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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360456 times)

AcidLead

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3915 on: April 14, 2013, 09:42:00 pm »

proof that more people must play insmod
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sy

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3916 on: April 14, 2013, 09:52:53 pm »

insmodreel.wmv

well here's a shitty video I had to make for a school assignment using Windows Movie Maker. that program is so fucking bad lmao
u got to use this for a project for school?

AcidLead

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3917 on: April 16, 2013, 05:08:56 pm »

I think I'm going to try to play this

Edit: well that didn't take long

does anyone know when any servers are up? otherwise I might go back to hosting while I'm not at home
« Last Edit: April 16, 2013, 05:15:03 pm by AcidLead »
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RebelINS

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3918 on: April 17, 2013, 03:25:20 pm »

Hosting right now for a while.

AcidLead

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3919 on: April 17, 2013, 04:32:15 pm »

gydurgdrut

edit:btpahigturphgt

why do I never get in on these things
« Last Edit: April 17, 2013, 04:33:08 pm by AcidLead »
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RebelINS

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3920 on: April 17, 2013, 05:09:04 pm »

Well, I'm done hosting for today. You didn't miss much acidlead. only wareya and rumrusher joined for a small bit.

Don't get too attached to vanilla classes btw. They will probably get cut once I add the second wave of new classes. :P

u got to use this for a project for school?
I had to make a website for a major assignment, so I did one on this mod. The video component was required. I might publish it somewhere if I feel like it.

B.illy S.O.D.

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3921 on: April 17, 2013, 05:31:21 pm »

once I add the second wave of new classes. :P

And I thought this mod couldn't get any better. Looking forward to it :D
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RebelINS

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3922 on: April 19, 2013, 12:52:47 pm »

update on what I'm currently working on:

I added legit Cave Story controls for Quote+Curly.
This means arrow keys for movement, Z to shoot, X to jump, A/S to scroll through weapons. I moved the chat bubble menus to QWER, and call medic to D. Taunt and drop intel remains the same (F and B respectively). I will add AZERTY control toggle in the advanced options.
To use the booster, you hold up while pressing jump mid-air, and then you can control whatever direction you want to boost in by holding jump.

This leads to the next part.
What weapons should I add? I want to keep the Q/C on your back, but also ditch the regular nemesis. An idea I have is so your backpack partner only fires level 1 nemesis shots when you're low on hp.

The weapons I think would fit the best would be the Spur, Blade and maybe Fireball.

SpaceAce

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3923 on: April 19, 2013, 01:22:16 pm »

update on what I'm currently working on:

I added legit Cave Story controls for Quote+Curly.
This means arrow keys for movement, Z to shoot, X to jump, A/S to scroll through weapons. I moved the chat bubble menus to QWER, and call medic to D. Taunt and drop intel remains the same (F and B respectively). I will add AZERTY control toggle in the advanced options.
To use the booster, you hold up while pressing jump mid-air, and then you can control whatever direction you want to boost in by holding jump.

This leads to the next part.
What weapons should I add? I want to keep the Q/C on your back, but also ditch the regular nemesis. An idea I have is so your backpack partner only fires level 1 nemesis shots when you're low on hp.

The weapons I think would fit the best would be the Spur, Blade and maybe Fireball.
My vote is Snake (able to go through walls), blade, and bubbler (like, the real thing, that fires off bubbles and has 100 ammo)
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RebelINS

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3924 on: April 19, 2013, 01:29:39 pm »

The problem with Snake is that you have infinite ammo and can camp most maps very easily, especially any place crates. Bubbler is a possibility, but I've already taunted wareya by saying I'm not going to add it to spite him. :P I'll still trying implementing the level 3 bubbler though and see how it works.

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3925 on: April 19, 2013, 01:31:16 pm »

I'd like to see Wesker or Fei Long.

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AcidLead

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3926 on: April 19, 2013, 01:53:04 pm »

If we look at the CS weapons, it's pretty obvious at least three (and a half) fall out of the running right away:
Polar Star. It's a weaksauce version of Spur, with no upshot.
Rocket Launcher/Super Rocket Launcher. GG2 already tried this, and "weaker rocketman" is well covered by INSmod.
Machinegun. Everyone else does machineguns, and QC already has booster for movement.

