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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360549 times)

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3645 on: September 08, 2012, 06:36:28 pm »

I have been thinking about programming grapple attacks, but I haven't pursued it for the same reason I don't add full-on stun or freeze attacks. It takes control out of the other player's hands.
Then don't. Take control away, I mean. Just have the player unable to turn around and make their jumps and movement have to carry two people. It's not a traditional fighting game grab, then, but those are cheap anyways.
lol grabs aren't cheap, but I digress. The point of grabs in traditional fighting games is to beat blocks. Hence the triangle of block > attacks > grabs > block. It's part of the overall strategy that the games are built around.

There is no blocking in INSmod other than for a few characters, so I can't justify the existence of grabs. INSmod (and for the most part, regular GG2) has a different design philosophy. Instead of blocking, you have directional mobility to dodge things. Projectile attacks are used for zoning, and close range/melee attacks are for high risk-high reward playstyles. I generally dislike having things that totally shut down mobility options, because it's such a huge part of the game. It's why I don't have true hitstun for melee combos, or else you would see touch of death Dante 10 hit combos. I made a post earlier talking about how I dislike traditional MOBA stuns as well for the same reason.

In simple terms, it's not fun to sit back and watch an animation, and take guaranteed damage, all because you got touched by a grab hitbox.

I don't like the alternative for grabs that you present. It seems like a hacked up way to portray a grab, when there are tons of other interesting melee mechanics that could be used.

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3646 on: September 08, 2012, 06:38:17 pm »

Well the illusionist wouldn't stab right away.
The other player could struggle (faster classes get bonuses to struggling) and if they succeed they break out.

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3647 on: September 08, 2012, 09:59:55 pm »

I don't like the alternative for grabs that you present. It seems like a hacked up way to portray a grab, when there are tons of other interesting melee mechanics that could be used.
kay, just spewing ideas, even if they're bad at least it's clear you consider them
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3648 on: September 09, 2012, 08:35:59 pm »

I'm going to have to push back v1.26 until at least Wednesday. I needed to spend this weekend getting all of my stuff together because my classes start on Monday. Mainly getting my sleep schedule back on track.

But on the bright side, my 4 day weekend is more like a 5 day weekend because I only have a 1 hour lecture/tutorial on wednesday.

If anyone has any suggestions for any small changes I could throw in, or reminders because I always forget what I'm doing, please post them.

Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3649 on: September 09, 2012, 09:57:27 pm »

I'm going to have to push back v1.26 until at least Wednesday. I needed to spend this weekend getting all of my stuff together because my classes start on Monday. Mainly getting my sleep schedule back on track.

But on the bright side, my 4 day weekend is more like a 5 day weekend because I only have a 1 hour lecture/tutorial on wednesday.

If anyone has any suggestions for any small changes I could throw in, or reminders because I always forget what I'm doing, please post them.

Did you ever figure out a way to restore things to 800x600? I really miss INSmod and it pains me to see servers up and nobody playing them.. :z7:

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3650 on: September 09, 2012, 11:31:16 pm »

https://www.dropbox.com/s/15a15y3gp14q55m/insmod%20changelog.txt
Quote
INS Mod v1.26 Changelog

General:

- you can press F3 to decrease the window size and increase the overall text size

- you can enable Legacy class selection key commands in Advanced Options. This will allow you to select classes with the old school (pre 1.25) hotkeys.

- added some additional tooltips for the skill icons

- moved the super meter HUD for applicable classes to the right of the health bar.
I put a thing in there. I thought I already posted about it a while ago. Doing that puts it at 800x600 and increases the text size for some of the more important things like hp, scoreboard and ammo.

edit:
it would be easier to make the text larger and then resize the window so that it remains legible, than to make a separate hud that fits and still adheres to the high quality standard.

