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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360655 times)

Dusty

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3495 on: July 22, 2012, 08:31:19 pm »

Alright let's talk Illusionist.

First off the break down of his three forms, for a refresher:
1) 'Holy' Form
 -- Designed to be highly melee based
 -- Uses a switch-hook and sword
 -- Switch-hook switches you and an opponents velocity, position, and move status.
 -- Undefined 3rd ability

2) Normal Form
 -- Half and half
 -- Uses Luger and Mirror Image
 -- Can perform the Void Split, as he can now.

3) Void Form
 -- Ranged based
 -- Can cast void bolts and summon void knights
 -- Can cast a portal to the Void (Details later, need to work out specifics.)

1 and 3 have their own specialty, while 2 will perform much like the current Illusionist.
All forms have 3 abilities, 2 attacks and one teleport ability

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3496 on: July 22, 2012, 08:40:18 pm »

If you provide the melee animation sprites for the holy form, I can code the combos and whatnot. I can also provide some sprites for the animations if you give me a base to work off of.

edit: I got all the summons to summon and die properly. I'll make a video tomorrow to show off what it looks like in scale. Moonwalking Ixion looks really funny.

Here's the changelog so far. Might be a thing or two that I missed.
Code: [Select]
INS Mod v1.25 Changelog
General:
- upped the resolution from 800x600 to 960x720
- you can press F4 during gameplay to toggle window border, and F5 to return the window to its default location and size
- overhauled all of the score HUDs
- health and secondary bar are now larger and closer to the middle
- health will have red health that slowly depletes after a little while; it's entirely aesthetic
- overhauled all of the skill HUDs
- you can hover over the HUDs to display an advanced tooltip that explains that ability
- added an 'Advanced Options' under 'Options'
- you can turn off the HUD hover, or make it so it makes the HUD transparent
- moved the Map Animation Level option into here
- overhauled the class select screen. No longer has keyboard hotkeys, but now you can see everything at once.
- in the lower middle area, there is a short description, and class role. There is also space for flavor text and a portrait

Vault Boy:
- Added a Stimpak chemical addiction meter. Max 100%
- increases by 20% per use. Decreases by 0.9%/second during Stimpak cooldown, and 3.6%/sec if you are in Stimpak cooldown
- between 0 and 33%, you heal regularly. Between 33% and 66%, you heal roughly half. And anything over 66% doesn't heal you at all (but you still increase your addiction).
- You can now see short descriptions for your perks, and scroll with 1 and 3.

Reisen:
- Added new sprite for weapon

Yuna:
- Added Summon menu with M2. Press 1-5 to summon an Aeon. Press Q to dismiss Aeon. Summoning takes some time to complete.
- You do not regenerate MP while controlling summon, and if you die, you will come back as Yuna (the killer still gets points)
1) Valefor | 100 MP
2) Ixion | 125 MP
3) Shiva | 125 MP
4) Ifrit | 150 MP
5) Bahamut | 200 MP
« Last Edit: July 22, 2012, 09:43:22 pm by RebelINS »
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Dusty

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3497 on: July 22, 2012, 10:20:01 pm »

I'm probably going to start out with the void form since that will take the most work.

What I want to happen is this:
The Illusionist throws out a special bolt, which will create an exit point for the portal, but it isn't active yet.
A portal begins to form at the Illusionist's position, and follows him until it's completion.
When the portal completes, all players (allies can opt out of this by :c9: ing) around the Illusionist are teleported into the Void, a special section created on the map, and  both portals are now active for X seconds.
Any player can touch the entrance portal after this to enter the Void willingly.
The Void consists of a small bunch of floating platforms in a sort of twilight, and there are only 3 ways out:
1) Leave via the exit portal (it'll be up to Red team to deny Blue team access to the portal if they don't want to be followed)
2) Jump out of the Void, and kill yourself
3) An illusionist can cast a Void portal again to pull himself, and only himself, out of the Void.
After X seconds both Portals close, leaving anyone in there to decide their own fate.

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3498 on: July 22, 2012, 10:25:08 pm »



Everything is cool except for the  :c9: thing. It seems like an unintuitive way to deny the offer.

Dusty

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3499 on: July 22, 2012, 10:31:05 pm »

Well how should it happen then?
I mean saying 'no' is the best way to say no.

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3500 on: July 22, 2012, 10:46:47 pm »

The problem is that you have to reach across the keyboard to hit c9

Dusty

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3501 on: July 22, 2012, 11:07:44 pm »

Well, I'm gonna try to make it so that as long as the bubble is out you won't teleport.
So you can press it ahead of time.

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3502 on: July 24, 2012, 11:30:00 pm »

Okay, so I'm working on a new map, cp_clocktower. It's going to be a 4x scale map (instead of default 6x), so it will look a lot better.

It's a vertical based attack defense map. Obviously themed around the Castlevania stage. There will be some goodies, such as moving gears, one-way teleport rooms (for defense), forward spawn for offense, medusa heads, and of course the regular stuff like map lighting, medkits, spikes, and animated doodads.

I'm aiming for this to be the best looking map I've ever created (possibly best ever in the community). I'll post a quick screenshot in a bit.

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3503 on: July 25, 2012, 04:48:11 pm »

4x scale map (instead of default 6x)
instantly 50% more badass

that should even be mathematically correct
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eighty-five percent hit chance
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3504 on: July 25, 2012, 04:50:33 pm »



here's a snippet of the spawn room. rest of the map should have similar quality.

Phantom Brave

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3505 on: July 28, 2012, 08:02:54 pm »

they're hanging, and it's rubble
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3506 on: July 28, 2012, 11:57:42 pm »



I haven't added any tile variance yet, so the bricks look pretty plain.

Usually my workflow goes like: tile sections >> middle ground bg >> back ground bg >> tile variant brushing >> detail work/shading

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3507 on: July 29, 2012, 10:50:20 pm »

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3508 on: July 29, 2012, 11:14:03 pm »

it's rubble
rubble can do whatever he wants
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YOUはSHOCK

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3509 on: July 29, 2012, 11:23:45 pm »

if you zoom really close into the rubble, you'll see a nene face made up of sub-pixels
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