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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360740 times)

Kalir

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3330 on: June 24, 2012, 06:18:45 pm »

the best ultimate class is richter anyway

because he does everything
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3331 on: June 24, 2012, 06:36:43 pm »

Pro tip for Richter (that was an intentional trick that I put in when I first designed him):
close range axe > whip
because using sub-weapons has a very short main weapon cooldown. This gives him extremely powerful close range dps.

I fixed the glitch with the no attack zone with drool warrior (also psycho, and adam jensen). It was a conflict between alarm[11] which was used for the stun reset, AND the auto-regen. I just moved the auto-regen to alarm[8] which was unused.

Humble Master

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3332 on: June 24, 2012, 08:08:16 pm »

You just repeated what I posted. I already know about this and have already nerfed damage, refire and reload on some of his stronger weapons.

There are classes that specialize in taking down medibuddies. Iji and Maiden in Black are two of the best.
Sorry.

Also I don't like memes but love Heh Heh Man. His drills are so usefull and dynamic!
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Kalir

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3333 on: June 24, 2012, 08:13:36 pm »

Yeah I barely even bother with the whip anymore, if I'm up close and the terrain doesn't suck I just throw axes at things until they die.
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Humble Master

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3334 on: June 24, 2012, 10:54:10 pm »

Will anybody host tonight?
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Vein

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3335 on: June 24, 2012, 11:00:01 pm »

Guess I'll host until the server crashes again.
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Footpöp

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3336 on: June 24, 2012, 11:39:40 pm »

heheman isn't a meme
 :hehe:
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3337 on: June 24, 2012, 11:42:54 pm »

I pronounce heheman "hee hee man".

Or as an ultra masculine version of He-Man. "He-He-Man"

edit: honda with super meter is going to be a beast  :z4: :z4:
« Last Edit: June 25, 2012, 12:28:02 am by RebelINS »
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Humble Master

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3338 on: June 25, 2012, 07:52:48 am »

edit: honda with super meter is going to be a beast  :z4: :z4:
Cool, what is it going to do?

Edit: Found a glitch

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

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: June 25, 2012, 12:29:50 pm by [PHS] Humble Master »
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3339 on: June 25, 2012, 07:29:17 pm »

^^ good find. Will be fixed.

A few days ago I said I had a giant change I have in store/in the works...

I'm working on a total HUD redesign, which means all the skill bars, ammo bars, character select overlay, score overlays, etc. The main reason I'm doing this is for consistency. A lot of the ammo and skill bars are inconsistent, and while they work fine, it looks sloppy from a professional POV.

Here's an example of some of the skill huds:

These will have a circular timer overlay on top of them to indicate the reload time. Ongoing skills will have a glowing border to them to let you know that it is activated. I'm still unsure if I'm going to do a similar styled overlay for the primary weapon ammo. I was debating with myself whether to make it slightly larger or not.

Here are the new higher res status icons:

phys offense, phys defense, elemental offense, elemental defense, speed, hp, stun, poison, gravity
They will have the same timer overlay too.

Since these icons will take up some space along the bottom (I will be posting periodic updates regarding mockups and such), I will be changing around the score overlays and shit. They're too fucking big and I'm going to make them more compact. I don't know if I'm going to make a new scoreboard too, but I probably will change it a bit.

A giant plus side to this is that I can make the script modular, which makes it easier for me, but also I have this other cool idea. There would be 3 options for hovering over your skill HUDs. The first would do nothing. The second option would make the HUDs transparent. And the third would have an advanced tooltip that tells you how to use the skill, what it does, the current reload timer on it, etc.

Another reason I want to do the redesign is because of the inadequate character select overlay I have right now. There's never enough space in the description to explain all the functions of the class. I hope to move the description closer to the left middle of the screen, and making it much bigger. And then I could have a cool sprite on right middle, kind of like in vanilla with the animated class portrait.

I hope you guys are as excited as I am (to code and sprite and test it lolol).

AcidLead

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3340 on: June 25, 2012, 10:59:43 pm »

I hope you guys are as excited as I am (to code and sprite and test it lolol).
HELL YEAH.
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Yuko

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3341 on: June 25, 2012, 11:19:24 pm »

You could make class selection alphabetic, having players either type the letter/scroll horizontally, like in DotA 2. There could also be different sections for team-exclusives. It would reduce the space needed to showcase every class and their respective key, giving you more space for information. I'll sketch something up tomorrow.
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3342 on: June 25, 2012, 11:32:33 pm »

I don't really like that idea because it doesn't allow for the more familiar quick hotkeys (ie. w = marine, ctrl+t = tassadar, etc).

I'm sure I can create something similar to the keyboard layout, but actually use the other 2/3rds of the screen for information. Considering TF2 uses the entire screen for class selection, I don't really see a problem with blocking the action in-game. I'd still have plenty of room for cool portraits and whatnot.

edit: I just realized that doing portraits gives me an excuse to pick up my pencil and sketchbook again.  :z4: :z4:
« Last Edit: June 25, 2012, 11:36:15 pm by RebelINS »
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Humble Master

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3343 on: June 25, 2012, 11:57:06 pm »

The little skill boxes? EPIC! I cannot wait to see them.

However I'm working on an INS character right now so should weapons be "skills" or what.
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3344 on: June 26, 2012, 12:03:37 am »

I haven't decided yet.
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