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 DarKlone Technologies (Old) 
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
Post Re: DarKlone Technologies - Updated 4/6/08
I guess I sohuld have edited it after I noticed where i went wrong... I meant to underline the word Turret... so its not a turret its a tank is what I meant

Is that what your saying, its gonna be a Hover Tank ?_?


Tue Apr 29, 2008 9:47 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
Well guys, a semi-minor update (if you don't consider the fact I had to completely re-sprite something). I completely re-worked the hover turret. Now it has dual machine guns, frontward shields, and the hover jet works like a jet pack, not by just "walking." Also, it doesn't fall over at a stiff breeze because it's actually standing on a leg now.

I also tweaked some other weapons. The D110 is no longer available, as technically they moved to the hover turret and can't be handled by infantry. Instead there's the D102. It looks the same as the D110 used to, but isn't as strong. It's actually not as good as the EM Gun now, as they have similar power yet the EM Gun fires faster and holds more rounds.

Prices, of course, have changed to reflect all this.


Thu May 01, 2008 11:11 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
Quote:
Attachment:
DarKloneTech.rte.zip


D:


Thu May 01, 2008 11:31 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
No DL?!?!?!
I must get new update.
Darlos, please upload!


Thu May 01, 2008 11:33 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
Whoops. Uploaded. I don't know what happened there...


Thu May 01, 2008 11:37 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
Thanks for the update Darlos =3

Cant wait too see the next major update =3 (And I do mean MAJOR update)

EDIT1: BTW, The D167 Electromagnetic Cannon seems abit too overpowered (always gets out lawed by me during a multiplayer game)


Thu May 01, 2008 11:44 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
I really think the Incendary weapons should have their own melee weapon.
Maybe with a cool flametrail?
I like the new turret, alot.


Thu May 01, 2008 11:48 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
Roy-G-Biv wrote:
I like the new turret, alot.

Yeah it does look pretty Kickass =D


Thu May 01, 2008 11:49 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
FireBlizzard wrote:
Roy-G-Biv wrote:
I like the new turret, alot.

Yeah it does look pretty Kickass =D

Well, it should be. I realized that a major problem with my old turret, besides it falling over, was that it didn't have enough firepower for the amount of space it took up. Now that it dual-wields some powerful machine guns, its much more worth having in your base.


Thu May 01, 2008 11:53 pm
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Post Re: DarKlone Technologies - Updated 5/1/08
Darlos9D wrote:
its much more worth having in your base.

Either way I used your old turret for fun XD (Made a huge tunnel made of concrete, just to drive around and kill everything that bugged me)


Fri May 02, 2008 12:32 am
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Post Re: DarKlone Technologies - Updated 5/1/08
Make the turret have a very slow hover/walk thing, I loved that.
And your explosions need to damage terrain a bit more, they just feel lacking.
Other than that, A++, will download again.


Fri May 02, 2008 12:55 am
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Post Re: DarKlone Technologies - Updated 5/1/08
Yeah super slow hover walk is all this needs (not fast enough to be worth assaulting with)

Either way great job XD


Fri May 02, 2008 1:16 am
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Post Re: DarKlone Technologies - Updated 5/1/08
Thanatos wrote:
Make the turret have a very slow hover/walk thing, I loved that.
And your explosions need to damage terrain a bit more, they just feel lacking.
Other than that, A++, will download again.

Well, I can't do the slow hover walk thing now because its actually standing on a leg. so the leg would move around if I made it walk. now, I gave it an actual leg so the thing wouldn't fall over so easy, since standing on a leg stabilizes actors pretty well, especially when they're AHumans. I could probably mess with the jetpack thing to get it to work a bit better though.

Another problem that using a jetpack avoids is dumb AI. If the computer player gets a hold of a turret (like if you made a scene and gave the computer turrets) they'd make the turret move towards your base constantly, instead of keeping it still. Making it have to move by jetpack avoids this.


Fri May 02, 2008 5:03 am
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Post Re: DarKlone Technologies - Updated 5/1/08
The new turret looks SICK!
Good work man.


Fri May 02, 2008 7:59 am
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Post Re: DarKlone Technologies - Updated 5/3/08
Some more re-working. This time, its the EM Cannon.

Long story short, the original sucked. It was a bit TOO explosive for being a multi-purpose repeater (it was easy to blow the gun up if you fired too close to things), the fact that you held it low made the terrain get in the way a lot, and I just didn't like the sprite anymore.

So, to solve these problems, I made a new sprite, and its a shoulder-mounted weapon. You should be able to clear obstacles much better with it. Also, the explosion caused by it is very small, so you need to pretty much score a direct hit with it. I also made it fire a bit slower and hold less rounds, since it was a bit too spammy. Also, new firing sound effect and prettier explosions!


Sat May 03, 2008 8:49 am
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