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Author Topic: Besiege- Medieval physics, explosions, and mayhem  (Read 14159 times)

mastahcheese

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #15 on: February 06, 2015, 12:23:52 pm »

The most dangerous thing I've made was this immobile tower with three seperate catapults, 12 cannons, and a spinning flamethrower array that lights the entire thing on fire.

It's beat every mission, except the ones that require movement of any kind.

I should take a picture of that monster...
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Cthulhu

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #16 on: February 06, 2015, 12:26:03 pm »

My best in that respect is a standard tank with a rotating turret.  No elevation though which means I can't do the tower or lyre peak, and anything that requires me to destroy stone without giving me bombs is also impossible.
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Vicomt

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #17 on: February 06, 2015, 12:29:55 pm »

Okay, I switched to windowed mode and used GifCam.

Actually I'm having some trouble uploading this stuff, as the gifs are pretty large, and I'm short on time. I'll upload the multi-cannon one later, but here, have this one instead - I recorded it with lower quality, so it was the smallest one to squeeze in:

Spoiler: Double-Shot Catapult (click to show/hide)

Imgur link
I just read Vicont's comment about two-shot catapults with decent range being hard to do, and felt like taking the challenge. :P

Awesome stuff, although I didn't say it was excessively hard, just involved some "engineering" ;)

I'll have to see if I can get some gif's of our creations.

Zanzetkuken The Great

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #18 on: February 06, 2015, 12:36:45 pm »

Posting to watch.  Hopefully I can run it.
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azurelao

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #19 on: February 06, 2015, 01:28:01 pm »

Posting to watch.  Hopefully I can run it.

It runs fairly well, and the graphics options are straightforward and effective. If all else fails you can actually set how fast time goes, which can also help with FPS
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Sean Mirrsen

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #20 on: February 06, 2015, 01:53:14 pm »

Okay, here's the ones with the cannon overcompensator:

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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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Boksi

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #21 on: February 06, 2015, 04:22:12 pm »

So how about them Chaos Engines? /v/ has been doing some crazy stuff wih this game. I'm working on a machine of my own involving a chaos engine and pistons.
« Last Edit: February 06, 2015, 04:37:26 pm by Boksi »
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Jopax

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« Last Edit: February 06, 2015, 04:47:02 pm by Jopax »
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Akura

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #23 on: February 07, 2015, 11:19:18 am »

I think this looks like something that's more fun to watch than to play, but since I don't have access to Steam for the foreseeable future, I cannot confirm or deny that statement.

/v/ has been having a ball with this damn thing it seems.

The one at ~7:25 looked like a RAY.
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Sean Mirrsen

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #24 on: February 08, 2015, 05:22:54 am »

I'm experimenting with bomb delivery systems.
This is the wrongest one I made so far.

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Boksi

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #25 on: February 08, 2015, 06:35:31 am »

Yeah, it's kind of silly how firing a cannon right next to a bomb doesn't set it off. Probably has something to do with the cannonball being created right in front of the barrel, and thus clipping into the bomb.
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Comrade P.

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #26 on: February 08, 2015, 07:40:50 am »

PTW.
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Neonivek

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #27 on: February 08, 2015, 07:52:26 am »

So is this game proof that Early Access doesn't mean your game needs to suck?

And by that I mean this looks actually fun. Though as always I seem to be terrible at these sorts of games.
« Last Edit: February 08, 2015, 08:10:42 am by Neonivek »
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Comrade P.

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #28 on: February 08, 2015, 08:26:54 am »

So far I've made a functional single-shot catapult on arrow-controllable car-like chassis with extending plug in front to clear the way or explode mines.
Spoiler: The thing (click to show/hide)

Until I built it, those two pictures summarized my gameplay:
Spoiler (click to show/hide)
« Last Edit: February 08, 2015, 08:39:48 am by Comrade P. »
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Boksi

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Re: Besiege- Medieval physics, explosions, and mayhem
« Reply #29 on: February 08, 2015, 10:11:09 am »

I finally finished making something powered by a chaos engine! Look at it!
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