Author |
Message |
nobrainsleft22
Forum Idiot
Joined: Sat Aug 14, 2010 3:39 am Posts: 47
|
Re: The Flying Saucer-WIP<Entry:Overpowered?>
LeonXross wrote: Hey this is actually a pretty good piece of work.
The spriting is decent and it is overpowered.
8/10
-2 pts because I think it should release mini saucers. like from that game were theres abunch of toxic wast and stuff getting on bugs and ♥♥♥♥ and they all evolve into giant monsters? and at the end theres thsi 3 legged ♥♥♥♥♥ that you have to fight???
|
Thu Aug 26, 2010 2:09 am |
|
|
JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
|
Re: The Flying Saucer-Coops9753 Sprites
8/10
Because a bug. If 1 turret destroyed, wait a few minute and it will have a drone stucked on your turret like in the picture. And I hate if it destroyed, the hull does'nt torn apart like other craft/Gib.
Attachments:
ScreenDump014.PNG [ 138.56 KiB | Viewed 4101 times ]
ScreenDump013.PNG [ 84.21 KiB | Viewed 4101 times ]
|
Fri Aug 27, 2010 10:31 am |
|
|
LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
|
Re: The Flying Saucer-Coops9753 Sprites
Lol if only the AI for the drones were better, they wouldn't be so easy to kill.v
Anyways, is it possible to also make a sustained lazor that lasts for like 10 seconds at max? It could do very little damage to terrain but kill units. That could be the alt fire for the main cannon and a different version can release the mini fighters.
|
Fri Aug 27, 2010 1:23 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: The Flying Saucer-Coops9753 Sprites
Does the drone appear if there aren't any on the field? Try disabling the drones in activities and see if it still occurs. If it doesn't, then there's a problem with the way the ship finds its turrets' pointers.
|
Fri Aug 27, 2010 1:53 pm |
|
|
Dr. Evil
Joined: Mon Aug 17, 2009 3:00 am Posts: 242 Location: The Great White North
|
Re: The Flying Saucer-Coops9753 Sprites
411570N3 wrote: ..there's a problem with the way the ship finds its turrets' pointers. This. It's a really cool mod, but the lua is plain bizzare.
|
Fri Aug 27, 2010 5:46 pm |
|
|
goduranus
Joined: Tue Aug 03, 2010 4:51 pm Posts: 32
|
Re: The Flying Saucer-Coops9753 Sprites
OMG, that is bad. I never had that happen to me before. I'll look into it. EDIT: The drone problem was due to turret indexing not removing the index for a destroyed turret and grabbing the next thing in the list to fill in for it. I fixed that by adding Code: else self.Turret[i]=null end The fixed rte is uploaded on the front page.
|
Fri Aug 27, 2010 6:06 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: The Flying Saucer-Coops9753 Sprites
You could actually plausibly use that as a feature, by having a series of mountable replacement/modification turrets able to be bought.
|
Sat Aug 28, 2010 7:18 am |
|
|
Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
|
Re: The Flying Saucer-Coops9753 Sprites
Order Minisaucers that have only that weapon but respectively weaker and they orbit the Big UFO like some sheild but they fire back and if one of the ones on the Big UFO dies or gets destroyed then two of the orbiting ones attach to it as a replacement, and when they attach they get powered by the UFO or something that brings up the power of the turret to as it is now.
Hows that?
|
Sat Aug 28, 2010 9:04 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: The Flying Saucer-Coops9753 Sprites
That would probably work pretty well.
|
Sat Aug 28, 2010 9:20 am |
|
|
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
|
Re: The Flying Saucer-Coops9753 Sprites
Coops9753 wrote: Hows that? Sounds laggy to me, but everything can be improved, democracy included.
|
Sun Aug 29, 2010 5:32 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: The Flying Saucer-Coops9753 Sprites
Naxete wrote: democracy included. ??? democracy is fine, it's the underlying political systems worldwide that need improving.
|
Sun Aug 29, 2010 7:11 am |
|
|
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
|
Re: The Flying Saucer-Coops9753 Sprites
Geti wrote: Naxete wrote: democracy included. ??? democracy is fine,... not here my friend, not when turns FAKE democracy back ontopic, when we'll see some nice ufo-fighter spawner?
|
Mon Aug 30, 2010 12:12 am |
|
|
goduranus
Joined: Tue Aug 03, 2010 4:51 pm Posts: 32
|
Re: The Flying Saucer-Coops9753 Sprites
Might take a while as I am trying to make them fight meaningfully and figure out the code to make them not crash into terrain or each other.
|
Mon Aug 30, 2010 4:19 am |
|
|
LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
|
Re: The Flying Saucer-Coops9753 Sprites
So this really happened for no reason with nothing above me. I'm thinking some random particle just detached it. Also, I think the offset for the turrets are a tad bit off.
|
Tue Aug 31, 2010 12:05 am |
|
|
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
|
Re: The Flying Saucer-Coops9753 Sprites
I NEVER had a crazy problem like that, perhaps water messed the towers, it already happened in past, turrets dislike gravity modifications, a lot.
|
Tue Aug 31, 2010 1:16 am |
|
|
|