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eezstreet

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Everything posted by eezstreet

  1. LOTS OF LIGHTS DISCO FEVER
  2. He doesn't want to replace the default colors though.
  3. Use a bunch of tiny lights on the bottom area.
  4. The code in SP and in MP for colors is identical. Do a search for "purple", that's the easiest way to find all code related to it. ("orange" is also good)
  5. Always been possible. [Hint: JA++ does it, go check out the source code for the client]
  6. Essentially the way JKG handles it is simple. You have a BP meter and Force Power, which acts as your offensive force. Left mouse attacks, right mouse blocks, and right mouse + left mouse projectile blocks. Blocking and moving a certain way affects how you lose BP for each hit. (You can completely negate attacks if done correctly) The process is visualized on the character and the only difference between stances is the speed of attacks and how much BP is drained. Force power is drained for each swing. The less force power you have, the slower you swing. Regen rates aren't punishing, so the combat remains fast paced. Each style is also unique in how it handles, all things considered. Our currently tested style is Medium, which encourages a blend of defensive and offensive tactics (read: it isn't "specialized" one way or another...each style is feasible in both defense and offense, it's just how you use them that matters) It isn't so much about what style you use against what, but more like correctly utilizing your toolbelt of abilities. Katas are largely removed, some special moves exist, but they aren't able to be spammed for quick kills.
  7. Uh, no.
  8. One could argue that if someone becomes good at a computer game, the response to block becomes automatic, similar to your muscle memory. After all, you don't manually think to press space bar to jump in JA, but you do so. It's not a mechanical process really. On the other hand, autoblock would be the equivalent of you sword fighting and just magically parrying everything. It doesn't work like that.
  9. This is in the wrong section then. Also those commands only work on servers that support them, such as servers running JA+ or JA++. So unless you're running those on your server, they don't work.
  10. How do you "have" commands? Did you add them to the game yourself or what?
  11. EXTREME BUMPS. YAYA. What a different world things were a year ago when we didn't have source...
  12. Maybe I'm crazy, but I don't really see a difference?
  13. Just jump on their heads. Game = won.
  14. Wait, I'm confused. Are you making your own or aren't you?
  15. hi
  16. I suggest everyone who wants to have some fun, come play some Forum Mafia: http://jkhub.org/topic/2423-forum-mafia-game-1-standard-9-players-needed

  17. Just an FYI, you need to compile the game special now as well. There's a specific #define that you need to turn on.
  18. We've been aware for a while that the tool's source has been out. ()
  19. He's Circa, as of circa 2013.
  20. We need a master sticky that has all the modeling exporters available for each tool.
  21. Circa, circa 2013.
  22. Not really. The SP NPCs were shoddily converted to be in MP, but unfortunately there's various AI artifacts.Also this is incorrect, the physics in SP aren't better by any means. If anything they're more responsive due to the lack of networking in SP. If you're referring to movement physics, this isn't exactly accurate either, since I've coded them into MP a while back (before the source code got released afaik) I think the really cool, undervalued things in SP would be the way homing rockets move. Unfortunately they don't exactly move as cool as in SP due to the networking issues.
  23. Wytch is an active MB2 dev, so you should have no issue finding him there.
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