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Author Topic: Shady Shootouts  (Read 36583 times)

BassieEnAdriaan

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Re: Shady Shootouts
« Reply #45 on: June 15, 2009, 01:51:27 pm »

I think it might be kind of cool if you made this more like counterstrike and less like tf2. You pick what your character looks like and buy or even pick up weapons.
Well, I want each characters to have his own role, rather than giving people certain thing to whine about (revolver is too weak). Instead you can change an entire class and everyone will be affected, in some way, not just Mostboughtgunnumber5. Beside, I need to code in money.

the truth is you just don't know how to code it in :hehe:
Use TNT code, give ammo, new art, make it to create flame projectiles in certain area using random function. A durr.
oh boy you shure are a great coder (new art) using random function oh wow i wish i could think up something like that, oh ammo verry impressive lolololo oh tnt oh boy you used a timer!
« Last Edit: April 11, 2026, 02:21:54 pm by MedO »
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gufu

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Re: Shady Shootouts
« Reply #46 on: June 15, 2009, 02:13:06 pm »

Quote from: BassieEnAdriaan
oh boy you shure are a great coder (new art) using random function oh wow i wish i could think up something like that, oh ammo verry impressive lolololo oh tnt oh boy you used a timer!
« Last Edit: April 11, 2026, 02:22:12 pm by MedO »
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Corky

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Re: Shady Shootouts
« Reply #47 on: June 15, 2009, 02:31:22 pm »

Quote from: BassieEnAdriaan
oh boy you shure are a great coder (new art) using random function oh wow i wish i could think up something like that, oh ammo verry impressive lolololo oh tnt oh boy you used a timer!


Oh he's arrogant.

But anyway, this mod sounds cool. I like how it sounds so far.
« Last Edit: April 11, 2026, 02:22:25 pm by MedO »
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BassieEnAdriaan

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Re: Shady Shootouts
« Reply #48 on: June 15, 2009, 02:35:38 pm »

Quote from: BassieEnAdriaan
oh boy you shure are a great coder (new art) using random function oh wow i wish i could think up something like that, oh ammo verry impressive lolololo oh tnt oh boy you used a timer!

is that a cloud?
« Last Edit: April 11, 2026, 02:22:32 pm by MedO »
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gufu

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Re: Shady Shootouts
« Reply #49 on: June 16, 2009, 08:59:40 pm »



Lighters got a real nice hotel hideout. I wonder when they will finish renovating and expklore the rest of the area...
« Last Edit: June 16, 2009, 09:00:33 pm by gufu »
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Capn

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Re: Shady Shootouts
« Reply #50 on: June 16, 2009, 10:00:43 pm »

My 3 Class Ideas:

Supplier
There should be very limited ammo, so that players would make their decisions carefully. Teammates who come up to the supplier instantly get their ammo replenished. The supplier, however, has a limited amount of ammo that he has to replenish himself by picking up dropped weapons or finding an ammo stash(these could be placed in certain areas in the maps). But what does he have to defend himself, you ask? The supplier carries an American WWII machine gun that he can only use by propping it on something. He is required to shoot in small, but powerful bursts, since overheating the weapon is very easy. This leaves him defenseless at times. But right clicking makes him take out his brass knuckles and punch. Middle clicking props his weapon. 2 suppliers per team.

Boss
The boss increases the power of the teammates around him. He uses a M3 submachine gun that is slightly weak but can slow down his enemies. Right clicking makes him put his weapon away and cup his hands over his mouth, yelling at his teammates, increasing their power and abilities. He has to wait for his command charge to get full so that he can increase the ammo, firepower, health, and speed of his teammates for a certain amount of time. He has to choose only ONE of those, though. Yes, he can yell while running, but it makes him defenseless for 2-4 seconds. There can only be one boss per team.

Medicine Man
The medicine man can heal his nearby teammates by taking out a needle and pricking them. Him and the teammate he's healing have to stand still, because the healing process acts like the Infiltrator's backstab. The weapon he uses is the U.S Rifle M1903 Springfield. It fires faster than the revolver but is not as powerful. It makes up in accuracy, however, and can reach enemies reasonably far, but not as far as the sniper. Think half of how far you can see with a sniper rifle. There is no limit on how many medicine men there can be.

