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  #31  
Old 05-21-2011, 06:54 AM
Crono Crono is offline
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Originally Posted by maximus_asinus View Post
I do agree with you but I think something called the nukeshot should be more than a simple projectile with generic explosion.
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  #32  
Old 05-21-2011, 07:06 AM
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  #33  
Old 05-21-2011, 09:09 AM
DeCeaseD DeCeaseD is offline
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That picture is fookin epic. I have to give you rep for posting it, and definitely have to give Dusty rep for making it.
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  #34  
Old 05-21-2011, 10:31 AM
jacob_bald6225 jacob_bald6225 is offline
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Originally Posted by ffcmike View Post
Yes, why is it ugly?

Is there something "wrong" with it?
Is rotation seen as generic?
Is it because it's not the same as the original?

It may not be up to a developers tastes where ofcourse things can be bettered but nevertheless it's something players have been impressed with and haven't critiqued.
It is essentially a projectile super bomb. I'd say go with the super bomb(red) and just ignore the nuke shot all together, if there were a projectile version of all the bomb npcws then the bombs are useless.

Or make it something that isn't an npcw-- like a super weapon only useable during server-wide events or a quest.
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  #35  
Old 05-21-2011, 10:46 AM
smirt362 smirt362 is offline
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Should make nukeshot arc instead and then do the old super explosion
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  #36  
Old 05-22-2011, 03:45 AM
lavaman lavaman is offline
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Quote:
Originally Posted by jacob_bald6225 View Post
It is essentially a projectile super bomb. I'd say go with the super bomb(red) and just ignore the nuke shot all together, if there were a projectile version of all the bomb npcws then the bombs are useless.

Or make it something that isn't an npcw-- like a super weapon only useable during server-wide events or a quest.
I agree with this.
Maybe make the Nukeshot similar to the TNT from the quest in Christian's shop where you had to place the TNT and detonator then connect them but with this you need to pick up then place the launcher, then pick up the ammo and load it into the launcher, and last fire it into a large amount of baddies, a boss, or destroy something at a distance.

Another idea is to just make nukeshot ammo scarce so that it is a waste to use it when you can just use a superbomb.
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  #37  
Old 05-24-2011, 08:17 AM
ffcmike ffcmike is offline
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Another preview, this is demonstrating the combination of previously made falling, the new fully custom projectile system and a different wall checking option. The significance of this for the most part is that certain blocking tiles can easily be made to be ignored by players, baddies, projectiles or anything that moves.



It should be noted that while this level will be used as part of a quest this video is just for display, this level is subject to change.
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  #38  
Old 05-24-2011, 08:24 AM
Tricxta Tricxta is offline
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Thats pretty neat, nice job!
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No look at it, Stefan is totally trolling Thor. Calling Classic a "playerworld" (something it's not supposed to be) is the ultimate subtle insult to a true fan.

It's genius.
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  #39  
Old 05-25-2011, 03:55 AM
smirt362 smirt362 is offline
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It's cool, perhaps you could add baddies and players falling if they get hit and are knocked back to the edge as well.
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  #40  
Old 05-25-2011, 04:00 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by smirt362 View Post
It's cool, perhaps you could add baddies and players falling if they get hit and are knocked back to the edge as well.
Players already are falling like this if you mean through recoil movement, baddies had crossed my mind mainly with this being the case in LTTPm though a worry is keeping script time down as their movement is already quite complex.
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  #41  
Old 05-25-2011, 06:21 PM
Kamaeru Kamaeru is offline
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Very awesome.

I do think that baddies really ought to be able to fall, though.

Even if it's the most difficult script you've ever produced.

If you have an organized system of keys that unlock doors in respective dungeons, AND baddies that fall into holes, then we're seriously in business.

Also, I think we had something like this working before: a method to where each different place you could fall sends you to a separate and planned-out location in a level below.
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  #42  
Old 05-25-2011, 06:43 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Kamaeru View Post

I do think that baddies really ought to be able to fall, though.

Even if it's the most difficult script you've ever produced.
It's not so much a matter of difficulty, the detection of fall tiles is very simple, as is making their recoil go through them, the worry really is that fully precise blocking detection with the high range of angles that can occur with recoil can be a lot more expensive in terms of script time than straight forward or diagonal checks. Admittedly they're quite consuming as it is, they're using the same movement process as players with such things as sliding against diagonal cliff tiles enabled, it's something I'll want to optimise before adding more.

Quote:
Originally Posted by Kamaeru View Post
Also, I think we had something like this working before: a method to where each different place you could fall sends you to a separate and planned-out location in a level below.
This is very simple to do should we want to, though there won't be any fall level for this specifically.
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  #43  
Old 05-25-2011, 06:57 PM
Kamaeru Kamaeru is offline
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It's funny, when I'm playing ALttP I get the feeling that nintendo found a way to get around that method as a whole, because their script for doing it seems to be really simple and logical. But, alas, they weren't using Gscript.

I was hoping it would be as easy as this:

1. enemy moves onto specific x/y location

2. enemy plays an animation

3. script nullifies enemy amidst this

lol
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  #44  
Old 06-04-2011, 04:45 PM
xAndrewx xAndrewx is offline
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is the falling thing on atlantis too?
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  #45  
Old 06-04-2011, 08:38 PM
Kiwi27 Kiwi27 is offline
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Quote:
Originally Posted by xAndrewx View Post
is the falling thing on atlantis too?
I'm pretty sure I've seen it, on the way to the mountains... 'cept much easier to fall on Atlantis...

But good work, Thor!
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