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Futuza

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Everything posted by Futuza

  1. Sorry about potato quality, but here's an example of an item that uses healing debuffs. Still needs a model, etc, but this is basically how it would work: https://youtu.be/tPQRXv6WPD8
  2. I'm going to try to get a new patch out by Saturday (hopefully Friday at the earliest), those of you who are available are welcome to join us on the test server (which I'll try and have @@Smooさん leave up for a while so other people can try throughout the following week etc). Lots of bug fixes and new features to try out so I'm looking forward to it. I would like to host an informal match that Saturday evening starting at 6:30pm GMT (00:30am July 1st UTC - here's an event calendar which will show UTC and your local time). We'll probably end up organizing a more formal 4th scrimmage after that point and after a few more features have been completed, but let me tide everyone over with that. I'll post links to patch update here on JKHub and on the Discord the day before the event if I'm ahead of schedule, but I'll have them up before the event at the latest.
  3. JKA on Steam for $4 until June 5th if you've got friends who haven't tried it yet. Or your a crazy person who has an account on JKHub, but doesn't own it yet. Other Jedi Knight Games are also on sale.
  4. When they get bigger than 3MB, its probably better off as a video. I wouldn't be surprised if Caelum has some sort of cap on size limits to gifs so we don't kill everyone's bandwidth if it isn't enclosed in spoilers.
  5. Sounds like propaganda from the Stable Lightsaber Union.
  6. Just right click on the image you want and copy the video/image location, if its a gifv/mp4 replace the extension with gif. eg:
  7. If you're going to go there....can we talk about how lightsabers are completely impossible and ignore fundamental laws of physics? And Hyper Drives? What even? And then the Force is just ridiculous space magic....oh wait it literally is. This is Star Wars, not science fiction - but space fantasy/space opera. Where space is not a vacuum nor very deadly, explosions make sounds in space, and the rule of cool is more important than science. I mean its your mod do what you want, but can't you see how directly contradicting canon makes less sense than trying to apply real world physics to a highly fantasized series where such would contradict already established rules? Finally, in terms of game balance, why would anyone want to use an unstable saber if its just inferior in every way? No one will pick it in a serious match, unless it has some sort of benefit that outweighs such disadvantages? New gameplay elements should offer something to the playing field, some benefit, anything, and not just be an inferior version of every other element that's already in place. For example: If I introduce new items that suck compared to existing equipment in JKG, I usually balance out that suck by making it cost less (we use credits to pay for equipment). Here you've just given everyone a crappy piece of equipment with no benefits.
  8. My thoughts were that unstable blades were going to mean more raw power (damage), but also meant is was prone to shorting out randomly, slowly draining the power of the blade (thus requiring a new energy cell much more frequently than stable blades), it also made it produce unusual magnetic fields that caused it to be more difficult to handle and unwieldy as it interacted with other saber blades and other magnetized weaponry. In terms of gameplay this would cause it to have a random chance every minute of shutting off for 10 seconds, do about 1.3x more damage, but also be more prone to failing to block (weaker saber blocking). But do what you want, if you want it to just be a weaker broken blade that's cool.
  9. Fixed healing buffs (buffs can now also properly heal you). Additional damage plums had gotten broken earlier at some point (probably when we switched to new debuff system), so they were not displaying correct green healing colors when gaining hp. This has also been fixed. Now I just need some healing buff items to actually have something to try it out in the game with.
  10. We usually schedules matches for that, but I'll see if I can get NubSmoo to host one for the latest alpha. Its best if you come on over to the discord if you want the latest updates/find out when people are hosting matches.
  11. Not really, sorry. I've only worked on code lately.
  12. New Passive Credit System I just finished:
  13. Right, but we should try to keep the bind schemes similar is what I'm trying to say.
  14. I've nerfed it already, we can easily move it back to .8 if it doesn't work, but yes armor bug needs to be fixed. I've changed it, we should just see how it goes and see if is a problem in the next play test. I'm thinking much more accurate and less kick with barely higher damage? Bryar's cost has been reduced a bit. Might need more. Is this pushed to develop? Yes. IR-5 should work nicely though I'm thinking label it more of a carbine than a "pistol".
  15. P should be reserved for 1st person/3rd person, don't change up the bind just cause your in a ship E is bound to +use and we should probably avoid binding it to other things, additionally firing modes are already mouse3 for guns, probably keep it the same for ships Crystals? Hmmm...not sure I want, maybe. I was thinking just limited charge time, not a specific item that you consume.
  16. Reminder to self and Silverfang: http://starwars.wikia.com/wiki/IR-5_blaster_pistol Add to be a blaster to compete with the carbine_lt-60 and other slugthrowers. Should have similar fire rate and accuracy. Cost 675-760 credits. Also need a long consumable buff that lasts something like 60-90 seconds and prevent bleed when active.
  17. Available weekdays after 5pm (GMT+7), except Fridays and Mondays. Also free Saturdays past noon. Might be able to record/bring people.
