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haveblue posted:"Lifted off the ground, the pig began to spin as it flew through the air at 125 miles per hour (200 km/h). It arrived on board uninjured, but in a disoriented state. When it recovered, it attacked the crew.[3]" I think about this article every time I send up one of the giant brown bears
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# ? Jun 25, 2022 19:21 |
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# ? May 30, 2024 00:06 |
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haveblue posted:"Lifted off the ground, the pig began to spin as it flew through the air at 125 miles per hour (200 km/h). It arrived on board uninjured, but in a disoriented state. When it recovered, it attacked the crew.[3]" Why are they even using a cop to test the system? Not having to feel bad if they die?
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# ? Jun 26, 2022 04:09 |
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https://i.imgur.com/mfwuXsu.mp4
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# ? Jun 26, 2022 06:37 |
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Agents are GO! posted:Why are they even using a cop to test the system? Not having to feel bad if they die? calling cops pigs is an insult to pigs, pigs are way more empathetic and thoughtful
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# ? Jun 26, 2022 06:53 |
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Altogether useful too
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# ? Jun 26, 2022 07:15 |
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You can use pigs to get rid of bodies, cops just start asking stupid questions about them and try to shoot anyone who answers
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# ? Jun 26, 2022 11:17 |
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Captainsalami posted:Why would you fix this. Hell it should be a special weapon effect I think I've finally figured out how I'm going to work this into the mod: Ignition!, player upgrade. Prerequisites: at least one weapon with an elemental upgrade on it. Effect: attacking an enemy with an elemental debuff has a chance (probably based on number of debuff stacks and how low on health it is) to turn it into a firework, causing it to rocket upwards and explode when it hits the skybox (or the ceiling). Explosion colour depends on what debuffs it has.
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# ? Jun 26, 2022 23:54 |
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Dabir posted:You can use pigs to get rid of bodies, cops just start asking stupid questions about them and try to shoot anyone who answers you moron, you use cops to get rid of bodies before they're dead
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# ? Jun 27, 2022 00:10 |
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https://www.youtube.com/watch?v=CQXZmx7iPBY I kind of wish it was feasible for this to be a real way to play the game, because… it’s kinda neat.
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# ? Jun 28, 2022 07:07 |
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Dewgy posted:https://www.youtube.com/watch?v=CQXZmx7iPBY playing a little American Theft 80's and it feels like this.
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# ? Jun 28, 2022 16:20 |
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TooMuchAbstraction posted:As requested: boat peggle looking good
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# ? Jun 29, 2022 19:26 |
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Now do boat plinko.
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# ? Jun 30, 2022 22:32 |
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TooMuchAbstraction posted:As requested: I had a thought for super cavitating explosions where the water disappears or something for boats to "fall" into to get bounced up.
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# ? Jun 30, 2022 22:48 |
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https://twitter.com/skateEA/status/1542539425405493248
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# ? Jun 30, 2022 22:50 |
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oh good, skate plinko
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# ? Jun 30, 2022 23:01 |
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Oh god, please let the guy who originally made this make a new vid about this one.
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# ? Jul 1, 2022 00:21 |
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become a skate.
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# ? Jul 1, 2022 02:27 |
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Wasabi the J posted:I had a thought for super cavitating explosions where the water disappears or something for boats to "fall" into to get bounced up. People are definitely clamoring for ways to launch boats around! A cavitation bubble is an interesting idea for one way to do it.
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# ? Jul 1, 2022 03:17 |
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fight giant mantis shrimp and get launched
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# ? Jul 1, 2022 09:43 |
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TooMuchAbstraction posted:People are definitely clamoring for ways to launch boats around! A cavitation bubble is an interesting idea for one way to do it. Maybe like a column/cone/hemisphere of water changing z-axis?
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# ? Jul 1, 2022 12:20 |
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Wasabi the J posted:I had a thought for super cavitating explosions where the water disappears or something for boats to "fall" into to get bounced up. Isn't that more or less how real torpedoes work?
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# ? Jul 1, 2022 12:39 |
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dialhforhero posted:Now do boat plinko. Give the boat horse captains
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# ? Jul 1, 2022 13:10 |
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Polaron posted:Isn't that more or less how real torpedoes work? Yes but this time on jello water
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# ? Jul 1, 2022 15:18 |
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dervinosdoom posted:Give the boat horse captains One of the things I've lowkey wanted to do is to add a ship customization option that is the ship's pet. You'd be able to pick a species (e.g. cat, dog, goat, elephant, walrus), name it, and then the only effect is that it'd be visible in one of the backgrounds used for before-mission cutscenes.
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# ? Jul 1, 2022 15:32 |
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TooMuchAbstraction posted:One of the things I've lowkey wanted to do is to add a ship customization option that is the ship's pet. You'd be able to pick a species (e.g. cat, dog, goat, elephant, walrus), name it, and then the only effect is that it'd be visible in one of the backgrounds used for before-mission cutscenes. if you're gonna do that, you need to have an assortment of unlockable hats
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# ? Jul 1, 2022 16:20 |
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Tunicate posted:if you're gonna do that, you need to have an assortment of unlockable hats Also something I had considered doing! The main sticking point being the UI behind placing your hat (or cat ears, or whatever) on the ship.
