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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360445 times)

Heavy Picnic Party[Lord]

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #75 on: August 10, 2011, 03:03:53 pm »

Iji is Very OP but is a great medic partner  :c1:
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Lord Duckington Derp-"Quack" I have seen things that will make you say wut

Derpduck

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #76 on: August 10, 2011, 03:10:53 pm »

i think im a good  drool warrior but no one listens to my bubbles  :z7:
also i just crashed
Code: [Select]
___________________________________________
ERROR in
action number 1
of End Step Event
for object MojoArmor:

Error in code at line 1:
   if instance_exists(ownerPlayer.mechsuit){
                                 ^
at position 32: Unknown variable mechsuit

Yuko

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #77 on: August 10, 2011, 03:11:33 pm »

Having coffee with my grandparents, gonna continue hosting in about 20 minutes.

Man, this is addicting.
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Stonetribe

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #78 on: August 10, 2011, 03:12:22 pm »

Having coffee with my grandparents, gonna continue hosting in about 20 minutes.

Man, this is addicting.
your telling me...
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"Time has no meaning, time tells no lies. Man has evolved as a predator in disguise. Collect all our evils, place them side by side. There you have a potion for mass suicide"
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Heipo

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #79 on: August 10, 2011, 03:12:29 pm »

doom v. dhalsim matchups are fun
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Dronery

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #80 on: August 10, 2011, 03:12:46 pm »

(click to show/hide)

Also is there any possible way to choose skills when using Vault Boy?
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ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็

RebelINS

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #81 on: August 10, 2011, 03:14:20 pm »

I got a single error the entire time playing. It was a mojo mech punch anim not destroying itself when I died. Probably because I changed the order of how things happen (when you're killed inside the mech, you exit it first, and then you die).

there's no way to pick your skills with vault boy. that would be too cheap. imagine a 150 hp, 1.25 runspeed class with a gauss rifle and super sledge.

Saniblues

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #82 on: August 10, 2011, 03:21:37 pm »

Hey Rebel, I'm gonna be blunt and say I'm not gonna show too much interest in this mod until I get on a computer that can actually run it (above 5 fps)

Should I make a mod that focuses moreso on design and new gameplay elements than the number of characters? I ask this because I tried making a bunch of characters and it was totally shitty bro.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

RebelINS

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #83 on: August 10, 2011, 03:27:41 pm »

Make a low-res (320x240) saniman mod with WASD movement and orthogonal aiming. Give him evolutionary abilities based on a skill point tree. It would be like a multiplayer 2d dota + gang garrison.

edit:

elaborating on this idea, each player should be able to pick from 1 of 4 babby classes (saniboy, something, something, and maybe neneboy). as you level them up by getting kills or whatever, you put skill points into stuff and then you can unlock evolutions where your sprite changes.

^^ another class could be a moon rabbit babby
« Last Edit: August 10, 2011, 03:44:35 pm by RebelINS »
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Yuko

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #84 on: August 10, 2011, 03:32:08 pm »

Back. Time to get my Samus on!

EDIT: Ok, Samus definitely needs a small buff. Scoring 4 direct hits with rockets at mid-range/close-range on a 140 HP class and not killing them doesn't seem...right.
« Last Edit: August 10, 2011, 03:46:23 pm by Yuko »
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Heavy Picnic Party[Lord]

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #85 on: August 10, 2011, 03:52:33 pm »

Rebel,Nerf Iji she is op her lazer is a 2 hit  make the lazer a 3 hit plz :c1:
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Lord Duckington Derp-"Quack" I have seen things that will make you say wut

Derpduck

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #86 on: August 10, 2011, 03:54:39 pm »

dat frekin lazer

Stonetribe

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #87 on: August 10, 2011, 03:57:34 pm »

Everyone is overpowered in ins mod, thats sorta the point.
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"Time has no meaning, time tells no lies. Man has evolved as a predator in disguise. Collect all our evils, place them side by side. There you have a potion for mass suicide"
Praying Mantis, Children of the Earth

Derpduck

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #88 on: August 10, 2011, 03:58:57 pm »

no thats insani mod

Yuko

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Re: INS Mod Official Topic | Public Release! | Version 1.01
« Reply #89 on: August 10, 2011, 03:59:40 pm »

Everyone is overpowered in ins mod, thats sorta the point.

Overpowered (in video games) means overly powered compared to other classes/characters/whatever you want to call them.

It's virtually impossible for everything to be overpowered, by definition.
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