Hey everyone! Here's a 1366x768 widescreen wallpaper I made, showing off all my models except the Imp (awh...) Hope you guys like it! :3
yey there is the shaman i proposed you to do =3 oh and IMA BACK^^
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
@RevVo98: Wow. Thats amazing. I'm still trying to figure out how to work Techne. You sir, have got it mastered.
On the wiki, I tried to finish pics for the tower and dungeon pages, but I have yet to find a village/tower merge, so I cant put a pic for that on yet.
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Damn it! I cant decide whether to put the Hack/Mine banner or the Chococraft banner in my signiature! RAGE!!!!
When do you think this mod will be 1.2.5 or (tomorrow being the release date) 1.3 compatable? Unless there is a legal way to get a 1.2.3 game WITHOUT game changer then i am at a loss.
Working on the spells is a ton of fun-- with the new scripting language, adding details to spells is a breeze. Right now I'm experimenting with Whirlwind doubling as a Link style double jump, haha. You know, like Super Smash Bros? Imagine the old Steve-getting-hurt soundbyte (Uhnh!!)... now imagine him going "SHAAAGGG!!!!" I'm also messing around with an Incredible Hulk style leap if you jump at the end of a Charge... maybe a shockwave as you land? All possible upgrades as you level I suppose
Also, little details seem to be ironing themselves out. Teleport no longer positions you slightly midair, but places you squarely on the ground like you'd expect. I'm also gonna make it a little smarter, so that it tries to teleport to the block beneath the one you're looking at if you're trying to port, say, directly underneath a ceiling, but aren't looking at the ceiling itself (pretty dang annoying). With the scripting language, these kinda changes aren't so exceedingly tedious any more (they're actually really easy, like you'd expect.)
I'm done with the Warrior's existing spells, about through with the Mage's, and will work on the Ranger's tomorrow (I've ironed out a lot of bugs with the new language, so things should continue to get faster.) Wish me luck! And uh, now is the time for interesting spell ideas! Don't think "stats and numbers", think things that are fun to perform with your character (like whizzing around the place, using a hookshot, walljumping (which I'm thinking I'll add)... that sorta thing :))
Working on the spells is a ton of fun-- with the new scripting language, adding details to spells is a breeze. Right now I'm experimenting with Whirlwind doubling as a Link style double jump, haha. You know, like Super Smash Bros? Imagine the old Steve-getting-hurt soundbyte (Uhnh!!)... now imagine him going "SHAAAGGG!!!!" I'm also messing around with an Incredible Hulk style leap if you jump at the end of a Charge... maybe a shockwave as you land? All possible upgrades as you level I suppose
Also, little details seem to be ironing themselves out. Teleport no longer positions you slightly midair, but places you squarely on the ground like you'd expect. I'm also gonna make it a little smarter, so that it tries to teleport to the block beneath the one you're looking at if you're trying to port, say, directly underneath a ceiling, but aren't looking at the ceiling itself (pretty dang annoying). With the scripting language, these kinda changes aren't so exceedingly tedious any more (they're actually really easy, like you'd expect.)
I'm done with the Warrior's existing spells, about through with the Mage's, and will work on the Ranger's tomorrow (I've ironed out a lot of bugs with the new language, so things should continue to get faster.) Wish me luck! And uh, now is the time for interesting spell ideas! Don't think "stats and numbers", think things that are fun to perform with your character (like whizzing around the place, using a hookshot, walljumping (which I'm thinking I'll add)... that sorta thing )
That stuff sounds hella fun...i prefer ranger but the jumping zerker of doom sounds very fun.
I wish you luck but i know you wont need it! So i will wish you patience for the project and a rocking good night at the pub after ya finish this update hehe!
Working on the spells is a ton of fun-- with the new scripting language, adding details to spells is a breeze. Right now I'm experimenting with Whirlwind doubling as a Link style double jump, haha. You know, like Super Smash Bros? Imagine the old Steve-getting-hurt soundbyte (Uhnh!!)... now imagine him going "SHAAAGGG!!!!" I'm also messing around with an Incredible Hulk style leap if you jump at the end of a Charge... maybe a shockwave as you land? All possible upgrades as you level I suppose
Also, little details seem to be ironing themselves out. Teleport no longer positions you slightly midair, but places you squarely on the ground like you'd expect. I'm also gonna make it a little smarter, so that it tries to teleport to the block beneath the one you're looking at if you're trying to port, say, directly underneath a ceiling, but aren't looking at the ceiling itself (pretty dang annoying). With the scripting language, these kinda changes aren't so exceedingly tedious any more (they're actually really easy, like you'd expect.)
