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 Deadly Vinepit of death 
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Joined: Sun Aug 09, 2009 9:26 am
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Post Re: Deadly Vinepit of death
Duh102 wrote:
dragonxp wrote:
Fortuantely the people of this forum are tolerant of graphics that don't require 256MB graphics cards

I can't tolerate a text-based roguelike either, I find Cortex to have very nice graphics. It really depends on the meeting of gameplay and graphics, like someone up above said. If either is out of proportion, the game begins to fail.

I can play text-based games, if they are good, but I do feel graphics make a difference. Luckily, CC has great graphics, for it's engine.


Sat Oct 31, 2009 3:58 am
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Post Re: Deadly Vinepit of death
The vinepit is great. I managed to survive one with a hoverboard but then got caught in another.


Sat Oct 31, 2009 5:07 am
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Post Re: Deadly Vinepit of death
My vinepits don't appear to do anything but the rope. Nothing appears to be missing from the .ini file...


Sat Oct 31, 2009 5:24 am
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Post Re: Deadly Vinepit of death
Hmm, yeah it doesn't seem to do much damage :-( .
I don't think that's what it's supposed to do...


Sat Oct 31, 2009 2:49 pm
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Post Re: Deadly Vinepit of death
Woops, I accidentally made the MOPixels not move at ridiculously high speeds, that's why it doesn't do any damage. Will commence launching 0.22 in 3...2...

Uploaded faulty 0.22, 0.23 is uploaded now.


Sat Oct 31, 2009 7:40 pm
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Post Re: Deadly Vinepit of death
Released version 0.9

New features:
- Vine is made out of sprites


Sat Oct 31, 2009 11:42 pm
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Post Re: Deadly Vinepit of death
Looking and working good :wink:

Remember to delete any old versions if present. It might have issues if you don't.


Sun Nov 01, 2009 2:30 am
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Post Re: Deadly Vinepit of death
Still works great.
Image


Sun Nov 01, 2009 8:06 am
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Post Re: Deadly Vinepit of death
A way to kill it...

I think there should be a core, which is placed separately from the vine pits. The core would have an effective radius of x. Pits are active if within range from core, becomes dormant if said core is destroyed.


Sun Nov 01, 2009 9:12 am
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Post Re: Deadly Vinepit of death
The Decaying Soldat wrote:
A way to kill it...

I think there should be a core, which is placed separately from the vine pits. The core would have an effective radius of x. Pits are active if within range from core, becomes dormant if said core is destroyed.


Sounds like an awesome idea, but I thought about just making the thing where the vine comes out vulnerable, and have it take 20 hits before it dies. When it dies, the pit is deactivated for 20 minutes.


Sun Nov 01, 2009 12:56 pm
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Post Re: Deadly Vinepit of death
If you really want them to have a chance to revive, then the death time should be much less than 20 minutes.

Within 5 minutes I think. Uless you want them semi-permanently out of service.


Sun Nov 01, 2009 1:31 pm
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Post Re: Deadly Vinepit of death
Yeah, it should be shorter than that, more like 2 to 4 minutes.


Sun Nov 01, 2009 3:16 pm
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Post Re: Deadly Vinepit of death
The Decaying Soldat wrote:
If you really want them to have a chance to revive, then the death time should be much less than 20 minutes.

Within 5 minutes I think. Uless you want them semi-permanently out of service.


I accidentally wrote 20 minutes, it was supposed to be 2 minutes...


Sun Nov 01, 2009 3:26 pm
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Post Re: Deadly Vinepit of death
It looks and works great
One flaw ive noticed though when 2 pits are placed close to eachother a actor can get pulled by 2 at the same time thus not killing him but instead pinning him inbetween the pits.
Something fun to do , use a Heavy brain robot to lure knights from MM into the pits :twisted: heavy's can actually get grabbed by 2 pits and still be able to break free,jetpack bursts do wonders


Sun Nov 01, 2009 5:33 pm
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Post Re: Deadly Vinepit of death
Make it stop trying to grab an actor for 30 seconds if it cant kill an actor within 30 seconds.
My Wraith got stuck in there. *pout*


Sun Nov 01, 2009 6:23 pm
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