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Messages - maximus_asinus

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46
Events / Re: Coral Capers (Event Idea)
« on: August 28, 2016, 12:01:05 PM »
I'm willing to create the levels, ganis, and images (though I have very little experience in this area). If there is any interest in this idea (besides my own), maybe we can convince Thor to do the scripting. We just need to give him a kick in the ass.

47
Events / Re: Coral Capers (Event Idea)
« on: August 27, 2016, 09:46:28 PM »
just more mucking around, hacked together a tileset from SMW and tiled a demo level in Gonstruct then applied a static image I found on Google for a background (thanks goes to Kirko for supplying the script). This stuff almost makes me miss dev work.


48
Events / Re: Coral Capers (Event Idea)
« on: August 26, 2016, 08:23:09 PM »
I borrowed an En Guarde sprite from google images and continued my mockup.

http://i.imgur.com/6pRoxGf.gifv

The animation is a bit jenky because of the delay I set per frame, but you can probably tell what I'm going for a bit more.

49
Bugs and Suggestions / Re: Quote Button Doesn't Work
« on: August 26, 2016, 06:22:46 PM »
I'll have to see if I can safely update the forums as it's been several years now since the last upgrade.
If you're going to make changes to the forums, can you change the size of the fonts that are in quotes. I have a hard time reading them.

50
Events / Re: Coral Capers (Event Idea)
« on: August 26, 2016, 04:06:29 PM »
When it comes to gfx I think it might be possible to rotate the carrying object sprite to make a swimming animation, and a swordfish 'horse' shouldn't be an issue to make.
Could add some corals to the (yet to be implemented) sidescroller tileset we have and give it a blue or green tint.
Sidescroller underwater levels is something we'd most likely had wanted to make if we had gotten to avalon in the quests.

I tried demoing your suggestion on rotating the carrying animation and included the sword animation to see if it was aesthetically pleasing. Turns out it doesn't look half bad.

http://imgur.com/8M7UI0J

For the water, you could probably do a tint with maybe an image overlaid in the foreground showing a light source from above defusing through the water. https://i.ytimg.com/vi/HlWwiJw2bPk/maxresdefault.jpg. But I'd rather see some sort of scrolling scan line effect that would give the illusion that there was a current.

I don't know if you can replicate what I'm looking for with a horse however. The idea in my head has the swordfish functioning in a completely different way, well identical to how it works in Donkey Kong Country. I know you're trying to suggest something that would keep scripting to a minimum, but I really would rather stay away from hacking this together.

51
Guilds / Re: Rank Guild Point Awarding
« on: August 26, 2016, 12:12:51 PM »
Can you explain it in a more simpler fashion for people who don't want to watch the video?   

Like Rangers?
Watching one of the videos it looks as if winning "competitive events" awards you points which you can use to buy perks for your guild including "Custom Tag Color", "Family Guild Alliance", "Guild Exclusive Graphics", and "Upload Guild Logo".

I really like the idea, especially the custom tag coloring. A great way to take advantage of the custom nickname system.

52
Events / Re: gambling minigame/event
« on: August 25, 2016, 06:55:41 PM »
You could also keep track of the top winners, top winning streak, top losing streak, how many tickets were lost, most profit on one bet, most lost, etc. It would encourage competition this way.


53
Bugs and Suggestions / Expand on Morgan
« on: August 25, 2016, 06:49:49 PM »
For those who don't know, Morgan is an NPC in the cave above Taylor Richards. She gives out hints on where to find little bits of money hidden away in exchange for a cut up front.

I sort of think that this is a missed opportunity. I like the setup but I think the execution could have been more interesting. Maybe instead of marking the location of the treasure on your map she would instead drop a clue via a riddle, and it would be up to the player to try and decipher it. There could be a progression to it, so after maybe ten or so riddles solved she would award you with a playing card or some other rare valuable.

54
Events / Re: Don't Touch Me, I'm Scared (Event Idea)
« on: August 25, 2016, 03:09:47 PM »
That sounds like a lot of fun. 

Would you be able to script it?

Also, why did you not apply for GC?
Short answer is no. I haven't scripted a thing Graal related or otherwise is almost 5 years, and even at that time I was an average scripter at best. I wouldn't have the slightest idea where to go, especially now that there are several custom systems in place that override the defaults. I'd need months of practice on a live server, and an explanation on all of said systems to even get started.

As for GC, I did submit an application, but I don't know where I stand with the Management today. I was once one of the most disruptive and outspoken players on the server. I'm sure most would be reluctant to hire someone with my history.

55
Bugs and Suggestions / Re: Arrows interacting with explosions
« on: August 25, 2016, 12:43:24 PM »
You mean fire blasts.

It's possible to do, though I'd prefer to turn arrows in to fireballs rather than fireblasts that explode. Might be preferable to prevent this within events as well.
Yeah, to be honest I couldn't remember exactly what they turned into and started to second guess myself the second I posted.

