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 Lizard'n'Pete's Local Gun Store [1.01] 
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Post Re: Lizard'n'Pete's Local Gun Store
It's when two or more colors lay in lines of one pixel thickness and create a gradient. Not really pretty and should be avoided at all costs.


Sun Sep 26, 2010 5:36 pm
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Post Re: Lizard'n'Pete's Local Gun Store
Oh, yeah, I've gotten that before, tried reducing it pretty effectively with more recent batches of sprites. But I was thinking just shading from left to right, or would that still create the same effect?

Almost like a half-outline, if you know what I mean...


Sun Sep 26, 2010 5:43 pm
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Post Re: Lizard'n'Pete's Local Gun Store
great handgun, more fun than some vanilla weapons.


Sun Sep 26, 2010 6:18 pm
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Post Re: Lizard'n'Pete's Local Gun Store
Lol, I was using it at long range against a brain robot, and the bullets just bounced off of its head. Mimics about how effective a handgun is at long range against metal, but It was rebounding off of glass. Ah well, it was funny, at least. And by long range, I'd say about 400 700 pixels :P

Edit, YAAAAAAAAAAAAAAAAAAAAAY new gunzzzzzzzz.


Sun Sep 26, 2010 6:20 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
UPDATED

two guns added.


Sun Sep 26, 2010 7:30 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
Awesome, I now put up some pictures. Should I make a .gif?


Sun Sep 26, 2010 7:36 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
The terrain rape on the sniper rifle is ridiculous at the moment, but I've yet to think of a working solution.
Also, there is some commented out Lua which you might find interesting.


Sun Sep 26, 2010 7:39 pm
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Data Realms Elite
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
Also, we need a Rokkit Lawnchair blah blah HE blah blah blah inaccurate blah blah long ranger. Blah.


Sun Sep 26, 2010 7:52 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
Do a raytrace on the bullet according to it's velocity, SceneMan:CastStrengthRay().
If it returns greater than x, slow it down or kill it or make it explode or bounce or collapse the wavefunction.


Sun Sep 26, 2010 8:08 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
I like these sprites, guys. I made you some GIFs.
[removed]
[removed]
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[removed]
[removed]

Sorry they're a little shaky.


Last edited by YHTFLKC on Sun Sep 26, 2010 9:07 pm, edited 1 time in total.



Sun Sep 26, 2010 8:13 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
Thank ye, added.


Sun Sep 26, 2010 8:26 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
The first download is still up. You might want to use an offsite host to avoid confusion. Alternatively, you could add a comment to the latest file?
Also, to tone down the terrain rape, a possibility is to have it check its altitude on update and have it delete itself it is extremely low for a few adjacent frames? With that you could have a low threshold, meaning it won't disappear when skimming soil while maintaining a slight amount of terrain damage.


Mon Sep 27, 2010 1:01 am
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
Wouldn't you add the actors here, or are they in a separate mod?
Image


Mon Sep 27, 2010 11:48 am
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
viewtopic.php?f=61&t=19499
It's fitting since it's at the moment the only actor me and pete has released as a collab.


Mon Sep 27, 2010 12:20 pm
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Post Re: Lizard'n'Pete's Local Gun Store [1.01]
Silly Lizard, you've labelled the wrong download as the new version.
The bigger one is the latest version, download that instead.


That has now been fixed by the aforementioned Lizard.


Last edited by Petethegoat on Mon Sep 27, 2010 4:01 pm, edited 1 time in total.



Mon Sep 27, 2010 3:48 pm
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