  18. Doing photorealistic is not my strong point, I prefer water color/paint style things, so pulling a beard off a face without an appropriate skin texture to replace it can be tricky. You can just paint over it with various skin hues and sorta blend it together with smudging, but it will look weird if the rest of it is photorealistic (eg: Kyle's face). I'll see if I have some freetime sometime to record a tutorial video or something.
  19. I'm pretty good at using GIMP, but I haven't used it much for changing in game textures. Usually I do things like photo manipulating a normal image or digital painting. The techniques I use are usually pretty "artistic" in nature and involve a lot of light, repeated touching up with very unopaque brush settings, and use of the smudge tools and burn/dodge tools. Not really sure how to teach this really, I kinda just do it. o.O
  20. So very helpful. So glad someone figured it out. Thanks!
  21. Agreed, capital ships will probably just be npcs - otherwise this becomes Star Citizen in Quake Engine. Also the Falcon would have different stats from the standard model (same with the Slave I). A regular YT-1300 would be a lot less impressive without all those "special modifications". Y Wings are intended to be primarily bombers, they need to get to a target quickly and escape. You'll notice in ANH they keep pace with the X-Wings fairly well, so their speeds are going to be roughly similar; however, they lack maneuverability and fly like a tank. Making them a little faster than a number of the other fighter ships is something I feel makes them stand out to fulfill that purpose of being a bombing ship, but doesn't given them a major advantage due to their awful handling at high speeds. B-Wings are basically heavy fighters and should move accordingly (slow and without a lot of maneuverability), but be capable of taking a lot of hits and dealing a lot of damage. The Corvette Blockade Runners are still relatively fast compared to other capital ships, but fighters like x-wings should be able to far outpace them. I didn't want to make it too much quicker than the Star Destroyer; however, due to ANH showing that the Star Destroyer is clearly "catching" up to the other ship. I feel like giving Blockade Runners a "booster"/"afterburner" ability would help them accomplish their namesake, but that they can only achieve faster speeds in bursts - intending to be used for breaking through a blockade and then jumping to lightspeed once free, not long extended chases.
  22. My thoughts about Starfighter stat comparisons, and how some sample ships should measure up. Note doesn't reflect Star Wars lore entirely because JKG both has its own canon and needs to balance ships/ have a reason for a ship to be in the game. Additionally, it is doubtful more than a few of these will be playable (wrong time period, etc), but I've provided them anyway for comparison. Quality Range Key: Inferior, slow/poor/weak, moderate/average/standard, strong/high, superior, legendary. Starfighters A-Wing - Superior speed, superior maneuverability, weak attack capability, very weak armor/shielding, standard hyperdrive. Expensive.B-Wing - Slow speed, poor maneuverability, superior attack capability, strong armor/shielding, slow hyperdrive. Very Expensive.X-Wing - Moderate speed, high maneuverability, moderate attack capability, weak armor/shielding, standard hyperdrive. Moderate price.Y-Wing - High speed, poor maneuverability, moderate attack capability, moderate armor/shielding, standard hyperdrive. Moderate price.Tie Fighter - High speed, high maneuverability, moderate attack capability, very weak armor/shielding, no hyperdrive. Dirt cheap.Tie Interceptor - High speed, superior maneuverability, moderate attack capability, weak armor/shielding, hyperdrive optional. Cheap.Tie Bomber - Inferior speed, poor maneuverability, superior attack capability, moderate armor/shielding, hyperdrive optional. Moderate price.N-1 Starfighter - High speed, high maneuverability, weak attack capability, weak armor/shielding, no hyperdrive. Cheap.Cargo/Shuttle Ships Millennium Falcon- High speed, moderate maneuverability, moderate attack capability, superior armor/shielding, legendary hyperdrive. Extremely expensive.C-9979 Landing Craft - Low speeds, inferior maneuverability, no attack capability, moderate armor/shielding, no hyperdrive. Expensive.Imperial Lambda-class T-4a Shuttle - Moderate speeds, poor maneuverability, moderate attack capability, superior armor/shielding, fast hyperdrive. Very expensive.Slave I - High speed, high maneuverability, high attack capability, strong armor/shielding, fast hyperdrive. Extremely expensive.XS Light Freighter - Low speeds, moderate maneuverability, moderate attack capability, strong armor/shielding, slow hyperdrive. Expensive. Capital Ships EF76 Nebulon-B Escort Frigate ("medical" frigate) - Inferior speed, inferior maneuverability, superior attack capability, superior armor/shielding, standard hyperdrive. Ridiculously expensive.Star Destroyer - Slow speed, inferior maneuverability, legendary attack capability, superior armor/shielding, standard hyperdrive. Ludicrously expensive.CR90 Corvette ("blockade runner") - Slow speed, moderate maneuverability, strong attack capability, strong armor/shielding, standard hyperdrive. Prohibitively expensive.Death Star - Legendary awful speed, no maneuverability, incomprehensible attack capability, incomprehensible armor/shielding, standard hyperdrive. Instant bankruptcy.
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