March 01, 2026, 10:46:40 am

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 188 189 [190] 191 192 ... 267

Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360991 times)

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2835 on: April 23, 2012, 09:20:51 pm »

yes.

anyone who's played eddie from guilty gear should know what's good.

Dusty

  • 2012 Haxxy Award Winner
  • *
  • Karma: -78
  • Offline Offline
  • Posts: 10311
  • Dust in a box under a table

Fish

  • Guest
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2837 on: April 23, 2012, 09:27:46 pm »

I hate this forum sometimes. At least I will always have :[X]
-It was intended to be
:[ O ]
« Last Edit: April 23, 2012, 09:29:52 pm by Fish »
Logged

Vein

  • Veteran Beta Tester
  • *****
  • Karma: 85
  • Offline Offline
  • Posts: 1390
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2838 on: April 23, 2012, 09:45:39 pm »

Hosting the whole night or until it crashes.
Logged

Z3r05t4r

  • 2013 Haxxy Award Winner
  • *
  • Karma: 10
  • Offline Offline
  • Posts: 2040
  • Old GGC Dev
    • Gang Garrison Classic
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2839 on: April 24, 2012, 02:46:36 am »

Where Amazing Happens-2012 INS mod tourney

Only happened once before, totally needs to happen again someday.

To quote: "Fucker, I will kill you with my holy waterrrr!"

Simon Trevor Richter Belmont  :z6:
Logged
Honorary Life Insurance of
[SOS] ]LNWC[ [LORD] [VAL] ~{SCSCSC}~

Kalir

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 481
  • no one here
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2840 on: April 24, 2012, 12:03:46 pm »

Belmont best class.
Logged
Praise Cheibriados.

Killah Zillah

  • The modding dinosaur and
  • Veteran Beta Tester
  • *****
  • Karma: 25
  • Offline Offline
  • Posts: 3024
  • Really long posts are my best friends!
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2841 on: April 24, 2012, 03:32:25 pm »

Belmont best class.

The only time I ever played him was last week when Bloody Tears came up on my music player.

I regretted never playing him before, afterwards. :z7:

Also, I just noticed that KZ's class menu description hasn't changed since the day she was put in the game. That's probably why newbies have no idea that she can heal her teammates (and herself) and I keep being forced to tell them that she can with namechatting.
« Last Edit: April 24, 2012, 04:29:06 pm by [PHS] Killah Zillah »
Logged

Dusty

  • 2012 Haxxy Award Winner
  • *
  • Karma: -78
  • Offline Offline
  • Posts: 10311
  • Dust in a box under a table
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2842 on: April 24, 2012, 08:10:14 pm »

The reason the illusionist has his is probably because I included it with my version of ins, iunno if you did.

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2843 on: April 24, 2012, 10:59:50 pm »

anyone have thoughts on the samurais (or any of the newer changes)? I think they are quite good classes now, and have a lot of decent matchups, especially against bullet heavy classes like Rosie, Vein, KZ, and Jensen.

It's pretty hard to pull off Jack's teleport parry, but it's really rewarding if you do manage to do it. It's probably one of the slickest maneuvers in the game.

I'll be looking into coding neutral creeps for metro station (and beyond??). Would be interesting to see how that plays into the dynamics of the map.

Killah Zillah

  • The modding dinosaur and
  • Veteran Beta Tester
  • *****
  • Karma: 25
  • Offline Offline
  • Posts: 3024
  • Really long posts are my best friends!
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2844 on: April 25, 2012, 06:20:32 am »

anyone have thoughts on the samurais (or any of the newer changes)? I think they are quite good classes now, and have a lot of decent matchups, especially against bullet heavy classes like Rosie, Vein, KZ, and Jensen.

It's pretty hard to pull off Jack's teleport parry, but it's really rewarding if you do manage to do it. It's probably one of the slickest maneuvers in the game.

I'll be looking into coding neutral creeps for metro station (and beyond??). Would be interesting to see how that plays into the dynamics of the map.

How do you do the teleport move? I don't see it in the changelog on the front page and it doesn't describe how to do it in the class description. I haven't seen it performed yet, so I can't give any feedback on it.. :z7:

After playing him a bit on my own private server with the keyboard rather than the controller's thumbsticks, I found that his controls aren't nearly as clunky as I thought. I believe though that simply hitting space to make you dash in the direction of your mouse (like the Honda headbutt) would work a bit better, since right now the mouse crosshairs have almost nothing to do with the Samurai, apart from making them face different directions. This would allow for some directional attacks, like a diagonal swipe (useful against opponents trying to run past/through you), an upward slash (useful against dancing opponents), or a heel twirl when you press in the opposite direction (useful for hitting multiple opponents).

