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Author Topic: 3079  (Read 72064 times)

Levi

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Re: 3079
« Reply #120 on: January 06, 2012, 07:44:03 pm »

Maybe make them use a percentage of energy, instead of a fixed number?
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phr00t

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Re: 3079
« Reply #121 on: January 07, 2012, 10:15:55 am »

Maybe make them use a percentage of energy, instead of a fixed number?

This is a potential alternative solution, since you are scaling up the cost of use as you grow. However, I still don't like the idea that once you get a grappling hook or antigrav device, you have no real need to get another -- even after going up 20 levels or playing for days. I would like these items to remain part of the economy, e.g. worth buying and selling as you grow, so I'd like some differences in levels of grappling hooks and antigrav devices (beyond their attribute buffs, which are not nearly as important as the functionality of the device itself).

Keep in mind the item doesn't become completely worthless when you level out of its capacity -- you can sell it for a bunch of credits for a new device, or drop your high level items to use the device in a pinch.
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forsaken1111

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Re: 3079
« Reply #122 on: January 07, 2012, 10:33:16 am »

Maybe just give them a weight limit instead of tying it to level? Sure you could use the level 1 antigrav through the whole game provided you never carry over x amount of stuff. That is a way to make people want to upgrade.
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phr00t

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Re: 3079
« Reply #123 on: January 07, 2012, 10:38:46 am »

Maybe just give them a weight limit instead of tying it to level? Sure you could use the level 1 antigrav through the whole game provided you never carry over x amount of stuff. That is a way to make people want to upgrade.

This is kinda sorta the way it currently works -- since the devices stop working when you get higher level items in your inventory, and dropping those items make the devices work again. However, if you currently have one level 3 item, your level 1 grappling hook won't work -- but it would work with 50 level 1 and level 2 items. Having the devices stop working when a certain weight is reached makes more sense, and since items weigh more as the levels increase, it will require people to get new devices as they grow to support the weight. I can make this change for a future release.
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Deon

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Re: 3079
« Reply #124 on: January 07, 2012, 12:21:16 pm »

So I'm making a texture pack:

Spoiler (click to show/hide)

Some of the textures are CnP from other games so I cannot release it yet, but once I make it fully original, I will.
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PsyberianHusky

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Re: 3079
« Reply #125 on: January 07, 2012, 02:35:19 pm »

I think finding cooler versions of the graphing hook would be more rewarding to the player, or make something the bad-guys though at you require more gear; like requiring a higher level anti-grave pack to go in areas with SAM sites.
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Infuriated

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Re: 3079
« Reply #126 on: January 07, 2012, 02:45:14 pm »

Bought it last night, I've gotta work soon but I've got tomorrow off. Looking forward to trying this out, was a bit skeptical at first but I think I'll enjoy it. :D
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Deon

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Re: 3079
« Reply #127 on: January 07, 2012, 03:07:39 pm »

All right, I've stopped on the theme I want for my graphics pack (which will be 64x64). Free DOOM textures from mods are what I will adapt. I've resized, over-painted and made some new, and it works fine, but I have a problem:

Those blocks with X on them WERE in the terrain.png, but I've replaced them. Yet, some of them look like original textures, why?

<image removed>


P.S. NEVERMIND, I've found the problem.

Here's the current WIP:

« Last Edit: January 07, 2012, 03:15:49 pm by Deon »
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Deon

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Re: 3079
« Reply #128 on: January 07, 2012, 03:17:26 pm »

I've found a problem: tree trunks have rock blocks "inserted" in them (usually 1 tile from the ground and 1 from the top).
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phr00t

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Re: 3079
« Reply #129 on: January 07, 2012, 03:56:56 pm »

I've found a problem: tree trunks have rock blocks "inserted" in them (usually 1 tile from the ground and 1 from the top).

Interesting texture pack work :-P

Tree trunks get knot textures inserted into them. You must have replaced the knot texture with a rock?
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Deon

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Re: 3079
« Reply #130 on: January 07, 2012, 04:21:15 pm »

Ah, that's knot! Thank you :D
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hemmingjay

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Re: 3079
« Reply #131 on: January 07, 2012, 04:24:11 pm »

We have 6 new players in the community(winners of the giveaway) to welcome.

I would also like to point out three new LP's that were created for the contest with more promised to follow.

http://www.youtube.com/watch?v=2IcQ1y6oZdw&feature=channel_video_title

http://www.youtube.com/watch?v=chvZdDDfnUg

http://www.youtube.com/watch?v=qVWozvqbirU&feature=youtu.be  (good video but there are some audio issues)
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Only a simple mind can be certain.

Deon

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Re: 3079
« Reply #132 on: January 07, 2012, 04:35:11 pm »

Allright, so I've solved the tree issue and now I am working on items:


Phr00t, what are those yellow boxes with X on the ground in 3x3 shapes?

And why do the aliens hold those swords backwards?
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Blaze

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Re: 3079
« Reply #133 on: January 07, 2012, 05:05:33 pm »

What's wrong with holding a sword in reverse grip?

On a similar note, how effective are melee weapons anyway? I found a really awesome sniper rifle and never bothered to try them.
« Last Edit: January 07, 2012, 06:52:48 pm by Blaze »
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Deon

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Re: 3079
« Reply #134 on: January 07, 2012, 05:17:02 pm »

I always use them in close quarters (I am just level 5) becase I cannot use my sniper rifle nor grenade launcher there.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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