Basically, i'm not actually touching the sprites at all. They are auto resized to the window size. You will see 960x720 of the screen except in a 800x600 window. If i make the text 20% bigger when the window is 20% smaller, then it should have the same legibility. Im not going to give you a gimped version that can see less of the screen.
« Last Edit: September 09, 2012, 11:32:46 pm by RebelINS »
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3651 on: September 09, 2012, 11:52:00 pm »

https://www.dropbox.com/s/15a15y3gp14q55m/insmod%20changelog.txt
Quote
INS Mod v1.26 Changelog

General:

- you can press F3 to decrease the window size and increase the overall text size

- you can enable Legacy class selection key commands in Advanced Options. This will allow you to select classes with the old school (pre 1.25) hotkeys.

- added some additional tooltips for the skill icons

- moved the super meter HUD for applicable classes to the right of the health bar.
I put a thing in there. I thought I already posted about it a while ago. Doing that puts it at 800x600 and increases the text size for some of the more important things like hp, scoreboard and ammo.

edit:
it would be easier to make the text larger and then resize the window so that it remains legible, than to make a separate hud that fits and still adheres to the high quality standard.

Basically, i'm not actually touching the sprites at all. They are auto resized to the window size. You will see 960x720 of the screen except in a 800x600 window. If i make the text 20% bigger when the window is 20% smaller, then it should have the same legibility. Im not going to give you a gimped version that can see less of the screen.

My monitor doesn't have a 960x720 setting.. Would whatever you did make the sprites normal sized again?

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3652 on: September 10, 2012, 12:19:18 am »

holy shit how many times do i have to say

pressing F3 will change the window size to 800x600, but it will not change the sprites of anything. as compensation, it also increases the text size for some stuff. i can't just re-implement all the old hud sprites because quite frankly it would be a waste of time for something that i don't really fucks with. aka they're bad for many reasons that i've posted multiple times about.

i'm not going to just decrease the view size either. that would be a major handicap, and the hud doesn't even fit in 800x600.

Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3653 on: September 10, 2012, 12:28:05 am »

holy shit how many times do i have to say

pressing F3 will change the window size to 800x600, but it will not change the sprites of anything. as compensation, it also increases the text size for some stuff. i can't just re-implement all the old hud sprites because quite frankly it would be a waste of time for something that i don't really fucks with. aka they're bad for many reasons that i've posted multiple times about.

i'm not going to just decrease the view size either. that would be a major handicap, and the hud doesn't even fit in 800x600.

I just didn't want large sprites cluttering the HUD, I thought you'd do something to make those automatically resize with the window itself, especially since as I said, when I played 1.25 the ingame sprites were tiny and the HUD was gigantic. I was just asking if that'll be fixed, calm down. Now that I know there's nothing you can do about that weird sprite thing, I'll stop asking.

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3654 on: September 10, 2012, 01:15:04 am »

cl_drawhud 0
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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3655 on: September 27, 2012, 08:30:38 am »

Woah INS mod is still alive... Is chat in this yet?
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3656 on: September 27, 2012, 10:58:59 am »

I'll add chat once it is in vanilla, because it would have passed all the proper QA at that point. I was originally apprehensive about chat, but I guess the screen space could be used for it.

I haven't worked on this for a while because of school. No spare time etc. Maybe next weekend because of thanksgiving (no class on Monday).

RebelINS

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3657 on: September 27, 2012, 06:43:08 pm »

Alright, v1.26 is up and running. I haven't actually touched it for a long time, but I figured that cp_clocktower is 99% playable (barring medusa head and healthkit placements which require testing) and that I couldn't think of anything pertinent to add, so I might as well release it.

I will edit this post with more thoughts on the future updates, mostly involving changes for the existing classes. I find that posting about my thoughts help crystallize impending features.

edit:
Adam Jensen:
I'm thinking of ditching the object invisibility stealth mode, aka the 'shades on mode' when you press 2. My original plan was that it would be analogous to how stealth gameplay was like in DX:HR, but there were some problems with it. First, the control method is really bad. Honestly, I added this feature as an excuse to use the the shades on HUD image, lol. Pressing 2/3 is quite awkward in the middle of combat. Second, it is somewhat redundant when his regular cloak performs much more fluidly in conjunction with pistoling or using Typhoon.