I'm done with the Warrior's existing spells, about through with the Mage's, and will work on the Ranger's tomorrow (I've ironed out a lot of bugs with the new language, so things should continue to get faster.) Wish me luck! And uh, now is the time for interesting spell ideas! Don't think "stats and numbers", think things that are fun to perform with your character (like whizzing around the place, using a hookshot, walljumping (which I'm thinking I'll add)... that sorta thing )
you want fun?
anti-conda - ability to turn your charicter into a roflconda style string of npcs, no actual effectsa planned however it would be cool to have increased damage overall but each link did less ...... picture a steve with 5 ghost steves trailing him all charging to hit you with a sward, now as a group we do 50% more damage than normal but only if you dont move out of the way
feign death... well......
illusion - create dummy clones of a player for 3 seconds near the location of cast and cloak the caster for 3 seconds to help an escape.
blink - similar to illusion however the player teleports randomly in an area to disorient prey/attackers it would be best if the player somehow kept the same target during the duration of the spell.
Puns -n- roses - returns a percentage of damage recieved as spell damage.
Soul Link - Click to follow
Soul Swap - hit a player or mob with a ranged attack and have your positions swaped
Lingering death - if cast before death the player can cast one more ability before death as long as its within 3 seconds
Electro slide - player moves at 1.5 times normal speed and has "electric partical effects" the effect wears off in an ammount of time, or when player stops moving.
i havent fully read through everyones posts, but i was wondering about 1 thing:
why is there a spellbook, but no other spells? the highest level ive gotten to is 7-and that took a long time- and i seem to only have access to the default spells.
i also have some suggestions:
1) quests! please, it gives the mod a better purpose. i love killing things but at the end of the day, for what reason am i doing that? i think quests would work great with 1.3 now that its out. say, you buy a questbook from the villager, you fulful a quest (kill 50 naga) and then you bring back 50 naga heads or something to the villager in exchange for an item that isnt in the regular shop. either that, or a quest system like in WoW.
2) more spells. obviously EVERYONE suggests it but ive noticed that in the spellbook theres empty slots but no way to modify them. i say that when you reach levels 5,10,15 and so on in a pattern of 5, you get one new spell.
*also, some binding spells,necro spells, and more AoE spells please
3) Mine and Blade Battlegear! try to impliment that mod in yours! doesnt have to really be the weapons or the armor, btu the shields! oh the shields!
4)make the map work more like Rei's minimap. i would like to be able to see a fullscreen size like in Rie's.
5)make wolves their normal strength. i hear they are alot weaker in this mod, and that...sucks.
6)edible food. its nice to have something to boost your health when you desperately need it.
anyways,keep up the fantastic work on this mod! its amazing!
So hey, frizzil.
i was thinking in a spell like twisting slash from mu online
its basically this, you throw your sword and it goes
around you and get back to your hand on the other way, like a boomerang
i dont know if you got it, cause english isnt my main language but i think the spell would be pretty sweet
Hey I missed you again Friz! -.- Anyways about that texture pack!
All the details of this mod is now textured in 32x32 JohnSmith style! xD Even those textures that aren't even used yet has already been textured by me! Well everything but the minimap AND the raptor and the giant rat... Still trying to figure out that blob of color.. -.- Screenies below :3
I won't recommend using the texture pack until H/M gets its HD texture pack fixes, anti-aliasing fixes as well as GUI translucency support! Also i won't be releasing it until then xD
NOTE to Friz: Dungeon blocks green, lime and white color all appear as cyan on the HD textures
Another note to Friz: I cant wait for those new spell fixes and changes! xD Remember my icons and my ideas way back in page 70-80?
P.S: I spent an hour looking for an Orc Archer to take a screenie for but i couldn't find one!!! -.- It's already 2am where I'm at so I'm going to sleep now... -.-
On the wiki, I tried to finish pics for the tower and dungeon pages, but I have yet to find a village/tower merge, so I cant put a pic for that on yet.
you have to make skins for all of them anyways :3 use the texture offset to set where each voxel (box) will extract textures from :3
Add effects to items, allows users to create Adventure Maps with the mod, giving oodles more fun.
