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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360980 times)

MAY HEGEHOG

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2850 on: April 25, 2012, 08:59:28 pm »

MEATBALL KING
RITE HERE
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a sha'doe of meyeself, juss hoo am i?? skan horeyezens

u koodif leffed mi hear, seeld insyd te pod . no one wood everr no
te k-aws kuntroll.. my troo eyedenditty, te powerr that izz miii!
we all danse in fiya! trap in this masheen!! donnno how long we waytid, azz te egghed's washing!
we all danse in fiya!! luking thru te skrean! donnno how long we waytid, azz te egghed washes

TEOS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2851 on: April 25, 2012, 09:39:03 pm »

I are game crasher. Also, is it just me, or are meatballs really spammable.
« Last Edit: April 25, 2012, 09:41:39 pm by Tetriole »
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RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2852 on: April 25, 2012, 09:51:19 pm »

only the best ground beef in the meatballs. no spam.

Humble Master

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2853 on: April 25, 2012, 10:23:01 pm »

Spam is essentialy meat byproduct mixxed with gelatin. Never trust canned meat.
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Vein

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2854 on: April 25, 2012, 10:33:04 pm »

Vein you sure are health-cabinet happy during 1v1
I was testing the rage meter for the samurais. Was trying ro figure out how fast it depletes from full and how many uses you can get from them. As well how many strikes it takes to fill it. Dieing doesn't really help you when you are testing the meter.
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RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2855 on: April 25, 2012, 10:36:02 pm »

keep in mind that the rage meter activation is still in the works. I don't want it to be working exactly like dante's devil trigger.

Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2856 on: April 26, 2012, 05:30:40 pm »

keep in mind that the rage meter activation is still in the works. I don't want it to be working exactly like dante's devil trigger.

How exactly does the rage meter work right now? Is it basically an equivelant of an "ammo" meter, or does it fill up? I'm asking not only for convenience of those wanting to test him, but also because I wasn't able to join up for testing last night and don't want to be left out of the loop on what everyone else knows. :z7:

MAY HEGEHOG

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2857 on: April 26, 2012, 05:37:34 pm »

block things; rage fills
up using rage bar increases your damage
special moves can be used but use ur rage bar as a sort of ammo holder thing
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a sha'doe of meyeself, juss hoo am i?? skan horeyezens

u koodif leffed mi hear, seeld insyd te pod . no one wood everr no
te k-aws kuntroll.. my troo eyedenditty, te powerr that izz miii!
we all danse in fiya! trap in this masheen!! donnno how long we waytid, azz te egghed's washing!
we all danse in fiya!! luking thru te skrean! donnno how long we waytid, azz te egghed washes

RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2858 on: April 26, 2012, 06:11:31 pm »

I guess

I'm going to work on Yuna summon sprites :X

Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2859 on: April 26, 2012, 06:28:31 pm »

block things; rage fills
up using rage bar increases your damage
special moves can be used but use ur rage bar as a sort of ammo holder thing

Ohh. That's a really cool idea, but why not also make the bar fill by successfully hitting your opponent as well? Blocking slows you so much (in a game where danger can come from any direction) that it's only going to be used half the time, perhaps less.

I really don't want to seem like I'm trying to take control of anything, I'm just making suggestions! I know this isn't my project and I'm not trying to fight anyone on their opinions, I swear!

Am I getting paranoid or what. :drool:

RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2860 on: April 26, 2012, 06:38:58 pm »

You should look at the source first before you comment on the rage meter.

Here are some truncated snippets
Code: [Select]
//melee hit rage meter gain
if sprite_index == AfroSlashHitboxS
    with (ownerPlayer.object) currentWeapon.chargeMeter+=4;
if sprite_index == SamuraiAirSlashHitboxS
    with (ownerPlayer.object) currentWeapon.chargeMeter+=8;

//block rage meter gain vs melee attacks
if justDefense
        owner.currentWeapon.chargeMeter+=lastDamage;
    else
        owner.currentWeapon.chargeMeter+=lastDamage/2;

//block rage meter gain vs all other projectiles
    if !justDefense {
        owner.hp-=lastDamage/4;
        owner.currentWeapon.chargeMeter+=4;
        }
    else {
        owner.currentWeapon.chargeMeter+=12;
    }
Max rage meter is 100. And you do gain meter by hitting people, but the whole point of the increased gain on block is to actually encourage blocking.
Against 1 second of Vein minigun fire, you take 24 damage and gain 60 rage meter (and that's not even including just defense). If you tried to run in slashing, you'd take around 96 damage, and gain about 8 rage meter. Do the math.
Blocking melee gives you rage meter relative to the amount of damage it did. You can gain almost a full meter by blocking a Chryssalid attack.

Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2861 on: April 26, 2012, 06:52:29 pm »

You should look at the source first before you comment on the rage meter.

I'm no coder, I don't understand a single thing that's in that chunk of code, that's why I ask/suggest things... :z7: That, and opening GM slows my computer to a crawl, so I only open it when I really need to.

Quote
Max rage meter is 100. And you do gain meter by hitting people, but the whole point of the increased gain on block is to actually encourage blocking.
Against 1 second of Vein minigun fire, you take 24 damage and gain 60 rage meter (and that's not even including just defense). If you tried to run in slashing, you'd take around 96 damage, and gain about 8 rage meter. Do the math.
Blocking melee gives you rage meter relative to the amount of damage it did. You can gain almost a full meter by blocking a Chryssalid attack.

I completely understand why you would tie it in with blocking, I love that idea for that exact reason, I just don't know how it all works since all that code stuff might as well be in Martian for all the good it does me to read it. I'm a sprite maker and reviewer, that's what I'm good at and that's what I do..!

Also, without having tried the rage meter/seen anyone use it ingame yet, I can't argue for/against its balance, all I can do is speculate given what I do know about it.
« Last Edit: April 26, 2012, 06:57:54 pm by [PHS] Killah Zillah »
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CrazNoDale

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2862 on: April 26, 2012, 07:03:12 pm »

You should look at the source first before you comment on the rage meter.

I'm no coder, I don't understand a single thing that's in that chunk of code, that's why I ask/suggest things... :z7: That, and opening GM slows my computer to a crawl, so I only open it when I really need to.

Quote
You don't know how to code...... How do you make mods then?
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RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2863 on: April 26, 2012, 07:05:30 pm »

neurion probably compiles them

Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2864 on: April 26, 2012, 07:35:35 pm »

You don't know how to code...... How do you make mods then?

From Halo:

ALL the code came from Neurion, the second half of the Killah Zillah modding team.
All images were edited, resized, or otherwise completely created by Killah Zillah.

From Sci-Fi:

Neurion: For making much of the code you see in my mod, and providing lots of ideas! Loves yew, Neu!!

There's always a credits section on any mod the Killah Zillah Modding Team makes, since it's a TEAM afterall. Before Neu offered to do code work for me, I would ask L or Psychopath to compile and do code work for me when they had the time. This was extremely unfair to all three of us, since they've got other things to do and I can't wait for weeks on end for them to come back just for a bug fix or something. Neu offered and proved his extreme skill with coding. Ever since, he and I have become inseperable on our projects. He's great with code, but bad with sprites. I'm great with sprites, but am utterly clueless about code.

~I'm lost without him, he's lost without me, we work together in har-mo-ny.~
« Last Edit: April 26, 2012, 07:41:06 pm by [PHS] Killah Zillah »
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