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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361051 times)

TEOS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2715 on: April 16, 2012, 08:47:48 pm »

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...
I enjoy playing as the Illusionist :c1: And holy shit that sprite for the face in the corner (sorry, a bit tired, don't know what it's called) is ugly.
« Last Edit: April 16, 2012, 08:49:16 pm by Tetriole »
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Madness9001

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2716 on: April 16, 2012, 08:51:27 pm »

Techo,when i summoned a void knight on a mew while he was kicking the ball
suddenly


Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object VoidKnight
for object MeleeHitbox:

Creating instance for non-existing object: -1

Also,on Mew server

Code: [Select]
___________________________________________
ERROR in
action number 1
of Begin Step Event
for object Spectator:

Error in code at line 1:
   if global.myself.object != -1 instance_destroy();
                   ^
at position 18: Unknown variable object
« Last Edit: April 16, 2012, 08:56:36 pm by Madness9001 »
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2717 on: April 16, 2012, 08:52:47 pm »

tetriole, is it the new one, old one or both?

Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2718 on: April 16, 2012, 08:56:50 pm »

Your appraisal of Xan's dash ability is wrong. Any good player playing him knows how and when to use his dash. It's easy and pretty intuitive to use on the Space Bar.

I appreciate the concern, but I'm not about to make kneejerk buffs based on what people perceive as a more "fun" or "easy" way to play the class.

The fun/easy way to play would be to rush in with dashes and try to hit them. If I added buffs based around that playstyle, they'd have more hp, more defense, or could dash more often. I'm sure you'd all love that, but that sucks all the skill out of the class. For me, fun isn't about how easy the class is to play, but it is how the class's skills scale to your own skills. The ceiling for a braindead version of the Samurais (ie. the first iteration where the pizza slicer did high damage and had hitstun), is hold m1 and dash. I want the ceiling for the class to be more mobility, strategy and timing based.

If you haven't noticed, they already have good mobility and defensive options. You can approach from different angles, you can dash and block, block then dash, etc. They can catch up to and approach classes from angles they can't attack you at. Blocking projectiles makes you take 25% of that damage, and Just Defending it means you take a whopping 0 damage.

That's a good point, I forgot that you moved that to space bar.. but that's an example of a change to the controls that make it easier on the hands and allow more freedom and fun, is it not?

I understand that you aren't about to go into changing anything without going into detail, I wouldn't either, bending to the will of the masses SOLELY because they say so isn't fair to you as a creator! It's like how people keep asking me to add new characters to Sci-Fi mod without explaining why I should go through AAAAAALL that trouble for that one thing. You're of course free to excersize your right as the creator to not listen to a word anyone's saying to you, but I'd strongly recommend you give this a chance first. You said you prefer more challenge, but that's merely what you prefer, and that's irrelevant. The needs of the many outweigh the needs of the few, what you personally like isn't as important when it hampers game flow. Not everyone likes playing on Hard mode, and all your suggestions (adding a bit more health, adding more mobility, more defence options) to be honest, sounds exactly like what the class could use right now to be more fun to play for the majority without being too overpowered. I'm not calling you selfish, I understand you were just explaining why you're making them the way you are, I'm merely saying that personal preference alone should have no bearing when it comes to making something for an audience. I'm a little worried I might be getting on your nerves by talking about this further.. I just really think it's worth talking about since so many people dislike them. :z7:

They can approach from any angle, but if it's not fun to do that, then that ability won't be used! It's as simple as that, telling people it's super effective won't mean much if they aren't having fun doing it, and when dash is your main means of getting around, making it a pain to use it to get higher levels outside of combat is a pain.


:modbot: Part of this post was removed.
« Last Edit: February 08, 2026, 09:09:56 am by MedO »
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Vein

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2719 on: April 16, 2012, 09:02:05 pm »

Hey, I liked the old Illusionist.  His void knights were awesome and extremely effective against specific enemies like Sani, Shepard, Xan, and Tassadar.

