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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360841 times)

Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #900 on: September 07, 2011, 01:34:06 am »

community map project

so you wait for other people to do work for you then consider it a personal achievement?

also, at first glance, nice flattening of the floor structure, I'm going to wait and see before I put my lipstick on though.

Nah, its more of a forum game, make art for a really big map, then pass it on and let someone else continue it. Its a game, not an achievement.
« Last Edit: February 08, 2026, 05:41:13 am by MedO »
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #901 on: September 07, 2011, 09:54:23 am »

lighting, entities, health, and spawn placements withstanding.
lighting
Are you adding a lightning engine ?  :z9:

Also the map seems cool but the flat hallways look, while they sound balanced, a bit uninteresting to move within.


On the topic of maps I'm continuing the z4giraffe jungle thingy.
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Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #902 on: September 07, 2011, 10:09:40 am »

He means like drawing the shadows on the map

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #903 on: September 07, 2011, 10:24:26 am »

I'm just experimenting with basic lighting; it would be a transparent image over the entire map. For areas like the upper room (red), the lightning trap room (blue), and various other hallways.

If it turns out to be too slow, or too big, I won't use it.

muse

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #904 on: September 08, 2011, 07:12:30 pm »

hosting if anybody is interested
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Jowly

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #905 on: September 08, 2011, 07:14:28 pm »

hosting if anybody is interested
Moos hosts, whole INS fanclub rejoices.
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Uncle Woody

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #906 on: September 08, 2011, 08:09:09 pm »






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Quote from: muse in IRC
<mad_moose>: flowers rot in two days and they shit all over your table
stryker is the greatest medibuddy in gg2 handsdown

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #907 on: September 08, 2011, 08:25:13 pm »

any explanations for how that stuff happened?

Orangestar

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #908 on: September 08, 2011, 09:03:05 pm »

Dante v Dante is fun

Uncle Woody

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #909 on: September 08, 2011, 09:08:23 pm »

first two we were just screwing around, getting ontop of each other's sprite with muse an I.

Last one I really don't know. He was just in his mecha for a while and then when I was shooting at it(to destroy it) it turned dark blue. My only explaination was that it was desync or lag, as I was having lag when the mecha was in existance. And when it was "destroyed" while lagging the game didn't reconize that mojo was outside his destroy mecha.

A similar thing happens to saniman when I was on truefort in blu's base and those little stairs/ridges after that crate just outside the base. I wall crawled, got on the ceiling, jumped off and shifted back on the floor(not wall) and the game allowed me to walk around on the ground like normal, but my sprite was still flipped over as if I was still wall crawling.

Also: trying putting the crosshair dead center on the screen with E honda and headbutt in the air. I've seen him fly left with his headbutt sprite flipped around (tried to get a screenie but couldn't) and I've even saw him buttstomp up-left on 2dfort. Its completly random though.
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CUM IS WEAKNESS LEAVING THE PENIS
Quote from: muse in IRC
<mad_moose>: flowers rot in two days and they shit all over your table
stryker is the greatest medibuddy in gg2 handsdown

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #910 on: September 08, 2011, 09:23:34 pm »

Aight. Thanks for the info.

The saniman sprite flipping with normal gravity is due to lag. I'll look into something to sync that up better.

rocketeer

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #911 on: September 10, 2011, 10:00:47 am »

someone play this mod cause im bored
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Rodoval

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #912 on: September 10, 2011, 05:22:16 pm »

Also killing yoga while he's teleporting leaves his corpse in the same position. Pretty entretaining when it happens twice in a row by accident.
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read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.

Saniblues

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #913 on: September 10, 2011, 08:12:44 pm »

Aight. Thanks for the info.

The saniman sprite flipping with normal gravity is due to lag. I'll look into something to sync that up better.
A simple matter of checking either the player's gravity or if it's touching the ground below it. I'd go with the former.
You could also dumb it down to one sprite if you give him a square hitbox so you can just rotate the sprite.
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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 | Now Version 1.04
« Reply #914 on: September 10, 2011, 11:38:54 pm »

Saniman actually does have a square hitbox if you check the source. However, I didn't rotate the sprites for the gravity, because it raised some other issues.
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