In response to HaxRp
Original doesn't mean repurposed (btw I'm not downing your efforts) I was thinking about this the other day but rip source have to be the first original open source of byond. I hear they've been passed around like bad advice for 10+ years now.
Just think how much refinement has gone into them. It's a bit impressive in a way.

Anyway, I don't think you should label something as original when it isn't. False advertisement and all that. Just say you re-mixed it or something. lol
In response to Avidanimefan
Avidanimefan wrote:
Just think how much refinement has gone into them. It's a bit impressive in a way.

None. All these kiddies do is take the source, add some crappy stuff on and call it their own.
In response to Amad2
I would like to take this chance to bring up one of my old topics again. Programming a Rip: How To!, where I address this very issue and attempt to help correct it, though I haven't had any feedback saying that it's helped anyone specifically, I can hope.
I hate dbz and i hate rping. =( won't be playing dragon of the balls sorry :c.

Who hates dbz :o ? This new generation is slowly becoming corrupt .
Here's a thought, instead of making it an RP game, why not make it into an ACTUAL game? I'm not hating on your idea. I'm just tired of seeing "Mandatory RP" games on BYOND, when in all honesty, they just add it as a feature because 80% of people that make games can't finish them.

EDIT: In all honesty, that is what needs to be done with. Not fan-games.
I happen to be a big fan of RP, especially on byond. All of my projects are contributes to the RP community so I don't see a need to change. Sorry, some games just aren't for some people I understand that.
In response to WorldWideDuelist
WorldWideDuelist wrote:
Here's a thought, instead of making it an RP game, why not make it into an ACTUAL game? I'm not hating on your idea. I'm just tired of seeing "Mandatory RP" games on BYOND, when in all honesty, they just add it as a feature because 80% of people that make games can't finish them.

EDIT: In all honesty, that is what needs to be done with. Not fan-games.

Because rp games seem to get the most players. More players = higher chance of people spending money on the game.
Ok, so I can slap on "RP" onto my game and I'll get more players? Yeah, ok. I don't get why people don't want to "stick out". They just want to be clones of other games. Hax, there are 50 other DBZ games with Rp. Let me ask, what makes yours different?
In response to WorldWideDuelist
WorldWideDuelist wrote:
Ok, so I can slap on "RP" onto my game and I'll get more players? Yeah, ok. I don't get why people don't want to "stick out". They just want to be clones of other games. Hax, there are 50 other DBZ games with Rp. Let me ask, what makes yours different?

Regardless of genre, he can consider them competition and break the standard. Players of those DBZ games will look to other DBZ games as interest, and if you managed to break out some incredible features and those players move over to you, well let's just say the players would be able to tell the difference better than the developer.
I think a lot of games focus highly on RP but end up using that as an excuse to not add much real gameplay. I love social roleplaying games as well, but most of them are just very poor representation of their true setting.

I've always had a fancy for round-based roleplaying, however, much like Mitadake High and many years ago Death Note Unlimited. Both games have absolutely terrible gameplay, but serve the RP genre pretty well by at least facilitating character interaction.

I do think that more developers should focus on real games that don't have RP fluff. RP is a nice extra, but you don't see very many good games sacrificing gameplay for it. WoW is a pretty solid example. Fantastic RP servers, plus great gameplay.


This is just a test of an extremely exaggerated screen shake for a client. All 8 properties of the screen shake are being randomized every 3 seconds.

You can customize the duration of the entire shake, how many oscillations it will do, you can set the magnitude, and you can set the scaling (currently square curve, linear curve, cubic curve, and logarithmic curve, though that last one is basically worthless.)

Still working on the easing functions... They are a little loose.

Unfortunately, this is server-side, not client-side, so it's not gonna be this smooth over the net. Lummox still hasn't given us the ability to smoothly animate the client's pixel_x/y values on the fly.
In response to Ter13
Bouncy. I like it.
Screenshots later but skillslots are done. (:
In response to Ganite
is that the actual size of the stadium?
In response to Alienx26
Yessir
Number keys 1-4 will be used for swapping skills the player has set to their skillbar. Skills that aren't equipped cannot be used - giving players less power and the potential for various skillsets.

Pardon the ugly UI, but I hate designing UI type stuff and I don't want to get hung up on making it look pretty. Yet. (:


Working on my spawn system :

In response to Kumorii
Dude you are really hung on making those particles look right. Wouldn't all those burn marks be separate objects? Or is there a more efficient way to do it
I'll take that as a compliment (;

Yeah, they are and yes there is a more efficient way to do it that i want to experiment with. It's a weird idea, but it should work.
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