I also use Dash when playing Xan or Slain.  I just don't use those two characters that much because they feel too powerful and thus not as fun.

You can speak for other people when you say that you don't use all the moves but don't speak for me.
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Madness9001

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2720 on: April 16, 2012, 09:14:06 pm »

Anoter erro.
Was melkfok at time.


Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object MojoArmor
for object MeleeHitbox:

Creating instance for non-existing object: -1
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2721 on: April 16, 2012, 09:18:56 pm »

Hum, perhaps I'll add a selector for the void spells then. You aren't the only one who doesn't want the void knights to go.

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2722 on: April 16, 2012, 09:22:32 pm »


The needs of the many outweigh the needs of the few, what you personally like isn't as important when it hampers game flow. Not everyone likes playing on Hard mode, and all your suggestions (adding a bit more health, adding more mobility, more defence options) to be honest, sounds exactly like what the class could use right now to be more fun to play for the majority without being too overpowered. I'm not calling you selfish, I understand you were just explaining why you're making them the way you are, I'm merely saying that personal preference alone should have no bearing when it comes to making something for an audience. I'm a little worried I might be getting on your nerves by talking about this further.. I just really think it's worth talking about since so many people dislike them. :z7:

They can approach from any angle, but if it's not fun to do that, then that ability won't be used! It's as simple as that, telling people it's super effective won't mean much if they aren't having fun doing it, and when dash is your main means of getting around, making it a pain to use it to get higher levels outside of combat is a pain.

I don't get the bolded part at all, wtf. Everything I pointed out is stuff that they already have. They already have a 20 hp buff from before, they have an 8 way dash, they have a buffed 75% damage reduction block, they have a 100% damage reduction block if you time it right, they have the option to use pizza slicer or regular slashes in mid-air as opposed to only the former. I've never explicitly elaborated on any of my future plans yet. Fuck.

Having fun has more to do with how often you kill the enemy compared to how often you die. If you die a lot because you kept rushing in, then you should stop rushing in. If you die less often because you blocked more, then you should block more. It's really that simple.

I also take it that you have never played Megaman X2 to X(whatever # it's at). marvel vs capcom 2 & 3 have similar 8 way dash mechanics. It had the exact same air dash mechanic of button+direction. If you're playing with a controller, put Space on a shoulder button/trigger, because it's the general mobility hotkey (Dante roll, Jaina Dodge, Samurai/Xan/Slain Dash). It's not a pain to do at all. Unless you're doing some weird control scheme where Space is a face button.

If you're using the regular keyboard layout, it's just as easy, because your left thumb rests on Space at all times.

Vein

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2723 on: April 16, 2012, 09:26:14 pm »

Hum, perhaps I'll add a selector for the void spells then. You aren't the only one who doesn't want the void knights to go.
This delights me greatly.

Anoter erro.
Was melkfok at time.


Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object MojoArmor
for object MeleeHitbox:

Creating instance for non-existing object: -1
This error was caused by Chainsaw on MojoMecha.
« Last Edit: April 16, 2012, 09:26:28 pm by Vein »
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RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2724 on: April 16, 2012, 09:33:39 pm »

Chainsaw hitting buildings and void knights are a known bug. Will be fixed asap.

Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2725 on: April 16, 2012, 10:20:40 pm »

I don't get the bolded part at all, wtf. Everything I pointed out is stuff that they already have. They already have a 20 hp buff from before, they have an 8 way dash, they have a buffed 75% damage reduction block, they have a 100% damage reduction block if you time it right, they have the option to use pizza slicer or regular slashes in mid-air as opposed to only the former. I've never explicitly elaborated on any of my future plans yet. Fuck.

Having fun has more to do with how often you kill the enemy compared to how often you die. If you die a lot because you kept rushing in, then you should stop rushing in. If you die less often because you blocked more, then you should block more. It's really that simple.