« Last Edit: June 16, 2009, 10:02:44 pm by Capn »
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gufu

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Re: Shady Shootouts
« Reply #51 on: June 16, 2009, 10:20:03 pm »

My 3 Class Ideas:

Supplier
There should be very limited ammo, so that players would make their decisions carefully. Teammates who come up to the supplier instantly get their ammo replenished. The supplier, however, has a limited amount of ammo that he has to replenish himself by picking up dropped weapons or finding an ammo stash(these could be placed in certain areas in the maps). But what does he have to defend himself, you ask? The supplier carries an American WWII machine gun that he can only use by propping it on something. He is required to shoot in small, but powerful bursts, since overheating the weapon is very easy. This leaves him defenseless at times. But right clicking makes him take out his brass knuckles and punch. Middle clicking props his weapon. 2 suppliers per team.

Boss
The boss increases the power of the teammates around him. He uses a M3 submachine gun that is slightly weak but can slow down his enemies. Right clicking makes him put his weapon away and cup his hands over his mouth, yelling at his teammates, increasing their power and abilities. He has to wait for his command charge to get full so that he can increase the ammo, firepower, health, and speed of his teammates for a certain amount of time. He has to choose only ONE of those, though. Yes, he can yell while running, but it makes him defenseless for 2-4 seconds. There can only be one boss per team.

Medicine Man
The medicine man can heal his nearby teammates by taking out a needle and pricking them. Him and the teammate he's healing have to stand still, because the healing process acts like the Infiltrator's backstab. The weapon he uses is the U.S Rifle M1903 Springfield. It fires faster than the revolver but is not as powerful. It makes up in accuracy, however, and can reach enemies reasonably far, but not as far as the sniper. Think half of how far you can see with a sniper rifle. There is no limit on how many medicine men there can be.

Important:I still did not include the money. I would like to finsih the classes and the basics before going into more important things (boo hoo, sprite mod). I love the input, though. Please don't think that I want to make my job easier (although, I kinda do).

1)Those are not exactly fitting in the settings. However, there could be a point where men could resupply for money, rather than free/almost nothing at the second floor of the HQ.
2)Supply class from Battlefield series? What are YOU, doing here? I'd love to give the machinegun to a different "platform". Having a man running around with Vickers is silly. But brass knuckles? Sounds useful (although I need to look more into the alternative weapon animations).
3)Puting The Boss in danger, is kinda... weird. If it is simply, an officer of the boss - there is a slight problem. The thing with the mob, is that officers are almost as expandable as troops are. Technically, mob could simply have a little accident, once in a while (and unless The Boss had something direct with that man) to promote someone more profitable into the higher ranks. Still, the idea can be used in some way... hm...
4)Ugh... 1920's/30's... the operation would take an hour. And if it just a flesh wound, they could keep on fighting. Sorry. Punya (Operation:Silent Storm reference).

I am an ass, aren't I? Sorry for dissing the idea, but those are just my 2K dollars. Thanks for the ideas, anyway.
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Capn

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Re: Shady Shootouts
« Reply #52 on: June 16, 2009, 10:27:14 pm »

My 3 Class Ideas:

Supplier
There should be very limited ammo, so that players would make their decisions carefully. Teammates who come up to the supplier instantly get their ammo replenished. The supplier, however, has a limited amount of ammo that he has to replenish himself by picking up dropped weapons or finding an ammo stash(these could be placed in certain areas in the maps). But what does he have to defend himself, you ask? The supplier carries an American WWII machine gun that he can only use by propping it on something. He is required to shoot in small, but powerful bursts, since overheating the weapon is very easy. This leaves him defenseless at times. But right clicking makes him take out his brass knuckles and punch. Middle clicking props his weapon. 2 suppliers per team.

Boss
The boss increases the power of the teammates around him. He uses a M3 submachine gun that is slightly weak but can slow down his enemies. Right clicking makes him put his weapon away and cup his hands over his mouth, yelling at his teammates, increasing their power and abilities. He has to wait for his command charge to get full so that he can increase the ammo, firepower, health, and speed of his teammates for a certain amount of time. He has to choose only ONE of those, though. Yes, he can yell while running, but it makes him defenseless for 2-4 seconds. There can only be one boss per team.

Medicine Man
The medicine man can heal his nearby teammates by taking out a needle and pricking them. Him and the teammate he's healing have to stand still, because the healing process acts like the Infiltrator's backstab. The weapon he uses is the U.S Rifle M1903 Springfield. It fires faster than the revolver but is not as powerful. It makes up in accuracy, however, and can reach enemies reasonably far, but not as far as the sniper. Think half of how far you can see with a sniper rifle. There is no limit on how many medicine men there can be.

Important:I still did not include the money. I would like to finsih the classes and the basics before going into more important things (boo hoo, sprite mod). I love the input, though. Please don't think that I want to make my job easier (although, I kinda do).