Spawners will have to be setup as well.
just select optional build in the options tab and select the 0.6.0 dev build :3
Technic Launcher automatically gets Hack/Mine
sounds great!
Working on the spells is a ton of fun-- with the new scripting language, adding details to spells is a breeze. Right now I'm experimenting with Whirlwind doubling as a Link style double jump, haha. You know, like Super Smash Bros? Imagine the old Steve-getting-hurt soundbyte (Uhnh!!)... now imagine him going "SHAAAGGG!!!!" I'm also messing around with an Incredible Hulk style leap if you jump at the end of a Charge... maybe a shockwave as you land? All possible upgrades as you level I suppose
Also, little details seem to be ironing themselves out. Teleport no longer positions you slightly midair, but places you squarely on the ground like you'd expect. I'm also gonna make it a little smarter, so that it tries to teleport to the block beneath the one you're looking at if you're trying to port, say, directly underneath a ceiling, but aren't looking at the ceiling itself (pretty dang annoying). With the scripting language, these kinda changes aren't so exceedingly tedious any more (they're actually really easy, like you'd expect.)
I'm done with the Warrior's existing spells, about through with the Mage's, and will work on the Ranger's tomorrow (I've ironed out a lot of bugs with the new language, so things should continue to get faster.) Wish me luck! And uh, now is the time for interesting spell ideas! Don't think "stats and numbers", think things that are fun to perform with your character (like whizzing around the place, using a hookshot, walljumping (which I'm thinking I'll add)... that sorta thing :))
I had this one idea.
Rape Train, which would basically be like duct taping your W, right mouse button, and strength boost button down. Also, you yell a witty one liner.
That stuff sounds hella fun...i prefer ranger but the jumping zerker of doom sounds very fun.
I wish you luck but i know you wont need it! So i will wish you patience for the project and a rocking good night at the pub after ya finish this update hehe!
Go away, read the last few pages and it will answer your rhetorical question.
Keep up the good work Frizz.
Also for those who are using server hosters that force the .jar to have a special name,
Just re-name the Hack/Mine .jar to what it needs to be,
I.E craftbukkit-0.0.1.jar
you want fun?
why is there a spellbook, but no other spells? the highest level ive gotten to is 7-and that took a long time- and i seem to only have access to the default spells.
i also have some suggestions:
1) quests! please, it gives the mod a better purpose. i love killing things but at the end of the day, for what reason am i doing that? i think quests would work great with 1.3 now that its out. say, you buy a questbook from the villager, you fulful a quest (kill 50 naga) and then you bring back 50 naga heads or something to the villager in exchange for an item that isnt in the regular shop. either that, or a quest system like in WoW.
2) more spells. obviously EVERYONE suggests it but ive noticed that in the spellbook theres empty slots but no way to modify them. i say that when you reach levels 5,10,15 and so on in a pattern of 5, you get one new spell.
*also, some binding spells,necro spells, and more AoE spells please
3) Mine and Blade Battlegear! try to impliment that mod in yours! doesnt have to really be the weapons or the armor, btu the shields! oh the shields!
4)make the map work more like Rei's minimap. i would like to be able to see a fullscreen size like in Rie's.
5)make wolves their normal strength. i hear they are alot weaker in this mod, and that...sucks.
6)edible food. its nice to have something to boost your health when you desperately need it.
anyways,keep up the fantastic work on this mod! its amazing!
i was thinking in a spell like twisting slash from mu online
its basically this, you throw your sword and it goes
around you and get back to your hand on the other way, like a boomerang
i dont know if you got it, cause english isnt my main language but i think the spell would be pretty sweet
Hey I missed you again Friz! -.- Anyways about that texture pack!
All the details of this mod is now textured in 32x32 JohnSmith style! xD Even those textures that aren't even used yet has already been textured by me! Well everything but the minimap AND the raptor and the giant rat... Still trying to figure out that blob of color.. -.- Screenies below :3
I won't recommend using the texture pack until H/M gets its HD texture pack fixes, anti-aliasing fixes as well as GUI translucency support! Also i won't be releasing it until then xD
NOTE to Friz: Dungeon blocks green, lime and white color all appear as cyan on the HD textures
Another note to Friz: I cant wait for those new spell fixes and changes! xD Remember my icons and my ideas way back in page 70-80?
P.S: I spent an hour looking for an Orc Archer to take a screenie for but i couldn't find one!!! -.- It's already 2am where I'm at so I'm going to sleep now... -.-
That Naga looks absolutely adorable!