Search found 178 matches

by AAorris
Fri May 04, 2012 11:06 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: [Minecraft] OGW's Antonia Revived
Replies: 74
Views: 13471

Re: [Minecraft] OGW's Antonia Revived

Would you mind adding AAorris to the whitelist? : )
by AAorris
Thu May 03, 2012 9:27 am
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 19454

Re: [Mod] The Mod Mod (May 1)

Hey, maybe someone can give this a try:
http://code.google.com/p/aaorris-overgr ... akechanges
by AAorris
Thu May 03, 2012 8:19 am
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 19454

Re: [Mod] The Mod Mod (May 1)

;- ; I've got some work to do, I apologize for all of these problems!

I had a lot of things fixed, however the repository wants to include all of SR7's maps and items which added too much to the file size. I should be able to do it today
by AAorris
Tue May 01, 2012 2:02 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 19454

Re: [Mod] The Mod Mod (April 24)

Ah, I guess I wouldn't want to make mercurial a prerequisite for this mod... the source is at http://code.google.com/p/overgrowth-modmod/source/browse/ but I guess I have to package this thing up anyway. haha. .. Okay, that was really easy! Although I'll have to streamline the files I export so that...
by AAorris
Tue May 01, 2012 1:01 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 19454

Re: [Mod] The Mod Mod (April 24)

Updated for 177, fixed versus mod, moved over to hosting at http://code.google.com/p/aaorris-overgr ... loads/list to make things easier for developers(especially me :) )
by AAorris
Wed Apr 25, 2012 6:22 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 19454

Re: [Mod] The Mod Mod (April 24)

Interesting. I still haven't thought of a way to elegantly write versus into the mod mod. I mean, you just have to edit 3 lines of hard code in the other case! I'll pout for a little while, and then I'll fix it. :)
by AAorris
Tue Apr 24, 2012 6:22 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 19454

Re: [Mod] The Mod Mod (April 24)

Updated for 176. I'm starting to adjust to the new workload in my life so I should put a little time every day into the mod. Keep your eyes peeled : ) Sorry if I kept anyone waiting with broken script files yesterday! If you notice anything still not working, help me work out the kinks by posting yo...
by AAorris
Mon Apr 23, 2012 4:20 pm
Forum: Modding
Topic: [Weapon] Wakizashi
Replies: 14
Views: 3593

Re: [Weapon] Wakizashi

akazi wrote:sweet, hey maybe you can add a weapons slot in your mod mod of all or most of peoples weapons that they have made. Like if you select the weapons icon or whatever it brings down a list of all the weapons that you put on.
Oh, that's a wonderful idea! I'll see what I can do.
by AAorris
Mon Apr 23, 2012 4:19 pm
Forum: Modding
Topic: [Weapon](WIP) Tonfa
Replies: 36
Views: 5492

Re: [Weapon](WIP) Tonfa

Nice! So how will you handle the in game behavior? My initial thought is that you could employ the normal hand to hand combat animations of the Rabbit Guard (who I believe have more punching animations), while slightly bumping up the damage. And maybe adjust the blocking system so there is a faster...
by AAorris
Mon Apr 23, 2012 11:21 am
Forum: Modding
Topic: [Weapon] Wakizashi
Replies: 14
Views: 3593

Re: [Weapon] Wakizashi

Updated with a new directory, and with a hull so that you can save it into your levels and load them again without the game crashing. : )
by AAorris
Mon Apr 23, 2012 11:15 am
Forum: Modding
Topic: [Weapon](WIP) Tonfa
Replies: 36
Views: 5492

[Weapon](WIP) Tonfa

Well, a weapon for the game. If anything, I would love a boomerang. Just a plain boomerang in which you throw and it comes back. I don't mean like the boomerang homes in on you, I mean where you threw it from, it will come back to that location. This boomerang will have a sharp edge that slashes or...
by AAorris
Mon Apr 23, 2012 10:46 am
Forum: Overgrowth - Secret Preorder Forum
Topic: Unofficial Overgrowth a176, weekly build
Replies: 42
Views: 8073

Re: Unofficial Overgrowth a176, weekly build

Oh, this is works very nicely for me... : )
I'm looking forward to seeing what the summary meant of bags, and other items! Seeing the world expand and learning more about life as a rabbit besides being a fighting machine is something I'm looking forward to.
by AAorris
Sat Apr 21, 2012 5:17 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: About how physics work
Replies: 15
Views: 1939

Re: About how physics work

Happily, I understood every ounce of that post, SteelRaven, and am elaborating all about it in my mind right now. ... Verlet integration. Relaxation constraint satisfaction. Projection based collisions. Mmm. Dat programming. Have you been reading up on this paper? Advanced character physics That's ...
by AAorris
Fri Apr 20, 2012 11:40 pm
Forum: Modding
Topic: [Map] Grass Arena (Update 2-4-13)
Replies: 26
Views: 4834

Re: [Map] Grass Arena

I have fixed the sword and updated the XML file. The custom hulls for the objects that I've made react much, much nicer than their automatic counterparts!

The problem was indeed the hull files, huge thanks to samjb1992!
by AAorris
Tue Apr 17, 2012 9:20 pm
Forum: Modding
Topic: UI to Level.as Communication
Replies: 2
Views: 597

Re: UI to Level.as Communication

In case anyone comes across this with the same question, I think an obvious solution that I overlooked is the Execute function. To say Execute("DoSomething(0.01f);"); should be a good solution to such a problem. I haven't formally tested it, but it makes enough sense.