KILLER WOLF'S PROFILE
Killer Wolf
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When you're bound by your own convictions, a discipline can be your addiction.
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What Videogames Are You Playing Right Now?
Is anyone playing Binary Domain? I tried the demo out the other night and found myself actually enjoying it. It's sort of the general Gears of War mechanic, but put into a setting I actually cared for.
I'm thinking of picking it up after a couple more price drops, unless the quality dramatically falls off after the two demo missions.
Also, Alpha Protocol finally dipped below 5 bucks at Amazon, so I'll be expecting delivery of that sometime at the end of the week.
Basically, I'll play pretty much anything at this point to keep my brain from considering a second trip through ME3 right now.
I'm thinking of picking it up after a couple more price drops, unless the quality dramatically falls off after the two demo missions.
Also, Alpha Protocol finally dipped below 5 bucks at Amazon, so I'll be expecting delivery of that sometime at the end of the week.
Basically, I'll play pretty much anything at this point to keep my brain from considering a second trip through ME3 right now.
Barricade The Dead
It would be kind of unfair to review this in its present state, so I'll just make a couple of comments here.
The bullets go through walls. It's too easy to lure the enemy into a corner and blast at them through two sets of walls. Maybe later, more powerful guns can do this, but right now it is kind of silly.
I've never played Call of Duty, or by extension Dead Ops, but I had a little fun with this.
To help with the tension, you need an ammo counter/reload system.
It would also be nice if there was some animation for the gun, and if the bullet appeared to generate from the same height as the gun, instead of from around the character's nose.
Your hit detection is a little iffy. I was shooting straight up (through some walls) and hitting one zombie when I noticed another one approaching from the right was also flashing/taking damage.
Keep at it, though!
The bullets go through walls. It's too easy to lure the enemy into a corner and blast at them through two sets of walls. Maybe later, more powerful guns can do this, but right now it is kind of silly.
I've never played Call of Duty, or by extension Dead Ops, but I had a little fun with this.
To help with the tension, you need an ammo counter/reload system.
It would also be nice if there was some animation for the gun, and if the bullet appeared to generate from the same height as the gun, instead of from around the character's nose.
Your hit detection is a little iffy. I was shooting straight up (through some walls) and hitting one zombie when I noticed another one approaching from the right was also flashing/taking damage.
Keep at it, though!
What are you thinking about? (game development edition)
Had extra time to think today during "work" and came up with the solution to one of my last (hopefully) problems with my FFP D-Crawl. Now all of my actor and object picture placement events are properly integrated into the viewing depth pipeline. I don't get weird glitches during menu travel or interaction anymore!
There is precious little standing between me and actual content implementation now.
Some of the first "games" I made (if one is feeling generous enough to call them that) were my low-fi interpretations of games I either couldn't afford, was too young to buy, or didn't have the console for at the time.
I almost always try to make the game I would like to be playing at a given moment, which is probably why my inspiration/dedication seems to bounce around so much. I can be head over heels with a cyberpunk setting, toiling endlessly over a programming/hacking mini-game, only to watch a western later and completely shift my focus to something with hats and sixguns.
There is precious little standing between me and actual content implementation now.
calunio
I just had an epiphany reading this, that I will sure though it's probably not worth discussing in detail: the kind of games I like playing is not the same kind of games I like making.
Some of the first "games" I made (if one is feeling generous enough to call them that) were my low-fi interpretations of games I either couldn't afford, was too young to buy, or didn't have the console for at the time.
I almost always try to make the game I would like to be playing at a given moment, which is probably why my inspiration/dedication seems to bounce around so much. I can be head over heels with a cyberpunk setting, toiling endlessly over a programming/hacking mini-game, only to watch a western later and completely shift my focus to something with hats and sixguns.
What are you thinking about? (game development edition)
I finally figured out how to EASILY get my doors working properly in my fake first person d-crawl, so right now I'm thinking, "Yea-uh!"
RMN Battledome! Voting!
author=ArkU MAD BRO?
Not really. You wouldn't like me when I'm angry. I tend to walk away from things very slowly with sad piano music playing.
Other stuff too...
