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-   -   Few questions about jcs (http://www.jazz2online.com/jcf/showthread.php?t=12513)

CrimiClown Apr 2, 2005 11:54 PM

I'd like to beta test for you, too.

Oh ja, bijna vergeten jij bent ook Nederlands :-)

The line above is written in Dutch, by the way. And how do I make those quote boxes?

LittleFreak Apr 2, 2005 11:59 PM

[ quote=Nickname ]Text[/ quote ]

Without the spaces this gets to

Quote:

Originally Posted by Nickname
Text


CrimiClown Apr 3, 2005 12:35 AM

Quote
 
Quote:

Originally Posted by LittleFreak
[ quote=Nickname ]Text[/ quote ]

Without the spaces this gets to

Thanks! :+

WvA Apr 5, 2005 04:41 AM

kweet niet of ik hem laat beta testen :) moet nog even kijken.

nothing importend above here. just go on what you where doing :P

DarkSonic Apr 7, 2005 09:32 AM

If I were you, I would let your level be beta tested. I think your level gets an higher rating if you get beta testers.
What gametype is your level, anyway?
And yes, I know what that means because I am Dutch as well =P.
I can't beta test if you only have TSF, so D=.

WvA Apr 7, 2005 10:20 AM

its not a level its an episode

LittleFreak Apr 8, 2005 04:50 AM

Like I said before, I can betatest aswell.

And as far as I can tell it's going to be single player.

(enemies in multiplayer is not a good idea, trust me)

Nielsje Apr 8, 2005 05:44 AM

I tried adding enemies in Multiplayer for my new game mode (Bring Em On) but it's far from finished.

LittleFreak Apr 8, 2005 06:00 AM

Well, what I mean is enemies in game modes like battle is obviously not a good idea. ;)

It'd ruin the balance, because if someone is on low health and gets chased by a dude equipped with powered up RFs he can just "accidentally" run into a lizard and has five hearts again.

Nielsje Apr 8, 2005 09:19 AM

...yeah, I didn't think about that. Actually they should work with deaths instead of kills to calculate the scores in that cases.

LittleFreak Apr 8, 2005 09:30 AM

It'd be better if the player who last hit the one being killed by an enemy got the point, but that's sadly not the case.

About the gametype you're creating, any chance you'll spoil some information on what it is? ;)

DarkSonic Apr 8, 2005 09:42 AM

Quote:

Originally Posted by WvA
its not a level its an episode

Then I will skip.

Nielsje Apr 8, 2005 09:48 AM

Quote:

Originally Posted by LittleFreak
About the gametype you're creating, any chance you'll spoil some information on what it is? ;)

Well, the basic idea is that a group of rabbits enters some kind of arena, which is going to be flooded with enemies. Above the arena there's a tower with enemies, and each time the host destroys a crate, a bunch of enemies fall down which will respawn after ten seconds. So after each crate, extra enemies come into the game. The rabbit who stays alive for the longest time, wins the game. I also included a spectator mode.

The system works about the same as Ground Force, and it has the same startup system. However, the host can't join in the game and once someone's dead, he ends up in the beginning of the level again. Like someone who joins a Ground Force game which is already busy. Anyway, to make the system in a way that rabbits can't kill each other and only the enemies, the only way of hosting this is in Co-op. I shall try to release a level with this new game-mode (I call it "Bring Em On!") in the near future.

WvA Apr 8, 2005 10:03 AM

sounds cool :)

LittleFreak Apr 8, 2005 10:42 AM

Problem would be carrots and fast fires which baddies often leave behind. Other than that, it sounds pretty nice. ;)

Also, what about Treasure Hunt mode?

People can't hurt each other then.

Nielsje Apr 8, 2005 01:58 PM

Yes, but I think people can't be hurt by enemies either because they have no hearts at all.

I thought about it earlier and I came to the conclusion that Co-op would be the only gamemode that would fit the requirements.

LittleFreak Apr 9, 2005 12:29 AM

That'd make it an offline-only gametype though, as no one managed to get a fully working Co-Op mode for online play I think.

WvA Apr 9, 2005 02:05 AM

there where programs for that?

LittleFreak Apr 9, 2005 02:46 AM

Yes, but none of them work correctly as far as I know.

If only the host can get hurt by enemies, then that sucks, no?

cooba Apr 9, 2005 03:01 AM

Quote:

Originally Posted by LittleFreak
If only the host can get hurt by enemies, then that sucks, no?

Everyone can get hurt, but only host can die...

Nielsje Apr 9, 2005 03:27 AM

The host doesn't play at all. He opens the crates for more enemies. And that's the problem why I can't create this gametype, there's no good Co-op mode program available...

LittleFreak Apr 9, 2005 03:41 AM

Quote:

Originally Posted by Cooba
Everyone can get hurt, but only host can die...

My fault.

Quote:

Originally Posted by Chip
The host doesn't play at all. He opens the crates for more enemies. And that's the problem why I can't create this gametype, there's no good Co-op mode program available...

The only way was making it offline-only, but only few people would be interested in it then.

blurredd Apr 9, 2005 05:02 PM

*brainstorms*

This is what I came up with for the "Bring Em On!" thing. First and foremost, the arena needs to be is rigid enough to make Spaz's sidekick more inefficient and then. Secondly, the arena has to be filled with No Fire Zone events. How it would work is everyone starts with a shield (for how ever long) and the server would be at the bottom of the level to keep time and hit a crate for each new wave of enemies. After a round is over, the server hits a regenerating crate that opens a hole which everyone must enter (the arena could also be designed so that it entirely disappears when the crate is hit, but that might be unnecessary work). The hole leads to a system where if you don't have a shield, you get warped to the loser room (the same system with hurt events I used in my Shield Assault levels). Every round, players who survived get a new shield, and this goes on until someone wins.

That's all I could come up with.

LittleFreak Apr 9, 2005 11:41 PM

Wait, wait, how could a shield prevent someone from warping?

That was something new to me.

blurredd Apr 10, 2005 04:31 PM

I managed to make a Bring Em On! level (fully automated to boot) and it pretty much works, except for the fact only one person can go through a wait tube at a time and players may get stuck in any of the tubes. I took out the No Fire Zones since it was hard enough to kill enemies as it was. Getting hit once basically means you're out, but the game should be easier with more players. I included a timer (which is surprising that I added it since I still loathe Bank Robbery), and there are 9 rounds total.

WvA Apr 11, 2005 05:14 AM

you are saying evryone has a shield, how can you lose shield? :S

cooba Apr 11, 2005 06:16 AM

Quote:

Originally Posted by WvA
how can you lose shield? :S

BY GETTING HURT MAYBE

LittleFreak Apr 11, 2005 06:21 AM

Will you upload it, Blur?

I'd like to see it. ;)

blurredd Apr 11, 2005 02:28 PM

Probably not, but I'll most likely host it again on several occasions as I improve it.

WvA Apr 12, 2005 03:32 AM

if you have a shield you cant get hurt?

LittleFreak Apr 12, 2005 05:55 AM

Too bad, I can't play online. [img]http://images.bravenet.com/common/images/smilies/crazy.gif[/img]

@ WvA: That, is actually the point of it. [img]http://images.bravenet.com/common/images/smilies/sigh.gif[/img]


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