Search found 178 matches
- 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? : )
- 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
http://code.google.com/p/aaorris-overgr ... akechanges
- 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
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
- 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...
- 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 )
- 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.
- 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...
- Mon Apr 23, 2012 4:20 pm
- Forum: Modding
- Topic: [Weapon] Wakizashi
- Replies: 14
- Views: 3593
Re: [Weapon] Wakizashi
Oh, that's a wonderful idea! I'll see what I can do.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.
- 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...
- 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. : )
- 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...
- 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.
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.
- 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 ...
- 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!
The problem was indeed the hull files, huge thanks to samjb1992!
- 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.