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Author Topic: Besiege- Medieval physics, explosions, and mayhem  (Read 14075 times)

Urist McScoopbeard

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #45 on: March 03, 2015, 06:26:05 pm »

Mac support makes me very happy. My mech-like war machine is almost perfect, it's got a deadly close combat weapon, grabber for a hand with underslung flamer, and a hull-mounted cannon. It just needs a catapult or ballista for the things that have to be blown up!
Did...

Did you make a medieval dreadnaught?

Pics, plz :3

Yes, and I have plans for mark II! Screenshots incoming!

Spoiler (click to show/hide)

Pros:

good diversity, it can beat most levels (even the brick ones by spawning a mine on top of its 'hand'). As mentioned it's a equipped with a flamethrower and grabber, hull mounted cannon, and bladed arm. It also spins like a motherfucker.

medium durability, excellent defense against arrows, medium defense against fire (it'll take a bit to fully burn), and baseline mine defense (it won't be blown apart if it runs in to a mine, but it will be set on fire.)

fucking terrfiying.

Cons:

has some problems turning, rapid change in direction combined with running over corpses may dislodge a wheel. Not to say its hard to turn, on the contrary it handles excellently most of the time.

poor wheel power. Goes pretty fast for its size on flat terrain but has problems getting up even the ramps in the sandbox.

generally unoptimized, and lacking a non-gimicky way to defeat castle structures. I.E. it lacks a ballista/catapult of some kind.

EDIT: plans for mark II include a better wheeled system OR an entire replacement if I can figure out some easy-to-use mech legs. Either way, a boost to suspension.
« Last Edit: March 03, 2015, 06:27:44 pm by Urist McScoopbeard »
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mastahcheese

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #46 on: March 03, 2015, 06:28:15 pm »

That is amazing.

Just.

Amazing.
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The Derail Thread

Urist McScoopbeard

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #47 on: March 03, 2015, 07:18:31 pm »

That is amazing.

Just.

Amazing.

Why thank you my lad! It should hopefully get better too.
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Dwarf4Explosives

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #48 on: April 06, 2015, 10:43:59 am »

I love this thing. Were it not for the fact that even gifs make my computer slow down right now, I'd buy it instantly. I'll have to wait till I get a new computer, but in three months, the world shall fear the semi-self-destructing bomber.
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Mephansteras

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #49 on: April 06, 2015, 01:00:12 pm »

I really need to play around with this game some more. I've only done some small scale stuff with it.

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mastahcheese

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #50 on: April 06, 2015, 01:10:36 pm »

I like the gears they added into it.

I've been able to make quite a few revolving cannon ideas with it.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Akura

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #51 on: April 06, 2015, 01:54:26 pm »

I bought this a week or two ago, and enjoyed it. Managed to make a steerable flyer. Even got a semi-functional slingshot working, with only a 50% chance of exploding on the launcher(with a 50% margin of error).

Still have no idea how to make some of the stuff I've seen.
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MoonyTheHuman

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #52 on: April 12, 2017, 08:14:04 am »

Necrodoot of the 2 year kind.
Besiege will be multiplayer soon! HYPE

I've been messing with the game's physics, can someone explain why perfectly symmetrical machines vibrate themselves to death?

ThtblovesDF

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #53 on: April 12, 2017, 09:47:56 am »

More braces
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MoonyTheHuman

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #54 on: April 12, 2017, 10:42:53 am »

More braces
Its seemingly impossible to prevent, it lkooks like a positive feedback loop in Unity 5/4's physics engine
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