I also take it that you have never played Megaman X2 to X(whatever # it's at). marvel vs capcom 2 & 3 have similar 8 way dash mechanics. It had the exact same air dash mechanic of button+direction. If you're playing with a controller, put Space on a shoulder button/trigger, because it's the general mobility hotkey (Dante roll, Jaina Dodge, Samurai/Xan/Slain Dash). It's not a pain to do at all. Unless you're doing some weird control scheme where Space is a face button.

If you're using the regular keyboard layout, it's just as easy, because your left thumb rests on Space at all times.

I didn't know what you meant when you said that, I forgot in what ways you buffed them in this update. Still, I believe that holding the attack button rather than holding S in midair is the most flow efficient way of doing it.

I've beaten all the Megaman X's on SNES, but I've never played a Marvel vs. Capcom game. I hated the Megaman X3 weird dash upgrade, it felt too clunky and slow for my tastes. X3 was fun though, and dashing was neat to play with at first, but not what I liked in the long run. X2 was a complete mess with dumb powerups and upgrades that made no sense when used on any of the bosses (how is the grabbo-arm the weakness of the gator man who lives in oil? Wouldn't fire set off all the oil that coats him or something??). X1 was an absolute joy that I still play from time to time to see if I can beat my old completion time of 4 hours, but all that's kinda irrelevant, I'm just making conversation out of that.

You do have a point, that my controller scheme is set where space isn't even on it, I just tap it on the keyboard with my toe, so I could be biased just a tad on controls. And since you never elaborated on what you're gonna do, that's why I said that the only things I could argue for were keeping the slicer and simplifying the controls. I understand that you've got plans, so I'm trying to argue the things that might not be related to them, operating on a guess but considering how you said you were thinking of getting rid of the wide range, all direction mid-air attack (slicer), and that you said that simplifying the controls doesn't help at all in making a game mroe fun, I figured those were things I could talk about.

Also, I got a bug to report. When I shot Kid with my Sig, this popped up:


Code: [Select]
ERROR in
action number 1
of Collision Event with object KillahZillahBlue
for object ShotProjectile:

Error in code at line 4:
  
            *owner.physicalOffenseMod/other.physicalDefenseMod;
                      ^
at position 21: Unknown variable physicalOffenseMod
« Last Edit: April 16, 2012, 10:23:29 pm by [PHS] Killah Zillah »
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Intel Guard

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2726 on: April 16, 2012, 10:23:17 pm »

marine and dhalsim are both perfect
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Killah Zillah

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2727 on: April 16, 2012, 10:26:39 pm »

marine and dhalsim are both perfect

I didn't see you play Dhalsim, but your Marine was a total monster! It was hard to keep up with you to give you some health injectors with you zipping around like you were! For future note though, unrelated to the class, whenever I flash  :e: , that means that I'm ready to dispense more health to you. I noticed that I would be trying to catch up to someone, seeing them in grave danger when my health injector would bring them to half health, and they wouldn't notice me following them, that's why I started flashing that to people when they were low. Even then, people still seem to not notice I'm able to heal them, even after I heal them. It's like someone's actually avoiding the medic who's doing their best to keep up!
« Last Edit: April 16, 2012, 10:43:40 pm by [PHS] Killah Zillah »
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2728 on: April 16, 2012, 11:30:38 pm »

Added an interesting mechanic to the illusionist for an idea.
See, the illusionist starts with 0 charge meter to start with, and it builds up to 100 like normal.
Once it hits 100 is where the fun starts happening because it continues to charge until 200.
He starts to get poisoned by the excess void power, but in exchange, his powers are boosted.
For a reference:
the teleport unboosted takes you to the 2nd pole of the bridge if you started from the crate,
but boosted it takes you across the bridge.

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2729 on: April 17, 2012, 05:21:05 am »

Marine&Drool best combo.
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