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more pickiness

Postby Guest » Mar 31, 2002 @ 3:31am

I'm going to be picky here for a minute; don't think you have to pay any attention to me, I just wish you would.

When I talk about scripting weapons I don't mean just setting some attributes, I mean sort of like a programming language but simplified to some extent. For example...

[CheeseBomb]
a=0
call launch
call melt
call burn
launch:
create cheese, cheese.jpg, whoosh.wav, snail.x, snail.y
propell cheese aimdirection, aimpower * 10
gravify cheese 2
repeat until cheese.stopped
melt:
a=a+0.1
stretch cheese, cheese.height-a,1
repeat until cheese.height <3
burn:
flame cheese.x, cheese.y, 10
destroy cheese

Sorry if I'm sounding too picky, but if you want to make the best game ever I'm just giving my honest opinion of how I think it should be done.
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really, though...

Postby Guest » Mar 31, 2002 @ 3:35am

Can you honestly say that it would not be cool to have people distributing .wpn files containing complex weapons that can do just about anything you could imagine, along with levels with built in objects that can be scripted to react to various conditions?

Heck, if someone else doesn't do it, maybe I will, but I really don't have that kind of time so I wish you would.
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talking too much

Postby Guest » Mar 31, 2002 @ 3:41am

I know I'm posting way too much, but I'll just say one more thing and then quit for a while.

What PocketPC needs is some good "infinite possibility" sort of stuff... like where you can do pretty much anything you could imagine so that the game never gets old. On second thought, desktops have damned little of that themselves, but that may change (I'm on spring break, which means plenty of programming time!).
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Postby (TSC)Bender » Mar 31, 2002 @ 2:13pm

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weapons count

Postby ingallsj » Apr 8, 2002 @ 5:54am

It would be great if you guys would allow the program to show how many of a certain weapon you have left when you select the weapon. That way you don't have to remember how many weapons you have left. :twisted:
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Postby B-Boy » Apr 16, 2002 @ 3:58am

yes, perhaps when you hold the stylus on the weapon pic, the quantity of that weapon would pop up. that would be just great!
<b><i>Custom Snails levels available at BurningSheep's <a href = "http://vulcanus.its.tudelft.nl/robert/snails.html">S n a i l s Web site!</i></b>
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Postby suchiaruzu » Apr 16, 2002 @ 2:02pm

Actually, we had that idea earlier. Dunno why it was removed during development... :(
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Weapon Amts.

Postby ingallsj » Apr 16, 2002 @ 11:24pm

Well, just put it in this time around, and don't forget! :evil:
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Postby (TSC)Bender » Apr 24, 2002 @ 3:06am

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Postby Michael Y » Apr 24, 2002 @ 3:28am

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Postby sponge » Apr 24, 2002 @ 5:53pm

What about ingame cutscenes? Just a small scripting language to define what goes where.. ie..

Snail1.move(1,50) while
Snail1.fire.bazooka(45,100)

(1,50) 1 would be the direction (1 = left, 2 = right) and 50 would be how much in some sort of unit.
(45,100) is the angle and the power, which would be in 1-100.

Of course precision movements with this would be a bitch and a half.

Just had another idea too. What about talk bubbles? Instead, or along with, the text at the bottom, the Snails can hurl insults at each other at certain times.
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?

Postby Annoying Snails Master » Apr 24, 2002 @ 9:35pm

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talk bubbles

Postby ingallsj » Apr 24, 2002 @ 11:50pm

"I am not the one to judge my personality, just the one to make it."
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Postby sponge » Apr 25, 2002 @ 12:07am

Take up the whole screen? You must need your eyes checked, as it wouldn't have to take up nearly as much as that.
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Postby randall » Apr 25, 2002 @ 12:49am

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