One of the alternative abilities I have thought of instead is an energy bar dependent sprint on Space. This would be much easier to access, and would make him a bigger threat overall. But then this would undermine his stealthy gameplay. So in addition to this, I would add some sort of arm stabby attack out of cloak. It gives him a better incentive to approach while cloaked at longer distances, and not rely on having >5 bars for a close range Typhoon.

I also noticed that nobody other than myself actually use the Icarus Drop attack (hold down while mid-air). I'll probably increase the overall range of it, or make a secondary shockwave that expands outward upon landing.

Yuna:
I want each summon to play a distinct role, so people don't just pigeonhole the class into always using the best or easiest to play ones. Valefor will be closest to a runner, using mobility to harass enemies. Ixion is going to be a more mid-ranged control oriented summon (you'll understand once you try his Aerospark in this build). Shiva will probably be the most versatile in terms of overall sprite size, HP, damage output, and speed. Ifrit and Bahamut will be the power hitters, with obvious horizontal mobility disadvantages. In most cases, you'll probably pick Ifrit of the two due to his smaller sprite size.

Kid:
I'm thinking of possibly giving him one more weapon that he can switch to. There are so many cool weapons in Bastion that I would like to represent (calamity cannon?). Right now his role puts makes him strong at long-ranges and melee ranges, with a notable mid-range weakness. He's like a much slower Dante with better damage on his ranged attack.

Ash Williams:
His current concept is still incomplete. I don't remember if I ever posted about this, but he's still going to get a vehicle ability (similar to Vein bike, or Viking longboat). It's going to be the Deathcoaster, which is a car with a giant rotating blade on the front. He will obviously need to build meter to activate it. It would probably have some armor on it similar to Mojo's mech. I'm still contemplating if it will have a traditional WASD movement scheme, or a press a button to accelerate one. I think the latter would be more fun and unique.

Snare:
Is gravity flip bite too cheap? On some maps it's a really low risk-high reward strategy. I like the idea of it, but maybe it just needs a damage nerf, so Snare has to still hit you with at least 1 waffle to kill.

Rebel:
As I have mentioned before, I want to replace the shoryuken attack with something. The Demi spell that the Red Mage has now was originally supposed to be a Rebel ability lolol. I think a cool idea would be an arcing projectile that explodes into a net (similar to Testament in guilty gear, or Trish in mvc3). It wouldn't necessarily be easy to use, because of the arc trajectory and the timed detonation. Enemies caught in the net would get stuck in it for like a second or two, but are not stunned. Gives him some zoning and team support.

Viking:
I'm probably going to add in different directional Techno Strikes. This seems like a good enough pseudo-buff that would make gameplay more interesting.

K-Z:
Needs a buff somewhere (to balance out Red team buffs), because her pistol and rifle are lacking heavily compared to other comparable classes (Jensen, Rosie, Dante). I don't know what direction she wants to take with this class, but I can think of a ton of ideas to improve offensive and defensive support if not an overtly power related buff.
One idea I have is that each of her primaries would have a special ability. Pistol ability would be ricochet bullet that deals increased damage the further it travels. Gives her some "skill-indexed" (lol that fucking term) ability that helps deal with some long range problems. Rifle ability would be a hitscan shot that deals some damage and 'marks the enemy', making them take additional damage, aka decreased defense. The drawback with this is that there is a delay from when you press the button to when it shoots, and the hitscan line will be visible right before it fires. However, it wouldn't be affected by friendly bodies. Since it only shows the line right before it fires, you can bait people into jumping into it when they react to seeing you in your aiming animation.

Bo Jackson:
:modbot: The developer noted that this class remains underpowered and expressed a desire to add more unique mechanics. One proposed idea is a mechanic where the Stiff Arm attack could hit obstacles and bounce the character backward, potentially allowing for a wall-jump maneuver by aiming at a wall.
« Last Edit: February 07, 2026, 04:39:33 pm by MedO »
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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3658 on: September 27, 2012, 06:57:25 pm »

  • you can enable Legacy class selection key commands in Advanced Options. This will allow you to select classes with the old school (pre 1.25) hotkeys.

Rebel, you are truly a gentleman and a scholar.
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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3659 on: September 27, 2012, 08:56:37 pm »

Finally some new stuff for the kid.
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