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# ? Jul 1, 2022 16:51 |
But, do hats go on the bridge/conning tower? The gun directing radar? On each turret?
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# ? Jul 1, 2022 16:53 |
On the ship's pet.
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# ? Jul 1, 2022 16:59 |
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Zereth posted:On the ship's pet. that's what I was thinking initially hats on the ship for matching outfits would be cute too
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# ? Jul 1, 2022 17:29 |
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neogeo0823 posted:Oh god, please let the guy who originally made this make a new vid about this one.
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# ? Jul 2, 2022 00:49 |
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TooMuchAbstraction posted:Also something I had considered doing! The main sticking point being the UI behind placing your hat (or cat ears, or whatever) on the ship. I think all the stuff you've been posting about your game-in-progress is really neat, and it's cool to see snapshots of where things are (when they go hilariously wrong). I loved the one with the dazzle camo paint that was a layer or something that didn't move with the ship, and it also dazzled the smoke. Seconding/thirding/fourthing/whatever-ing you add a ship's pet and also hats for the pet. If there's an icon for the ship in the HUD (like a little battle-damage monitor that goes green to red as different sections take damage), you should also have a hat on that ship.
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# ? Jul 2, 2022 01:58 |
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Arrath posted:But, do hats go on the bridge/conning tower? The gun directing radar? On each turret? Hanging on the top of the inexplicably ubiquitous flag pole that's on each and every ship. Yes, even the submarines. But yes, this topic of discussion reminds me of Deep Rock Galactic, and how every time several goons and I think to do so, we fill out the survey for the game and tell the devs we want hats for Steeve. There's already a mod for it, just make it official, dammit! https://www.youtube.com/watch?v=sINTMuBybLU As for the pets themselves, are they unique to each ship? Having them in the background of mission select should be fine, but it'd also be neat to see them milling around the decks of the different boats all tiny-like. For submarines, have them float in a life preserver, getting tugged behind the sub by a rope. Kinda like a reverse anchor, I suppose, except with none of the weight or stopping power. And of course, make any NPCs be unable to see or react to it.
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# ? Jul 2, 2022 02:50 |
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neogeo0823 posted:Hanging on the top of the inexplicably ubiquitous flag pole that's on each and every ship. Yes, even the submarines. You have indirectly given me an idea for how to make hats work. Thank you! As for pets: the reason I considered doing them as just "this animal is in the background somewhere" is because it's the only way I could think of to make it scale at all. Basically each animal would need to have 1 drawing made of it, and that's it. That lets me have a wide variety of animals, and thus more customization options. But even this minimal level of functionality is enough work that I can't prioritize it for 1.0. It'd make a good free DLC or something, though.
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# ? Jul 2, 2022 04:08 |
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If a ship wore pants Etc
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# ? Jul 2, 2022 07:46 |
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Still working on that doom mod. Fairly early on I implemented recursion guards, so on-damage effects couldn't proc on-damage effects, avoiding the issue where (say) poison damage applies more poison stacks faster than it wears off. This past weekend, I overhauled the guards completely so that some effects could proc off each other; for example, the fragments from fragmentation shots can now proc poison/acid/fire on things they hit. The mod now has a more general system for defining which effects can proc off which other effects that still guarantees no infinite recursion. While working on it, though, there were a few iterations where that guarantee did not hold, and I ended up with test situations like: - fire a rocket into a room full of enemies - Fragmentation Shots procs on every enemy caught in the blast, causing them to release fragments 1 frame later - every fragment that hits an enemy explodes (this is hitscan, so it happens on the same frame the fragments are spawned) - these explosions spawn more fragments (after a 1 frame delay) - ...continue until you reach a state where none of the fragments hit anything, probably because everything in the room is dead. In practice, what this looks like to the player is: - fire a rocket into a room full of enemies - HUGE CONSOLE WARNING MESSAGE SPAM - game freezes for a second or so - everything is dead, including the player if this is one of the builds where fragmentation shots could self-damage This one I don't think is making it into the final build, although I'm probably going to keep "fragments from fragmentation shots explode (without spawning more fragments)" around as an optional upgrade.
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# ? Jul 5, 2022 14:44 |
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make fragments non hitscan?
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# ? Jul 5, 2022 15:22 |
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Rebrand it as the Fission Gun.
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# ? Jul 5, 2022 15:30 |
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ToxicFrog posted:In practice, what this looks like to the player is: Congratulations on recreating Noita in the Doom engine...?
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# ? Jul 5, 2022 18:14 |
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Zamujasa posted:Congratulations on recreating Lemmings in the Noita engine that would be amazing.
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# ? Jul 5, 2022 18:19 |
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# ? May 30, 2024 00:06 |
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LifeSunDeath posted:that would be amazing. How long has it been since we had a decent Lemmings game? Thirty years? Noita is practically made for Lemmings!
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# ? Jul 5, 2022 20:16 |