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Messages - LordFunPants

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46
General Discussion / Re: New Gun In The Works? Heavy Flamethrower?
« on: August 14, 2013, 10:42:03 am »
if it was one of those massive guns. i'd probably have to make a new ship for it . . . and if i made a ship for it, . . id make it a muse only ship . . . . cause dev matches man. . need something to make it interesting

47
General Discussion / Re: New Gun In The Works? Heavy Flamethrower?
« on: August 14, 2013, 09:44:30 am »
i'm sure someone will eventually leak a picture or two . . . . i'm actually gonna try to test the model today to see if it works well. when Awkm saw it he thought it was a  heavy gun for a second . . . 

48
General Discussion / Re: New Gun In The Works? Heavy Flamethrower?
« on: August 13, 2013, 02:28:46 pm »
hey now, i'm not the one who came up with the concept of this thing. . . dont know why i'm getting the hails, i just get to make it look badass based on what it does :P

49
General Discussion / Re: New Gun In The Works? Heavy Flamethrower?
« on: August 13, 2013, 12:42:47 pm »
you know. . . i must say. . . this gun. . . is frightening. . . purely from a conceptual perspective. . and thats all i'm saying about that

50
Feedback and Suggestions / Re: Balloon engine piston quartering
« on: August 12, 2013, 11:45:09 am »
by blueprints you mean a wallpaper? planning on doing the goldfish next i think when ever i get some free time (. . ha. . ha. . ha >>;) but i guess i could do a Lenz ship after that :P

51
Feedback and Suggestions / Re: Balloon engine piston quartering
« on: August 12, 2013, 10:30:54 am »
shoosh. . dont point out the giant gears that connect to nothing >>;

52
Feedback and Suggestions / Re: Balloon engine piston quartering
« on: August 12, 2013, 10:13:07 am »
definitely note taking time. alot of these are mostly my fault and lenz fault as we tend to get ahead of ourselves >>; (and you better believe we played with legos! :P  )

either way, i'm sure when we have the excuse to look into things like this they'll be updated. the only thing that isn't practical to change is actually prop sizes on the engines. mostly because all the ships are designed with a certain clearance for props, mind you though, we have the plan to eventually (eventually. . . ) update the way engines look 

53
Gameplay / Re: The Mobula
« on: August 11, 2013, 02:21:32 pm »
. . . man if wall jumps where a thing. . .

anyway , did a few updates to the ship last time i got a chance, that will probably be the last change until when ever the next big patch is after this upcoming one. the secret technique that doesn't exist still doesn't exist. . .  added more damage between the two damage states in hopes its more noticeable, but i feel i still can push it more.  fixed some ladder stuff. annnddd also fixed some awkward collisions here and there like at the railing around the back side engines. . . if anyones ever tried jumping on that railing for what ever reason you'd probably already see it was a bit weird and glitchy. not that you have any reason to jump on railing. . .

54
Gameplay / Re: Mobula builds
« on: August 09, 2013, 10:27:17 am »
that secret jump technique. . . . that doesn't exist. . . i might as well just make one that does exist and call it a day. . .

55
Community Events / Re: New Competitive scene Squid Racing Skirmishes
« on: August 09, 2013, 07:15:48 am »
 to be honest with you, i still occasionally push the idea of squid racing in the office when ever i can especially around when i saw the original squid racing topic.  then again i just like the idea in general. mind you in my head i picture it a little more then just squid racing, and actually racing of different types of ships with courses designed around there maneuverability using some kind of check point system (maybe similar to how capture points work in a sense). mind you i'm not making any promises here that it would eventually become a thing, just that i'd just love to see this become a real thing if we ever had the time and resources to do it. 

56
Gameplay / Re: The Mobula
« on: August 08, 2013, 02:00:02 pm »
secret  jump technique. . what  secret jump technique. . theres no secret jump technique. . no there isn't. . not one bit. . . .

(but seriously. . . i'm asking for a simple fix i can apply, but theres so many things going on its been pushed back. . )

57
Gameplay / Re: The Mobula
« on: August 08, 2013, 01:26:54 pm »
  Team coordination and communication are key to success in any boat in the sky, but with the Mobula its requisite for SURVIVAL.

i like the way that sounds :P the mobula was always planned to need two engineers taking command of either side of the ship working together more or less, while controlling the balance of power so to speak between repair and firepower. its just a matter of ironing out things to make this concept work as well as possible with out driving people away. with that said, the only thing we wouldn't do is bridge the two inner rooms together. that would ultimately make things faaaarr two easy.

at first i wasn't sure how much the back ladders would change things up, but it does ease alot of pain of getting between engines. going to take the evolution of the mobula step by step right now. i always find players find ways to make things work where you least expect it if you give them time to, even if it means players having to change up there normal builds/routines to do so

58
Gameplay / Re: The Mobula
« on: August 03, 2013, 09:10:30 pm »
i actually brightened the ladders and made them way more obvious (maybe. . to obvious) part of the amazing mobula ladder patch coming up >>

and sadly with damage states i can't actually change the collision between damage states, its one collision mesh to suit them all which limits things alot.

59
Gameplay / Re: The Mobula
« on: August 03, 2013, 07:55:27 pm »
in regards to the damaged states of the ship, things like bending fences is fine and dandy except it doesn't really help your enemy (wait what. . ). i mean other ships can't really see that small detail changing so it doesn't really help to much from a gameplay perspective. (though i'll probably bend some fences regardless) I'm also curious, if you guys had the choice which would you rather prefer, not being able to walk on the front "rams" so i could destroy them for the damage states, or be able to walk on them and be "floating" if i damage them during the damage states. i tend to feel everyone more or less likes some kind of freedom of being able to get to places on ships that don't necessarily have a purpose for the fun of it, but what do i know :P

as far as ladders go, once the back ladders go in, tell me if you start experiencing problems accidentally snapping to ladders. i ended up expanding the back "balconys" a bit to avoid that being an issue. as far as front ladders go i dont think i can possibly win with them. initially there was complaints of it being to hard to get onto the ladders >>; its some crazy balancing act i have to do to make sure its easy to get on but not TO easy. oddly enough, for those with ladder problems is there a side on the mobula which you experience it more?

60
The Gallery / Re: Artistic screenshot gallery
« on: August 01, 2013, 09:30:33 pm »
i have to say. . i have never seen that rock. . . *feels like he should know these things*

anyone take any cool pics of the Mobula relatively up close? been hoping for a good shot of it since it got released.

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