I thought about it during an elimination event and thought it might have been a useful tool to move players that were spamming arrows from from certain areas of the room.

Quote from: Racil
Thank you for reminding me of it! I have a few ideas where it could be used too...
Though I personally don't think explosions should set things on fire, torches and other burning objects should.
Personally I prefer how they worked originally, but adding the functionality of being able to be lit when passing through torches would be a great feature for quests.

56
Events / Don't Touch Me, I'm Scared (Event Idea)
« on: August 24, 2016, 11:43:56 PM »
Another event idea. It is still insanely humid outside and I can't sleep.

This is another event that requires scripting, so nothing that can be done right now.

Players enter a maze-like level at random points. The level is dark, but there are several lit torches around the level giving some light. When the GC starts the event a timer would start and:

  • The lamp's light starts to dwindle; the light's radius shrinks and the overall light in the level starts to dim as the light from the torches is directly proportional to the status of the lamps. Once a lamp goes out it can be reactivated by a player, but as the event progresses the amount of time the torches stay lit decreases; down to only staying up for a few seconds.
  • As the darkness grows, Wall Masters begin to spawn. The darkness of the level is proportional to how frequently they spawn, and the lamp's light radius impacts their movement speed. They can be dodged and killed by a single blow, however if you're picked up by one, it eliminates you from the event. Once the event has reached a certain time limit or only one lamp remains lit, the Wall Masters begin to spawn more rapidly, and no longer lose speed when entering a lit radius.

The main goal of the event would be to survive until a timer hits zero. The players would be safest around the lamps, working in together to fend off the Wall Masters while also keeping the light lit. Having multiple lamps lit will obviously decrease the risk. There would not be teams however, and it would be explained that the number of people who live until the end of the event impacts how many tickets they would receive. In the case that nobody lives, or the torches are completely extinguished at any point, nobody receives tickets.

Again, I'd like to hear your input on how to improve this idea.

57
Events / Coral Capers (Event Idea)
« on: August 24, 2016, 11:09:06 PM »
My AC is broken so I'm up a bit later than normal, so how about an event idea? This would require an amount of scripting, not something that could be used now.

So essentially I wrote a quick outline in  Xiao's other thread.

Quote
I think it would be neat to have a maze like level set underwater where the players have to swim around using the arrow keys, pressing A to get sort of a dash swim to close in on a player.

I'm expanding the idea, drawing my inspiration from Donkey Kong Country, and Mario 3 battle mode. Now I'm thinking that you start in an underwater level, made symmetrically with different levels or zones.

Think the battle mode from Mario 3:


Or a top down view from Mario Kart:


But more aesthetically similar to Donkey Kong:
https://www.youtube.com/watch?v=GH-UGtfGH8I


The level would have sort of a gravity, think how most 2D games work in regards to swimming physics. You would navigate left or right with the arrow keys, have to tap A to move up, release A to sink, and S would be a sword attack.

Best example I can think of is World 2-2 from Mario Bros for the NES:
https://www.youtube.com/watch?v=mCHgirqdiHc

In the middle of the level at a certain interval a crate will spawn. When you open this crate a swordfish would spawn that you would grab onto. The controls would change, you would no longer sink, you'd move with the arrows keys (though the movement would be a bit slippery), and S or A would have to do a thrusting attack which would also give you a boost of speed.

Skip to 1:53 for an example of Engarde's movement from Donkey Kong Country:
https://www.youtube.com/watch?v=1t76owz173g

* The swordfish attack would be stronger than the regular attack. If you're attacked while riding the swordfish, you will be knocked off, allowing the other player the chance of getting on and using the swordfish. Repeatedly attacking the swordfish will have it dash attack, and eventually swim out of the level.

* The goal is obviously to kill all the other players. The event would work with FFA, teams, and lives based elimination.

I'd like some feedback, and input on how feasible something like this could be done. I think something like this is right up Thor's alley. He has done a great job emulating Zelda's dungeon design style and gameplay.

58
Non Graal Related / Re: Favourite Songs
« on: August 24, 2016, 09:09:21 PM »
https://www.youtube.com/watch?v=R0BEJEIqAE8p
I played this song and let the whole playlist play through. That rarely happens. Good band.

59
Events / Re: LMS Level Ideas
« on: August 24, 2016, 08:49:04 PM »
Just tiling. Don't think anyone's interested in doing new scripts right now.
That is honestly disappointing, but expected I guess given the current state of the game.

60
Events / Re: LMS Level Ideas
« on: August 24, 2016, 08:27:18 PM »
is this strictly tiling or will you be introducing new concepts via scripts?

I think it would be neat to have a maze like level set underwater where the players have to swim around using the arrow keys, pressing A to get sort of a dash swim to close in on a player.

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