physics you made, Rebel! The stairs feel less sticky and easier to hop around on. At times, they make the screen jerk a bit on slopes, but that's my only complaint and it's an extremely insignificant one at that. I love Powdered Toast Man, and as soon as the chainsaw glitch gets fixed, I'll be playing as Ash more often! I didn't test the Samurai though, mostly due to their main mode of getting around is the dash, and my controller doesn't really allow for specific 8 way key based dashing like that. As for the new droolcastle, I.... don't like it that much. There's just way too many drop down platforms for combat to flow smoothly for me. I have to stop what I'm doing and hold down the S key every time I want to give chase, which leaves me a very open target. If those sides were replaced by something like real ladders, where pressing up or down makes you go up or down rather than holding in a direction and jumping around, they'd feel like less of a hassle. That's just my opinion, I hope you don't take it personally...

In the brief time I was playing, I didn't get to see many other classes getting played, and I was kinda having fun with KZ (you'll have to forgive me for that, it's just been so long that I was eager to get back into the trench coat again :z7:) so I didn't get to test many characters first hand.

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2672 on: April 15, 2012, 11:11:49 pm »

The reason I have drop down platforms instead of ladders is because ladders would look really dumb without proper animations.

Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2673 on: April 15, 2012, 11:25:06 pm »


Lower right hand corner is what I have right now compared to the old illusionist sprite.

...iunno how he'll look in red or purple in this outfit.

Edit: I guess he looks alright.
Red makes him feel like the spy for some reason.
« Last Edit: April 15, 2012, 11:30:07 pm by Dusty »
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Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2674 on: April 16, 2012, 12:06:13 am »


Lower right hand corner is what I have right now compared to the old illusionist sprite.

...iunno how he'll look in red or purple in this outfit.

Edit: I guess he looks alright.
Red makes him feel like the spy for some reason.
I liked his old pose though, with his pistol up by his head like a professional holds their gun (NEVER point your gun down by the ground, it's easier to accidentally aim it at someone you don't want to when you lift your arm, gun ettiquite 101!), and the way he leaned on his other leg with his sword at that angle not only looked more like a natural way to stand/hold a heavy object like a sword, but.. well.. it looked more stylish to me..! I definitely like his new color scheme though, that's a definite improvment!

The reason I have drop down platforms instead of ladders is because ladders would look really dumb without proper animations.
It would, I'm certianly not arguing against that, nor am I asking that you redo the map for that reason, but I will say that sacrificing combat flow for style just doesn't make much sense to me. Take from that what you will, but that's my two cents..

I know it's not a good way to segue into asking about this, but I forgot to in the last post. Will you be adding KZ's class icon, kill icons, Neu's crouch mechanics and taunt in the next update?
« Last Edit: April 16, 2012, 12:09:01 am by [PHS] Killah Zillah »
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2675 on: April 16, 2012, 12:23:52 am »

Well, the illusionist as he currently stands in INS is an older, more expirenced version of him, back when there was very little story surrounding him. I wanted to pull him back to his younger self for this, so he'd hold his sword at the ready, and his gun by his side. Quick question though, how many people actually enjoy playing as the illusionist? I ask because I'll see people playing as their own characters (vein to vein, KZ to KZ), and then I'll be off playing pipboy...

Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2676 on: April 16, 2012, 12:41:37 am »

Well, the illusionist as he currently stands in INS is an older, more expirenced version of him, back when there was very little story surrounding him. I wanted to pull him back to his younger self for this, so he'd hold his sword at the ready, and his gun by his side. Quick question though, how many people actually enjoy playing as the illusionist? I ask because I'll see people playing as their own characters (vein to vein, KZ to KZ), and then I'll be off playing pipboy...

People like to distinguish themselves, as well as play a character that perfectly caters to their playing style, that's why people with their own characters in the game usually end up playing as them. For instance, I have the most fun with KZ because I love to lead the charge like a run-and-gun scout, I love to make my teammates happy with healing like a medic, and I love to lay down covering fire from several screens away like the spy. That's my three favorite classes combined into one! You can imagine how hard it is to even consider playing a class that isn't practically tailor made for you. My KZ class suits my playstyle so well that I tend to automatically choose her (unless it's time for me to give feedback on an update, otherwise it's KZ).

It's all your choice, but I still feel that not only did the other pose give him more character, but it made more sense when you think about it. I mean, that's a big sword! Is he really going to be holding it Marines style (folded up against his arm in a regal fashion) the whole time? I can understand him not holding the luger (which I also like the old gun better) like a professional though, that makes sense if you're intentionally making him look like a young newbie, so I can't complain about that now that you've told me why you made that change.
« Last Edit: April 16, 2012, 12:42:22 am by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2677 on: April 16, 2012, 12:46:05 am »

oops i had the kz kill log icons in, but i forgot to change the shot.weapon for the firing.

also, i can just give the crouch code an exception on drop down floors, so it doesn't activate there.

Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2678 on: April 16, 2012, 12:54:59 am »

oops i had the kz kill log icons in, but i forgot to change the shot.weapon for the firing.

also, i can just give the crouch code an exception on drop down floors, so it doesn't activate there.

That would be acceptable, it's certainly worth trying! Good idea!

Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2679 on: April 16, 2012, 09:24:30 am »

So, I've also been thinking of at least changing the controls for the Illusionist, and at the most, dropping the Void Knight ability and changing it out with another ability.
See, the Void Knight is either too clunky to use (Holding S wasn't the best idea for a control scheme) or is too hard to use effectively. The Void Knight also seems to not fit with the playstyle I think the Illusionist should have (Hit and Run with the ability to mess with the head of the other team)
Also sprites v2:
« Last Edit: April 16, 2012, 12:42:34 pm by Dusty »
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RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2680 on: April 16, 2012, 01:25:05 pm »

I am currently hosting.

Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2681 on: April 16, 2012, 01:36:05 pm »

Any thoughts on me changing the Illusionist, Rebel?

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2682 on: April 16, 2012, 01:44:16 pm »

No problems with that. Maybe I can take a look at it and come up with something?

Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2683 on: April 16, 2012, 01:55:37 pm »

Sure. I'm thinking of giving him either the ability to trade hp percentages (enemies for sure, maybe allies) or trade positions and velocities (both enemies and allies). Line of sight is required for both.


new swing animation. (sans arm, have yet to draw that.)
I like it much better.
« Last Edit: April 16, 2012, 02:18:20 pm by Dusty »
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Temporise Monstrous

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2684 on: April 16, 2012, 04:49:02 pm »

Well shit
I feel really dumb asking this, but Where is the true Download link? It is not clear enough :C
This is actually the second time I've tried to download and got something dumb.
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