If we look at the others:
Fireball. Yes, it has a bounce mechanic and a limited lifespan, which would make it unique. It's also straightforward, there's no need to worry about its different levels as with the Bubbler or the Sword as the Fireball gets straight, uncomplicated upgrades.
Bubbler. It's three weapons: a semi-auto, accurate, but very short-range and weak gun; an inaccurate and limited range but moderately powerful rapidfire weapon; and that strange shield/charged spread/machinegun. Which are you going to use? Obviously the first choice is worthless, and the second choice is moderately generic, but is the third really going to fill any kind of role any other weapon can't, either?
Sword. The first and second level, while similar, have somewhat interesting differences: the first level has moderate range, but benefits most at point blank; the second level doesn't reach out to the same range, but at point blank is enormously more powerful. And the third level throws the other two out and just does its own wide-area dispersion, which is pretty powerful too, if low in rate (discards the established closer/more damage mechanic). Since INSmod enjoys characters with high power levels, would it be okay to use the third level? If not, is it worth using the other versions when GG2 has spoiled this idea a little already?
Snake. The last time INSmod had a wallpassing weapon, it was revoked. Granted, this is shorter range, but it's also rapidfire, sustaining damage. It would play to a purely defensive stance, I feel, and you'll have to check against spawn zones to reduce spawncamping. (Like the fireball, I don't remember any of the levels being significantly different besides in power.)
Spur. This is a chargeable beam launcher. It's probably a really safe choice, and moderately unique, especially since Samus only charges one loop max, and this charges three loops. If you're including this, is it worth also including the Whimsical Star bonus?
Nemesis. How do you get the lower level/stronger damage mechanic to work? Do you even bother? (Yes, I know you already said this, I'm just going over everything I can think of.) While it's terribly powerful, it doesn't repeat on hold in CS. Is that worth keeping here? If your strap-on partner is using it already, is it worth having it yourself?

And that's only from a purely CS perspective. I mean, sure, not everyone is satisfied with how GG2 handled it, but would straight CS versions of QC have worked? Would they work in INSmod?

Personally if it were up to me their attack would be throwing mutant rabbit people and that would be the end of it
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SpaceAce

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3927 on: April 19, 2013, 02:04:11 pm »

If we look at the CS weapons, it's pretty obvious at least three (and a half) fall out of the running right away:
Polar Star. It's a weaksauce version of Spur, with no upshot.
Rocket Launcher/Super Rocket Launcher. GG2 already tried this, and "weaker rocketman" is well covered by INSmod.
Machinegun. Everyone else does machineguns, and QC already has booster for movement.

If we look at the others:
Fireball. Yes, it has a bounce mechanic and a limited lifespan, which would make it unique. It's also straightforward, there's no need to worry about its different levels as with the Bubbler or the Sword as the Fireball gets straight, uncomplicated upgrades.
Bubbler. It's three weapons: a semi-auto, accurate, but very short-range and weak gun; an inaccurate and limited range but moderately powerful rapidfire weapon; and that strange shield/charged spread/machinegun. Which are you going to use? Obviously the first choice is worthless, and the second choice is moderately generic, but is the third really going to fill any kind of role any other weapon can't, either?
Sword. The first and second level, while similar, have somewhat interesting differences: the first level has moderate range, but benefits most at point blank; the second level doesn't reach out to the same range, but at point blank is enormously more powerful. And the third level throws the other two out and just does its own wide-area dispersion, which is pretty powerful too, if low in rate (discards the established closer/more damage mechanic). Since INSmod enjoys characters with high power levels, would it be okay to use the third level? If not, is it worth using the other versions when GG2 has spoiled this idea a little already?
Snake. The last time INSmod had a wallpassing weapon, it was revoked. Granted, this is shorter range, but it's also rapidfire, sustaining damage. It would play to a purely defensive stance, I feel, and you'll have to check against spawn zones to reduce spawncamping. (Like the fireball, I don't remember any of the levels being significantly different besides in power.)
Spur. This is a chargeable beam launcher. It's probably a really safe choice, and moderately unique, especially since Samus only charges one loop max, and this charges three loops. If you're including this, is it worth also including the Whimsical Star bonus?
Nemesis. How do you get the lower level/stronger damage mechanic to work? Do you even bother? (Yes, I know you already said this, I'm just going over everything I can think of.) While it's terribly powerful, it doesn't repeat on hold in CS. Is that worth keeping here? If your strap-on partner is using it already, is it worth having it yourself?

