Hueg Pack o' Mods *Final update!??!*
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Well, let me put it like this: Flaming Two-Ball of Incineration. Last word should give you a clue about its effect. :U Also!  You must construct additional pylons. Sprite not final btw. Still not available in-game. Here's a mockup of how it might look in-game.  Ehh. Might have to adjust the glow.
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Fri Nov 20, 2009 8:45 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
I think the glowring would look better if it were oriented like the solid ring is.
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Fri Nov 20, 2009 10:01 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
You mean like, horizontal instead of vertical? I guess i could give it a try... But mind you, it might not fit the effects that i had planned for the pylon.
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Fri Nov 20, 2009 11:45 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Oh, well never mind then. Just thought it'd look cooler.
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Fri Nov 20, 2009 11:53 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Maybe it will, which is why i'll be sure to give it a try.  As for now...  wats goin on here
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Mon Nov 30, 2009 6:45 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
<3 Fishcannon
I don't suppose you could make it launch up and call it a "Vertical Haddock Launcher"? Something about that makes me smile.
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Mon Nov 30, 2009 6:58 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Make it a Crimson Fish, for a MSPAFA Reference. For an Internet.
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Mon Nov 30, 2009 7:18 pm |
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LtLAWLZ
Joined: Sun Nov 15, 2009 3:57 pm Posts: 13
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Awesome mod dude, first mod I download and its still the best one I have.
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Mon Nov 30, 2009 7:21 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
@Duh: Indeed an amusing name, but i'm afraid that this cannon in particular is pretty much finished. That doesn't rule out your suggestion, however.  @Hyperkultra: MSPASDdhkjafwhichfish? @LtLAWLZ: Haha, thanks.  Hint: There's more to the tuna (yes the fish is a tuna) than meets the eye.
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Mon Nov 30, 2009 7:49 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
MS Paint Adventure Forum Adventure. In this case, The Deadly Dance of the Scarecrow King.
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Mon Nov 30, 2009 7:51 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
 Looks pretty decent to me. :U (Might have to make it more transparent, though) Also, Tuna Cannon is basically done, and i may/may not make a homing mackerel. That's all for now. There is actually a slim chance that i might get this admittedly minor update out this evening, but you shouldn't count on it. =P (Time's 15:11 right now, we have a guest in the house and i'm a lazy gentleman, you do the math)
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Wed Dec 30, 2009 3:13 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
That last one satisfy me. Good work. Let's talk about common use, it produce lag? how much of them you can place at same time without lag devours your CPU?
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Thu Jan 14, 2010 11:53 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Heh, call me a nerd, but I wrote a 30 page story inspired by that thread. It just kind of happened over 4 days.
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Fri Jan 15, 2010 1:34 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Hyper Nerd, Go. I suppose I'm not one to talk though.
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Fri Jan 15, 2010 2:13 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
NaXx wrote: That last one satisfy me. Good work. Let's talk about common use, it produce lag? how much of them you can place at same time without lag devours your CPU? Well, that depends on how much you can take before you break down and cry "STOP LAGGING PLZ". :U But anyways, in this gif here:  Which also conveniently shows their function, i had placed four, which produced mild lag. I just tested with 8 of them on the screen at once, and it merely resulted in a slightly choppy framerate, though the actual gameplay wasn't slowed down, which kinda surprised me. With them off-screen, there was no slowdown at all. So my guess is that you can place enough to have your base covered, without lagging yourself to death. I think the glowing can be optimized, though, which i'll try to do shortly. Edit: Actually, 8 pylons clustered together does produce mild lag, which, while not significant, might annoy some people. But hey, you'd rarely need 8 pylons clustered together like that. :U Double-edit: Scattering the 8 pylons produces less lag, but i also noticed that my PC runs CC with a bit of choppyness. I'm still fairly sure that 8 in a cluster causes slight slowdown, though. Progress report: Not much. Made the Pylon function nicely, as well as adding wounds and a nice gibbing effect. First round of beta feedback seems positive, though that was without the new gibbing effects and such.
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Fri Jan 15, 2010 4:14 pm |
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