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Messages - PoJo

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61
Events / Re: Guide to Fort Builder Strategies
« on: August 15, 2016, 09:45:05 PM »
Es were way better when they were indie

sellouts

I'm going back to building penises

62
Bugs and Suggestions / Pot Race
« on: August 15, 2016, 08:23:01 PM »
so pot race glitches nicks

obviously this is because it hides nicks, as they can be distracting on that level. fair

but there's a ton of other ways to block the screen and mess people up, and even if you hide all text, there's still the issue caused by having 10+ identical pots on screen. this slows down the beginning of the game because you have to try to determine which one is you, and then when someone is already long past that, it's hard to catch up

delteria solved this problem in a way that I want to suggest now for classic

they have four identical pot race tracks, all in the same level. plays were divided up into the different tracks. not only would this work to make things less cluttered, but it would also open up the potential for different types of pot race, like teams (or a sort of relay), with each track being a team.

63
Classic Main Forum / Re: Rav Cheats
« on: August 15, 2016, 04:18:42 PM »
#WhiteLivesMatter


I had to cut out "team" because it wouldn't fit in a tweet

64
Bugs and Suggestions / Re: Libraries/Bookshelves
« on: February 14, 2016, 03:34:19 PM »
hello yes I would like to inquire about buying the zorbi copyright so I could be in charge of all lore forever

I think I have 23 gelat

65
Bugs and Suggestions / Re: Diagonal Throw
« on: February 14, 2016, 03:27:20 PM »
aka zero latency + 100% clientside

sorry for the bump but I had an idea

what if the loophole was that the carried player doesn't actually get picked up? they simply disappear, and their screen follows the carrying player. Meanwhile, the carrying player just holds an NPC with attributes set to look like the player being carried - a bush that looks like a player, really. Then, when they throw/drop them, the carried player get warped to the target location and becomes visible again, while the dummy disappears.

now, there still might be delay for the screen of the player being carried, having to follow the carrying player. but unlike on un, the rest of the server won't see it as the carried player warping around behind the carrying player, since the actual carried player isn't the object being carried, but an invisible character tied to the carrying player's xy

66
Events / Re: gambling minigame/event
« on: February 14, 2016, 03:16:53 PM »
Why not its own currency that could be cashed in on card points or GC, as alternative for people that want to git gud at cards but can't seem to win?

67
Events / gambling minigame/event
« on: February 12, 2016, 07:39:18 PM »
So this was another idea I had the brief time I was working on UN - the inspiration is Saltybet. Saltybet is a website that uses the fighting game/fighting game engine "Mugen" to let people gamble on matches between AI controlled characters. What makes it interesting is that Mugen is a unique engine that allows for custom made characters - not just appearance, but entirely player made moves and attacks and properties. Thus in Saltybet, unless you've seen the character before, you're betting on a mystery.


How this ties into Graal, is this. An underground "fight club" looking level, meant to look dark, dank, and out of the way. In sewers, perhaps? Here, players would gather to bet on periodic fights between NPC baddies. The baddies would be randomly generated from several templates. Their appearance would be assembled from an assortment of baddy "part" graphics (head, body, arms, weapon appearance, etc). Their attacks would be based on loadouts (sword/shield, archer, bomb, firearrow/dragon, etc). The way they fight would be based on a personality (brave ones would be more likely to try and corner another baddy, cowardly ones would often flee with their back to the other, strategic ones would flee backwards, etc). Occasionally "top tier" baddies would be thrown in, with preset appearance/attacks/AI to represent a player, a major NPC character, or just a gimmicked enemy. I don't know how feasible this would be here, but scripters on UN suggested that this kind of AI vs AI battling was doable.

Anyway, it's nothing that would make an impact on the game now, but maybe in the future something like this could give players something to do independent of questing or hosted events.

68
Events / Re: Boat PK LMS
« on: February 12, 2016, 07:31:47 PM »
bump bc I have something to contribute to this.

I made some bumper boat graphics for UN that were never used. The idea was to make a water sumo/fallout/KOTR event, where instead of slashing about, you use the boats to push each other out of the arena. The boats have momentum that affects the force of the bump, and when you bump someone, you would go back a bit too. I'd be willing to send those sprites this way, even.

69
Bugs and Suggestions / Re: Diagonal Throw
« on: September 23, 2015, 04:56:24 PM »
un found a way

70
Bugs and Suggestions / Re: Diagonal Throw
« on: September 22, 2015, 02:58:05 PM »
stop wanting to throw things, we need an option to gently set items down without breaking them

#savethesigns

71
General Graal Discussion / Re: Anyone good at drawing stuff not pixelart?
« on: September 19, 2015, 08:29:43 PM »
you all know I'll take any bait put in my face tho

72
Updates and Announcements / Re: Card Collecting Released
« on: December 15, 2012, 12:08:13 AM »
I thought skipping was just if you had no safe plays, and -2 HP would be better than whatever you'd get by setting a card/worth not wasting a card

73
Bugs and Suggestions / Re: Card Idea
« on: December 06, 2012, 07:44:41 PM »
I admire your tenacity. It's like you're completely unabashed by your consistently poor ideas.

74
Hello and Goodbyes / Re: Hell Graalians!
« on: November 13, 2012, 02:22:21 PM »
hi fraggot

75
Guilds / Re: Guild System
« on: November 02, 2012, 03:10:04 PM »
And can you show us where on this doll?

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