March 01, 2026, 07:06:04 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 ... 193 194 [195] 196 197 ... 267

Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360945 times)

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 #2910 on: May 01, 2012, 05:14:48 pm »

I'd really like to see a story behind INS. Perhaps a collaborative effort?
Exactly like the intro to super smash brothers brawl but with cooler characters
Logged
Team /ABC/

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 #2911 on: May 02, 2012, 08:59:32 am »

I'd really like to see a story behind INS. Perhaps a collaborative effort?
Exactly like the intro to super smash brothers brawl but with cooler characters
thisss
Continuing with the Brawl example, if Rebel manages to fully code neutral ennemies that can be modded, we can even make something like Subspace Emissary - A/D adventure maps against a swarm of creeps - providing that it's made so only 1 team (and maybe just some classes) can be played... ?
Logged
i already have a pet that follows me around 24/7
it's called  :z4:
you may have seen it

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 #2912 on: May 02, 2012, 09:29:13 am »

I wonder if I can reuse the new neutral creeps to make smart void knights, or should I leave them as is?

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 #2913 on: May 02, 2012, 09:49:44 pm »

I wonder if I can reuse the new neutral creeps to make smart void knights, or should I leave them as is?

That COULD potentially make him OP, or make quite a bit of lag if it's on larger games with more than 6 players (or especially on tdm_metrostation with the ghouls). Maybe if it had a maximum amount of knights, like two? You could give them a little more HP and damage, as well as give him a sort of magicka bar that prevents him from spamming them.
« Last Edit: May 02, 2012, 09:51:22 pm by [PHS] Killah Zillah »
Logged

Vein

  • Veteran Beta Tester
  • *****
  • Karma: 85
  • Offline Offline
  • Posts: 1390
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2914 on: May 02, 2012, 09:56:39 pm »

First we will have to see how neutral creeps work before we even begin to shoot down the idea.

Also I'm pretty sure it will still be one void knight at a time.
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 1.21 ex | More stable release and new goodies
« Reply #2915 on: May 02, 2012, 10:52:04 pm »

First we will have to see how neutral creeps work before we even begin to shoot down the idea.

Also I'm pretty sure it will still be one void knight at a time.

I've seen multiple knights before though.. maybe it was desync or an old version?

I was just sayin' is all, I didn't mean to seem like I didn't like the idea. That's actually why I suggested potential ways to balance it..!

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 #2916 on: May 03, 2012, 12:09:22 am »

Maybe the smarter void knight will be when you use the knight spell while overcharged.

CrazNoDale

  • Guest
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2917 on: May 03, 2012, 05:26:35 pm »

Hosting for the man Rebel

ERROR in
action number 1
of Draw Event
for object SamuraiDash:

Error in code at line 4:
   
draw_sprite_ext(sprite_index,image_index,owner.x,owner.y,image_xscale,image_yscale,0,c_white,1);
                                                  ^
at position 49: Unknown variable x
« Last Edit: May 03, 2012, 05:53:09 pm by CrazNoDale »
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 #2918 on: May 03, 2012, 05:53:17 pm »

Code: [Select]
___________________________________________
ERROR in
action number 1
of Draw Event
for object SamuraiDash:

Error in code at line 4:
   draw_sprite_ext(sprite_index,image_index,owner.x,owner.y,image_xscale,image_yscale,0,c_white,1);
                                                  ^
at position 49: Unknown variable x
Logged
Team /ABC/

Martulux_555

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 119
  • Because high definition is too mainstream
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2919 on: May 04, 2012, 05:49:40 am »

Damnit im so stupid.
There was a 7zip in my computer all along. :z8:
Logged

Just some incrediboxes that i have no place to put:
1st incredibox, it sucks.
2nd one.

AcidLead

  • The Flash of the Action
  • Veteran Beta Tester
  • *****
  • Karma: 103
  • Offline Offline
  • Posts: 6369
  • Our hero returns triumphant. Execute him at once.
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2920 on: May 05, 2012, 01:08:49 pm »

I have installed a new router on our home network (old isp provided shit was shitty) and I have a keyboard with working S and D keys now so hopefully my INSmod playing should go up

assuming I'm not to lazy to use my brand-spanking-new actually-working-logical fort-porward settings
Logged
fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

Vein

  • Veteran Beta Tester
  • *****
  • Karma: 85
  • Offline Offline
  • Posts: 1390
Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2921 on: May 05, 2012, 03:29:30 pm »

Going to host INSmod for probably the whole weekend.

If the server goes down feel free to let me know any way you can.
Unless it is telepathic and between the hours of 3am-6am.
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 1.21 ex | More stable release and new goodies
« Reply #2922 on: May 05, 2012, 06:30:32 pm »

Hi Rebel! I figured I'd post this here before I did anything else, just to see if you're ok with me doing so. I thought I'd help finish skinning Metro Station, give it a brick background and such. This is all I've done so far, but I really like how it came out! I think I made the "bend" effect look pretty good.

« Last Edit: May 05, 2012, 06:32:10 pm by [PHS] Killah Zillah »
Logged

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 #2923 on: May 06, 2012, 07:47:46 pm »

send me bg later

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 #2924 on: May 06, 2012, 08:36:12 pm »

send me bg later

Alright, I'm glad you're considering using it! It's nowhere near done, but I'm confident that it'll turn out faithful to GG2's style without becoming a distraction like my old maps were.
« Last Edit: May 06, 2012, 08:36:47 pm by [PHS] Killah Zillah »
Logged
Pages: 1 ... 193 194 [195] 196 197 ... 267
 

Page created in 0.035 seconds with 35 queries.