1)Those are not exactly fitting in the settings. However, there could be a point where men could resupply for money, rather than free/almost nothing at the second floor of the HQ.
2)Supply class from Battlefield series? What are YOU, doing here? I'd love to give the machinegun to a different "platform". Having a man running around with Vickers is silly. But brass knuckles? Sounds useful (although I need to look more into the alternative weapon animations).
3)Puting The Boss in danger, is kinda... weird. If it is simply, an officer of the boss - there is a slight problem. The thing with the mob, is that officers are almost as expandable as troops are. Technically, mob could simply have a little accident, once in a while (and unless The Boss had something direct with that man) to promote someone more profitable into the higher ranks. Still, the idea can be used in some way... hm...
4)Ugh... 1920's/30's... the operation would take an hour. And if it just a flesh wound, they could keep on fighting. Sorry. Punya (Operation:Silent Storm reference).

I am an ass, aren't I? Sorry for dissing the idea, but those are just my 2K dollars. Thanks for the ideas, anyway.
1.) Ok. Just got some ideas from Mafia and Mafia 2. :P
     P.S. Classes should be able to buy additional class specific weapons, items, and abilities and perhaps choose them at the beginning of every match. :)
2.) What do you mean by different platform?
3.)1/3 is not bad, I guess. What do you mean by putting him in danger?
4.) What about booze or beer instead? But then his name would have to be changed to the Bartender.
« Last Edit: June 16, 2009, 10:29:55 pm by Capn »
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gufu

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Re: Shady Shootouts
« Reply #53 on: June 16, 2009, 10:35:18 pm »

1)Dear god people. What have I done. People want a complete and full game, and yet will only recieve barely digested nutrients. Class specific things... molotovs... uh-oh.
2)Cars, sandbags, WW1 tanks.  :drool:
3)The Boss is the Boss. He never gets his hands dirty. Send in the grunts.
4)Self-healing while carrying the booze, perhaps activation of one-time, mid-fight healing after X ammount of caps.

I feel sad if I won't be able to deliver this.

And I only have a week.

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Capn

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Re: Shady Shootouts
« Reply #54 on: June 16, 2009, 11:02:09 pm »

Tony wants it in a week, and if ya don't comply, we got a nice, comfy pair of cement blocks and a trip to the bottom of the ocean in store for ya, ca pish?
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Meower

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Re: Shady Shootouts
« Reply #55 on: June 17, 2009, 03:47:38 am »

There's still no audio in this game, right?
If so, I'd like to have the theme of Heist multiplayer (Conker) remixed to 8-bit.

Conker bad fur day gameplay - Heist multiplayer
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Corky

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Re: Shady Shootouts
« Reply #56 on: June 17, 2009, 05:06:09 am »

There's still no audio in this game, right?
If so, I'd like to have the theme of Heist multiplayer (Conker) remixed to 8-bit.

Conker bad fur day gameplay - Heist multiplayer

A fellow Conker fan I presume.
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Meower

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Re: Shady Shootouts
« Reply #57 on: June 17, 2009, 05:24:20 am »

There's still no audio in this game, right?
If so, I'd like to have the theme of Heist multiplayer (Conker) remixed to 8-bit.

Conker bad fur day gameplay - Heist multiplayer

A fellow Conker fan I presume.
Sort of.
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gufu

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Re: Shady Shootouts
« Reply #58 on: June 17, 2009, 10:58:17 am »

Actually, current list of songs (sadly not 8-bit) is as follows:

Menu:
Moaning for you
Oh johny, oh
Placeholder (Usual GG2 in-menu music)

Game:
Eddie Christian's Rhythm for you
Placeholder (Usual GG2 in-game music)

Currently, I am thinking on how the game could actually use different song combinations, rather than just the ones chosen on the startup. Otherwise, I'd have to combine a certain number of songs to make those 15 minutes... less repetative. Also, that song would actually work pretty well, and it is even good for a loop. Awesome.

I need an 8-bit musician, and I need him NOW!
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Meower

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Re: Shady Shootouts
« Reply #59 on: June 17, 2009, 11:19:56 am »

Actually, current list of songs (sadly not 8-bit) is as follows:

Menu:
Moaning for you
Oh johny, oh
Placeholder (Usual GG2 in-menu music)

Game:
Eddie Christian's Rhythm for you
Placeholder (Usual GG2 in-game music)

Currently, I am thinking on how the game could actually use different song combinations, rather than just the ones chosen on the startup. Otherwise, I'd have to combine a certain number of songs to make those 15 minutes... less repetative. Also, that song would actually work pretty well, and it is even good for a loop. Awesome.

I need an 8-bit musician, and I need him NOW!
A converter: Scoot.
A musician (though I'm sure she won't help us): JAMMY.
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