And that's only from a purely CS perspective. I mean, sure, not everyone is satisfied with how GG2 handled it, but would straight CS versions of QC have worked? Would they work in INSmod?

Personally if it were up to me their attack would be throwing mutant rabbit people and that would be the end of it
Small problems
In cannon of CS, we can't have all of those weapons at once, so if you could, make it something like choosing from three load outs? not having them all at once, but needing to respawn to get them. Like: Snake, Bubbler, sword/Spur, Fireball, nemesis/Bubbler, sword, fireball
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Intel Guard

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3928 on: April 19, 2013, 02:57:43 pm »

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RebelINS

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Re: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE
« Reply #3929 on: April 19, 2013, 03:07:55 pm »

I'd like to see Wesker or Fei Long.
A no frills melee character is going to be a long shot. Fei Long has nothing going for him when you consider all his special moves. It'll be like Jaina except with no projectiles. The only melee class I'd consider at this point is Kenshiro from HNK.

Wesker's abilities are already kind of replicated with Illusionist, so I'd rather development that class further. Especially considering that Blu Dragon dipped

If we look at the others:
Fireball. Yes, it has a bounce mechanic and a limited lifespan, which would make it unique. It's also straightforward, there's no need to worry about its different levels as with the Bubbler or the Sword as the Fireball gets straight, uncomplicated upgrades.
Bubbler. It's three weapons: a semi-auto, accurate, but very short-range and weak gun; an inaccurate and limited range but moderately powerful rapidfire weapon; and that strange shield/charged spread/machinegun. Which are you going to use? Obviously the first choice is worthless, and the second choice is moderately generic, but is the third really going to fill any kind of role any other weapon can't, either?
Sword. The first and second level, while similar, have somewhat interesting differences: the first level has moderate range, but benefits most at point blank; the second level doesn't reach out to the same range, but at point blank is enormously more powerful. And the third level throws the other two out and just does its own wide-area dispersion, which is pretty powerful too, if low in rate (discards the established closer/more damage mechanic). Since INSmod enjoys characters with high power levels, would it be okay to use the third level? If not, is it worth using the other versions when GG2 has spoiled this idea a little already?
Snake. The last time INSmod had a wallpassing weapon, it was revoked. Granted, this is shorter range, but it's also rapidfire, sustaining damage. It would play to a purely defensive stance, I feel, and you'll have to check against spawn zones to reduce spawncamping. (Like the fireball, I don't remember any of the levels being significantly different besides in power.)
Spur. This is a chargeable beam launcher. It's probably a really safe choice, and moderately unique, especially since Samus only charges one loop max, and this charges three loops. If you're including this, is it worth also including the Whimsical Star bonus?
Nemesis. How do you get the lower level/stronger damage mechanic to work? Do you even bother? (Yes, I know you already said this, I'm just going over everything I can think of.) While it's terribly powerful, it doesn't repeat on hold in CS. Is that worth keeping here? If your strap-on partner is using it already, is it worth having it yourself?

And that's only from a purely CS perspective. I mean, sure, not everyone is satisfied with how GG2 handled it, but would straight CS versions of QC have worked? Would they work in INSmod?
The way I'm looking at it right now is that Booster v2.0 totally outweighs the disadvantages of orthogonal aiming, no bubbles for defense and slightly less hp. If I give them the blade back (with infinite ammunition and flat damage), they will be quite good. If it turns out to be too good, I'll just slap on a simple clip reload on the blade.

The Spur is going to be similar to existing weapons. The Polar Star shots (tap shots) will be like Samus's uncharged shots but with less range. The charged versions will be stronger versions of Maiden's Soul Ray.

Fireball would be there so don't get totally boned when people are below you.

re nemesis: I already implemented this weapon with lower HP = lower level. I don't really like it because it leads to degenerate gameplay.
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