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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
This is a great mod. Definite 10/10 for me, I'm glad you made this. Works great in tandem with TLBs Smooth Slow-Motion. I think he said somewhere that using slow-motion multiplies impulses, so this isn't crazy-slow in slow-motion, moving at about as fast as before and WAY easier to control. Also, it can much more easily burrow through terrain and rapes anything it touches EVEN MORE! FANTASTIC mod.
Just a request, could you make a version without the 'radial energy weapon' bit? After all, I do enjoy watching things get crushed without any bullet-esque particles involved (original Revolver Cannon, anyone?)
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Tue Aug 10, 2010 7:12 pm |
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Joesycop
Joined: Mon Oct 19, 2009 9:04 am Posts: 302 Location: Under Your Bed
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
10/10 Its one of the funnest and funniest mods i have ever used.
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Wed Aug 11, 2010 4:27 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: Wrecking Ball (Modding Theme Entry: Overpowered)
Just make the particles invisible on your end.
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Wed Aug 11, 2010 5:26 am |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
I could do that, Allstone, but I use this with the Slow-Motion mod, so I can see that they're dying before I reach them. No, I just don't want them to do anything - I guess I could just make it so they were invisible and did functionally nothing - actually I'll probably just make them do nothing but keep them, as I like the effect. Thanks for the suggestion, though, I'll try and not ♥♥♥♥ it up too bad.
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Wed Aug 11, 2010 5:38 am |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
WOOHOO! A wrecking ball! During testing I never had as much fun with anything else. A well-deserved 10/10.
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Wed Aug 11, 2010 4:43 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
Amazing mod. 9/10. I deduct one point because keyboard support is a must. I just can't control the darn thing!
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Wed Aug 11, 2010 10:38 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
I love squishing people Attachment:
RollerBall.png [ 31.48 KiB | Viewed 8775 times ]
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Thu Aug 12, 2010 10:41 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Wrecking Ball (Modding Theme Entry: Overpowered)
So, now that it's not competing in an overpowered contest, I'm gonna tone it down a notch, and try to make a reasonably balanced mod, with some additional features, out of this. I'll still have the original, simple, overpowered version available for anyone that prefers it.
Here's what I had in mind: -Raise the maximum spinning speed, making rolling around more useful. This will be the primary form of locomotion. -Lower the maximum flying speed. Flying will become secondary, with only about twice as much power as a jetpack. Still way more controllable, though. -Slow down spinning during flight. So that you don't go spinning too fast when you hit the ground, and get deleted due to an engine limitation -Less energy weapon particles while flying. Flying will become a secondary form of locomotion, not as much of a offensive technique -Some kind of spindash feature ripoff. Y'know, in Sonic the Hedgehog games, (other than 1) you spin in place, revving up, and then you let off, and you roll off quickly along the level, or into an enemy or whatever. -Jumping, by clicking in a direction while locked in a spindash. Speed would be determined by the angular velocity, direction would be determined by aiming. This feature might replace the flying feature, or it might serve as a necessary boost off the ground for the weakened flying feature. -Maybe some kind of variable explosion feature, charged up by the spindash? -Clinging mode; snap to surfaces, roll on ceilings, etc. Not sure if this will be too laggy to be worth doing or not.
Comments, thoughts?
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Sun Aug 22, 2010 12:19 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: The Wrecking Ball
They all sound great. From what I know, wall clinging shouldn't actually be that laggy.
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Sun Aug 22, 2010 1:17 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: The Wrecking Ball
Yeah, originally I was thinking I'd do raycasting in random directions, checking for nearby terrain, and if there were any, apply a force to the ball or change its position to snap to the surface. I'm pretty sure doing like 6+ raycasts per frame would be laggy.
If all the surfaces were smooth curves, and it were rolling quickly, I could make it just raycast in 2 directions perpendicular to its velocity direction. But I'd like it to also be able to just snap onto a wall and roll up it, or the ceiling, with just corners.
Anyone got some technical ideas on that?
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Sun Aug 22, 2010 2:26 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: The Wrecking Ball
Could you please add keyboard support? Maybe a separate .rte.
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Sun Aug 22, 2010 3:35 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: The Wrecking Ball
But it wouldn't be as smoothly controllable... and it would require effort...
What kind of controls would you want, though? Like, WASD simply being acceleration for Up, Left, Down, right?
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Sun Aug 22, 2010 6:12 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: The Wrecking Ball
Damn azukki... I love this one very much, fantastic. 10/10
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Sun Aug 22, 2010 2:16 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: The Wrecking Ball
Azukki wrote: But it wouldn't be as smoothly controllable... and it would require effort...
What kind of controls would you want, though? Like, WASD simply being acceleration for Up, Left, Down, right? Just make it controlled like an actor, but with some SPARKLE MAGICS so it'll still move like a wrecking ball. So instead of having to code the controls, you could have them be adjustable with the in-game options.
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Sun Aug 22, 2010 3:47 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: The Wrecking Ball
Okay, so, you mean, like this? --aim up button to accelerate up --aim down to accelerate down --walk right to accelerate right --walk left to accelerate left
Right? That's pretty much what I had in mind anyways. WASD was an overly-specific example.
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Sun Aug 22, 2010 9:56 pm |
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