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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


Pages: 1 ... 126 127 [128] 129 130 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 818446 times)

Floirt

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1905 on: June 30, 2009, 10:55:45 pm »

Sorry for dropping in the middle of a round and all. Same as always.

To all the wanna-be spriters out there: SS13 doesn't use PNGs or normal images for that matter! You have to sprite them using the Dream Maker editor!
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1906 on: July 01, 2009, 12:19:00 am »

I am fucking sick of people logging off as soon as you catch them so you can't ban them. You have to MEMORIZE them.

I wish people would listen to me more.  :-[ You can just tell me the Byond ID and I can ban them, even if they logged out.  However, when done like this, I'm pretty sure it doesn't let us know about multikeying.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1907 on: July 01, 2009, 12:25:58 am »

To be fair, I'm not sure if you ever said that.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1908 on: July 01, 2009, 12:37:04 am »

I am fucking sick of people logging off as soon as you catch them so you can't ban them. You have to MEMORIZE them.

I wish people would listen to me more.  :-[ You can just tell me the Byond ID and I can ban them, even if they logged out.  However, when done like this, I'm pretty sure it doesn't let us know about multikeying.

This may not be the best time (ha) but where's that depository of rules? I was too busy staffing a bar and listening to stories.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1909 on: July 01, 2009, 01:18:34 am »

I am fucking sick of people logging off as soon as you catch them so you can't ban them. You have to MEMORIZE them.

I wish people would listen to me more.  :-[ You can just tell me the Byond ID and I can ban them, even if they logged out.  However, when done like this, I'm pretty sure it doesn't let us know about multikeying.

This may not be the best time (ha) but where's that depository of rules? I was too busy staffing a bar and listening to stories.

MoTD. The blue text you see whn you log in, that I spend alot of time writing, and updating, but no one seems to care or read it. :'(
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Broose

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1910 on: July 01, 2009, 01:22:29 am »

I am fucking sick of people logging off as soon as you catch them so you can't ban them. You have to MEMORIZE them.

I wish people would listen to me more.  :-[ You can just tell me the Byond ID and I can ban them, even if they logged out.  However, when done like this, I'm pretty sure it doesn't let us know about multikeying.

This may not be the best time (ha) but where's that depository of rules? I was too busy staffing a bar and listening to stories.

MoTD. The blue text you see whn you log in, that I spend alot of time writing, and updating, but no one seems to care or read it. :'(

It is okay, bro. I read it every time I log on.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1911 on: July 01, 2009, 01:44:22 am »

I am fucking sick of people logging off as soon as you catch them so you can't ban them. You have to MEMORIZE them.

I wish people would listen to me more.  :-[ You can just tell me the Byond ID and I can ban them, even if they logged out.  However, when done like this, I'm pretty sure it doesn't let us know about multikeying.

This may not be the best time (ha) but where's that depository of rules? I was too busy staffing a bar and listening to stories.

MoTD. The blue text you see whn you log in, that I spend alot of time writing, and updating, but no one seems to care or read it. :'(

It is okay, bro. I read it every time I log on.

Ah yes. I shall read it next game, I assure you!
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Poltifar

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1912 on: July 01, 2009, 02:19:32 am »

Although I haven't gotten around to reading the whole thread, I have read the last couple hundred posts.

I advise that the maze, whatever it is, IS winnable, but the exit moves every time someone uses it, and maybe more often.

Even better if the maze itself morphs over time, such as every 5 minutes, so that anybody within it has to get VERY lucky to find the exit in time, and due to the exit shifting when someone exits, greifers cannot maze-team and all exit at once.

Additionally, add fake walls.
And invisible walls.

If thise also shift, they would force a player to explore every dead end carefully, on the unlikely off-chance of it leading to an exit-path.



Trust me on "unwinnable" mazes, I once made one in the alpha of blockland, where it was basically a grid of mostly-transparent walls, some passable, some not, grouped into semi-maze-like blocks with "doors" that would teleport you elsewhere. To finish, a player had to navigate to the right door for each section about 10 times, with ANY mistake bumping them back, usually to the start, or sending them to a false path/dead end that then lead back to the start.
I let players wander for around an hour before showing someone the way.
And it was on a 20x20 grid or less, if I recall correctly.
50x50, with a moving exit, and morphing/shifting walls? Impossible, in practice, while solveable in theory!
Note: blockland is a first-person game, further confusing participants, as at each door they would lose all sense of location. If they lost their direction, even momentarily, and couldn't recreate their location/direction from their surroundings(IE didn't create it), they were doomed to restart.

In fact, if I still have it lying around, I could host it for your entertainment, or at least create an overhead map as an example.

Interestingly, there already are fake walls, that you have to click multiple times to open. That way, to find all doors for sure, people would have to click every single wall 5-10 times.

As for the shifting maze and exit idea, its definitely possible, but I'm not sure how easy it would be...

Also, you have the alpha of blockland? Does that even still work?
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1913 on: July 01, 2009, 03:58:42 am »

Servers up, guys.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1914 on: July 01, 2009, 04:43:55 am »

Hell yes. I feel safe that I won't freak out should I become Captain. Screw things up, yes, but not freak out.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1915 on: July 01, 2009, 07:07:20 am »

Your missing some awesome rounds, guys.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1916 on: July 01, 2009, 07:28:12 am »

I think that if we want some lulz, we need to make me captain
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1917 on: July 01, 2009, 07:47:22 am »

In space, flying past the station, duh.  Haven't you ever used a Mac?
I'm ashamed to say I only just today got the reference..

Heheh, flying toasters...

Sorry for dropping in the middle of a round and all. Same as always.

To all the wanna-be spriters out there: SS13 doesn't use PNGs or normal images for that matter! You have to sprite them using the Dream Maker editor!
Wait, there's a sprite tool in the editor?

*checks*

Huh. Well it's probably there. I just don't know enough binary voodoo to open a new icon.
update: Luckily, there's a handy dandy easy to comprehend video tutorial on the subject.
« Last Edit: July 01, 2009, 07:53:56 am by Cajoes »
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1918 on: July 01, 2009, 10:11:36 am »

Your missing some awesome rounds, guys.

You always host when I'm at work.  Curse this time zone voodoo.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #1919 on: July 01, 2009, 10:23:02 am »

It's one in the morning over here
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