What do you think? A whole lot more attacks, with a more fighting game-esque control scheme that allows for more combat finesse!

Also, I can't wait to see some ghouls in the metro!

Also also, I want to be able to test the new Metro enemies in the future, but I can't seem to make map playlists work in INSmod. I opened the gg2INS.ini and fiddled with that, but the only thing I got that would work from it is the Options, not the maps.
« Last Edit: April 25, 2012, 08:18:18 am by [PHS] Killah Zillah »
Logged

Lemonade

  • Apprenticecrastinator
  • Seasoned Member
  • *****
  • Karma: 1
  • Offline Offline
  • Posts: 2436
  • BACK FROM THE DEAD (for now)
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2845 on: April 25, 2012, 09:18:04 am »

I'll be looking into coding neutral creeps for metro station (and beyond??). Would be interesting to see how that plays into the dynamics of the map.
Oh hey, I used to wonder how neutral ennemies / mobile hazards would work on maps. How are you going to code them ?
Logged
i already have a pet that follows me around 24/7
it's called  :z4:
you may have seen it

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2846 on: April 25, 2012, 12:40:34 pm »

alright motherfuckers here's what I have so far for 1.21ex changelog

Code: [Select]
Most of the bugs should be fixed (chainsawing buildings/void knights, dr doom dying while using photon array, etc)
- fixed icon error for physical offense decrease getting mixed up with physical defense decrease

Samurais:
- increased base physical and elemental defense to 1.25
- removed pizza slicer on down+m1. Replaced with an aerial slash. 36 damage, cancels lag by landing on the ground, moves at a downwards angle.
- can build rage meter by hitting enemies with slashes and blocking. Blocking builds more meter, and just defense builds even more.
- can press Q to activate rage. increases damage output. Most likely will be changed for a different effect.

Afro Samurai:
- M1+M2 to bolt slash. Moves him in the direction you're facing, but limited to W, NW, SW, E, NE, SE (compass coordinates). Slight delay before bolt slash comes out.
  - costs 12 rage meter, does 30 damage
  - use as an offensive dash to simultaneously get in and deal damage

Samurai Jack:
- M1+M2 to parry. Parries projectiles and teleports you above the shooter. Doesn't teleport if it would get you stuck.
  - costs 12 rage meter.
  - defensive maneuver that synergizes with his melee skills

Adam Jensen:
- decreased his HP regen to .5 per 15 frames (1hp/sec)
- Sneak mode decreases energy slowly
- decreased physical and elemental defense to 1.1 from 1.25

Kid:
- added a roll on Space, similar to Dante's but not as fast.
- added a stronger stationary swing. a downward swing
It's in there. M2+M1 and it cost meter.

For neutral creeps, I'm probably going to make them parented to the Building object, so I don't have to re-add any collision events for every projectile. Then I'll make them a TEAM_NEUTRAL, so both teams can hit them. And finally I'll just route any points you gain from killing them as bonus points.
« Last Edit: April 25, 2012, 12:40:47 pm by RebelINS »
Logged

Killah Zillah

  • The modding dinosaur and
  • Veteran Beta Tester
  • *****
  • Karma: 25
  • Offline Offline
  • Posts: 3024
  • Really long posts are my best friends!
Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2847 on: April 25, 2012, 02:21:20 pm »

It's in there. M2+M1 and it cost meter.

For neutral creeps, I'm probably going to make them parented to the Building object, so I don't have to re-add any collision events for every projectile. Then I'll make them a TEAM_NEUTRAL, so both teams can hit them. And finally I'll just route any points you gain from killing them as bonus points.

Okie-dokie, might wanna add those changes to the front page for convenience!

As soon as someone hosts, I'll be giving Jack a try.

Vein

  • Veteran Beta Tester
  • *****
  • Karma: 85
  • Offline Offline
  • Posts: 1390
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2848 on: April 25, 2012, 07:08:33 pm »

Hosting.

I'll probably play a few games myself around 8pm'ish.
Logged

Footpöp

  • Seasoned Member
  • *****
  • Karma: 24
  • Offline Offline
  • Posts: 3827
  • I /saw/ him
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2849 on: April 25, 2012, 08:52:09 pm »

Vein you sure are health-cabinet happy during 1v1
Logged
Team /ABC/
Pages: 1 ... 188 189 [190] 191 192 ... 267
 

Page created in 0.048 seconds with 35 queries.