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sfeven
Joined: Tue Apr 07, 2009 10:23 pm Posts: 8
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Re: Mad Scientists in Space
The mage's fireball looks pretty good, and the masterhand ship is sweet too. Good job.
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Tue Apr 07, 2009 10:32 pm |
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Tzsak
Joined: Sun Dec 07, 2008 10:29 pm Posts: 34 Location: Engrand
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Re: Mad Scientists in Space
Ridiculously cool, downloading right away.
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Tue Apr 07, 2009 11:29 pm |
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monstermagnet
Joined: Tue Dec 30, 2008 3:44 am Posts: 9
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Re: Mad Scientists in Space
Master hand... Flying rock ship... What's next? Downloading
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Wed Apr 08, 2009 12:23 am |
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Zinc
Joined: Thu Jun 26, 2008 8:18 am Posts: 241
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Re: Mad Scientists in Space
I approve of everything... Haven't downloaded it yet, but I approve.
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Wed Apr 08, 2009 1:50 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Mad Scientists in Space
You could give the mage more spells, like having an icicle gun that shoots iciclese with sharp emitter tips, a gun that shoots a cloud of stones and a gun that just throws everything in one direction... Yeah, and with a few edits it's not too hard to make the Fireball make the vicinity EXPLODE instead of shoot a fireball...
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Wed Apr 08, 2009 1:56 am |
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Vash
Joined: Fri Jun 29, 2007 6:27 am Posts: 195 Location: America
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Re: Mad Scientists in Space
Goody! Another Zalo mod. Will DL after fixing my cortex command.
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Wed Apr 08, 2009 2:16 am |
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jangorulz
Joined: Mon Nov 10, 2008 7:28 am Posts: 71 Location: In that van that says "Free candy"
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Re: Mad Scientists in Space
Jesus zalo, ive come back from being dead on the forum for month's and you come out with this?!. Epic.
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Wed Apr 08, 2009 3:19 am |
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Zinc
Joined: Thu Jun 26, 2008 8:18 am Posts: 241
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Re: Mad Scientists in Space
Oh and btw, Zalo. Be careful with those infinite ammo weapons. I've done some testing with several different weapon and I've come to a conclusion that it lowers strength and sometimes removes effects. For example, the exploding laser rifle in Crobotech (I think it's the LR-1500?), when set to Infinite no longer explodes.
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Wed Apr 08, 2009 3:55 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Mad Scientists in Space
Infinite ammo stops the AI from using the weapon and makes the weapon unable to fire tracer rounds. The tracer problem is what's causing the CRobo thing.
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Wed Apr 08, 2009 4:00 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Simple.
The reason it can't use a tracer round, is because there is no longer a value for the amount of ammunition left, so the "RTTRatio" variable can't ratio anything because the ammunition variable doesn't change.
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Wed Apr 08, 2009 4:27 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Mad Scientists in Space
DL'd.
And I don't think mages constitute as Mad Scientists in Space.
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Wed Apr 08, 2009 9:33 pm |
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Bremze
Joined: Thu Jan 18, 2007 9:33 pm Posts: 15
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Re: Mad Scientists in Space
Roy-G-Biv wrote: And I don't think mages constitute as Mad Scientists in Space. If you would take an AK 47 and travel in time to the middle ages, you would be called a magician and probably burned alive (if they caught you ).
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Wed Apr 08, 2009 10:17 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Mad Scientists in Space
I repeat my statement: PLEASE MAKE SOME MAGELIKE SPRITES. Or give data that epic legwork. Either way suits me. And also, make a jetpack what is null.bmp and emits null.bmp and call it raw godly power. Attach, and watch the lulz. THEN I admit it is magelike.
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Wed Apr 08, 2009 10:46 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Mad Scientists in Space
How's this for oozing raw power?
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Wed Apr 08, 2009 11:40 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Mad Scientists in Space
Everyone. And if anyone isn't then I'll shoot them with my modified Fireball that pretty much makes them appear to explode. Had tonnes of fun in Body Ladder. Though my modified modified fireball manages to kill my modified Mage (used maxed values on everything pretty much... and lower gravity) if you fire too many close together....
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Thu Apr 09, 2009 1:37 am |
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