February 27, 2026, 06:47:08 pm

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 ... 245 246 [247] 248 249 ... 267

Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360534 times)

Humble Master

  • 2012 Haxxy Award Winner
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 1262
  • Maker of Drakora
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3690 on: October 04, 2012, 10:29:21 pm »

So I played some cp+clocktower and here is my review.

Graphics 10/10: Amazing graphics as usual. I especialy love the clock face, spawn rooms and moon.

However there are some small gameplay stuff that needs to be worked out. First of all, the left path is incredibly unbalanced. The combination of medusa heads and though jumps make it a chore to assend not to mention you take some rather substantial damage. Even characters like Rebel and Afro have trouble getting up. Also this is without the BLU team shooting at you. The problem is not so much the damage of the heads as much as their knockback. The knockback can easily stall you mid jump and throw you off platforms. I would recomend reducing or even removing the head knockback.

There are some problems with the gears concerning the fact that Snare can graviy flip up onto the bottom but then can't re-gravity flip once he is on the gears. The BLU portal room is also a little wierd, as thought the wallmask doesn't line up with the background.

Overall for such a bold map you pulled this of very well Rebel. Congrats!

Also found an error

___________________________________________
ERROR in
action number 1
of Other Event: User Defined 5
for object Crouton:

Error in code at line 9:
               if(characterHit.team != team || characterHit.id == ownerPlayer.object  && characterHit.ubered == 0 ) {
                               ^
at position 30: Unknown variable team
Logged
Finally returned

ajf

  • Guest
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3691 on: October 05, 2012, 10:21:39 am »

for the record, asked rebel about adding achievements, he said nop, so that's that
Logged

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 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3692 on: October 05, 2012, 11:24:09 am »

Thank god.
Logged
fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3694 on: October 20, 2012, 12:57:22 am »

I coded Adam Jensen's sprint. He moves pretty quick, but it consumes a lot of energy. You can't fire while sprinting, and you can't tap space repeatedly to try to conserve energy that way.

On another note, I had to add an input case for spacebar release. This might come in handy for other classes somewhere down the line.

Sora no Ritsusha

  • Heroic Member
  • ****
  • Karma: 4
  • Offline Offline
  • Posts: 697
  • the user formerly known as ryo/renya
    • hey
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3695 on: November 08, 2012, 11:36:20 am »

Just learned that apparently, I'm able to host. I'll probably have an INSmod server up regularly Monday/Wednesday/Friday from 12:25-5:00 PST.
EDIT:
Rebel, if you're still working on this project, I've found a few bugs.
« Last Edit: November 08, 2012, 11:38:21 am by Renya »
Logged
Watch Symphogear. Play Honkai Impact 3rd.

   | Steam | Twitter | Bluesky |

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3696 on: November 08, 2012, 11:43:01 am »

Feel free to post any bugs in this thread.

I am still working on this mod. It is on a hiatus right now due to schoolwork, but I find some pockets of time to work on it.

Sora no Ritsusha

  • Heroic Member
  • ****
  • Karma: 4
  • Offline Offline
  • Posts: 697
  • the user formerly known as ryo/renya
    • hey
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3697 on: November 08, 2012, 11:46:33 am »

All right sweet.
When playing as Dante, if you charge the Artemis fully, and taunt, you fire a charge shot without depleting your charge.

I also crashed when I was playing as the Illusionist. The error log said something about trying to draw a missing sprite. I'll be sure to copy the text from the error log if I run into the bug again.
Logged
Watch Symphogear. Play Honkai Impact 3rd.

   | Steam | Twitter | Bluesky |

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3698 on: November 08, 2012, 11:48:52 am »

Haha, me and Vein have actually known about that Dante bug for months and decided to keep it around until at least more people figure it out.

Sora no Ritsusha

  • Heroic Member
  • ****
  • Karma: 4
  • Offline Offline
  • Posts: 697
  • the user formerly known as ryo/renya
    • hey
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3699 on: November 08, 2012, 11:49:51 am »

Haha, me and Vein have actually known about that Dante bug for months and decided to keep it around until at least more people figure it out.
Ah. I found it when I was screwing around today.
Logged
Watch Symphogear. Play Honkai Impact 3rd.

   | Steam | Twitter | Bluesky |

Derpduck

  • 2011 Haxxy Finalist
  • *
  • Karma: 42
  • Offline Offline
  • Posts: 5752
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3700 on: November 10, 2012, 01:31:34 pm »

I'm going to start hosting this regularly now, probably.

ajf

  • Guest
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3701 on: November 10, 2012, 01:42:43 pm »

I still think it would be nice if this had achievements *sigh*
Logged

Kalir

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 481
  • no one here
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3702 on: November 10, 2012, 02:12:28 pm »

Fun fact: Reisen can doublejump to kick and kill other players even during humiliation.

Fun non-fact: Reisen cannot ride a z4 giraffe, no matter how amusing this mental image is.
Logged
Praise Cheibriados.

Dusty

  • 2012 Haxxy Award Winner
  • *
  • Karma: -78
  • Offline Offline
  • Posts: 10311
  • Dust in a box under a table
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3703 on: November 10, 2012, 03:05:23 pm »

I still think it would be nice if this had achievements *sigh*
If rebel said he didn't want them, don't bring it up again.
You look like a self-centered prick who is mad he isn't getting things his way.

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3704 on: November 10, 2012, 03:58:33 pm »

Achievements don't add anything to the gameplay.

I would rather add chat before I think about adding achievements. You could argue that achievements add replay value to the game. But it really doesn't. This isn't a single player game with a collectionist mentality. The replay value comes from the variety of classes, different maps, and later on in-game chat so people can talk about cool stuff they did during matches. Multiplayer games should be played on the merit that it is actually fun, instead of trying to add things that you have to grind out.

Keep in mind that this is a one man dev team. I don't have time to spend on coming up with achievement implementation, nor do I want to outsource that job to somebody else.
Pages: 1 ... 245 246 [247] 248 249 ... 267
 

Page created in 0.04 seconds with 35 queries.