In real life, I've studied JKD for several years. As someone who can (lets go with could, I'm woefully out of practice lately) fight in all three major ranges, some of the videos posted as reference for the 52 were almost comical. Progressive indirect attacks or trapping would trip it up big time, to say nothing of using tools other than the hands. It would all be about range control. You never box a boxer, you check their advance with stop hits/kicks. You constantly shift and maintain broken rhythm. Hell, even just a middle of the road Jujitsu practitioner would absolutely tear most of the fighters I saw apart.
Back to the JKD angle, there just appear to be a lot of wasted motions in the 52. I get that they COULD be doing the small phasic movement thing, where having a slight bit of movement going on helps you launch out of it faster, but they seem to open up their centerlines a lot more than one would expect in an art honed in something like a prison. In a couple of the sparring/training shots, I was surprised at how many times the guy demoing the style "let" himself get tagged in the head! From the videos I've seen, and I spent some time looking into it beyond just the couple that were posted in the topic, it seems like their sparring is either very slow or a complete clusterf#ck.
A clip of a post I found regarding Jailhouse Rock -
"Just so you know, I actually did witness K in some wicked street fights (he was a paid security for some upscale jewelry stores on Fifth Avenue in manhattan), and though he had formal boxing experience, he did throw in some of that 52 hand block stuff. What he always told me though, is that to really see it done, BOTH parties must know it. As I mentioned, Brooklyn was famed for the guys who could "throw up their dickbeaters" -- the official slang for fists -- and fight with the 52 hand blocks.
To me, the test of any "style", of which JKD technically doesn't count since it is more of a framework/toolbox than any sort of if/then mindless man dance, is how it stacks up against other arts. If a style only works well against itself, it doesn't really work that well.
BUT - we're talking a fictitious match between robots, so real life shouldn't intrude any more than absolutely necessary! =)
Lucky 7 Ability [2k3]
If you're using the DBS in any way shape or form, especially if you are bouncing out to common events or using the key input function, you might want to steer clear of Powermode.
I used it for a point and click type game due to its mouse support function, the ability to create animated title screens as well as quick save/load functions, and the ability to track the entire keyboard for input. I've had it cause errors in complicated DBS modifications before, so I don't tend to use it in anything even remotely dependent on the DBS.
I used it for a point and click type game due to its mouse support function, the ability to create animated title screens as well as quick save/load functions, and the ability to track the entire keyboard for input. I've had it cause errors in complicated DBS modifications before, so I don't tend to use it in anything even remotely dependent on the DBS.
Lucky 7 Ability [2k3]
If you handle the effects of the skill in a battle event page, you can do almost whatever you want. An easy Level X Death/whatever on an enemy could be accomplished simply by making up a level for the enemy in your head, and then making them weak to the skill and setting the other attributes to 0, so that anyone who wasn't weak to the skill would not be effected.
There's nothing keeping you from pretending the enemies have levels. You could even put it in their name to keep things straight. Lv 44 Catopbleas or whatever. Store the money amount in a variable, use modulus to grab the last digit and do your if/then work in a battle event for the skill.
Just remember, without patches (I'm not sure if there is one to address this yet since I haven't used many besides Powermode) I believe you are capped to 100 battle event pages.
Plan accordingly.
There's nothing keeping you from pretending the enemies have levels. You could even put it in their name to keep things straight. Lv 44 Catopbleas or whatever. Store the money amount in a variable, use modulus to grab the last digit and do your if/then work in a battle event for the skill.
Just remember, without patches (I'm not sure if there is one to address this yet since I haven't used many besides Powermode) I believe you are capped to 100 battle event pages.
Plan accordingly.
Lucky 7 Ability [2k3]
author=Xenomic
Obviously, this won't be used on enemies since they don't have levels (unless you manually put in levels yourself since they were silly enough to not let you give enemies levels), but would it be possible to do at all?
You want the enemies to have skills like Lvl 5 Death, that would only effect party members who meet the criteria? Entirely possible. Make the enemy skill turn on a switch, and you can put the event code for targeting on the page with that switch as a trigger.
author=Xenomic
In addition, speaking of Levels, there's also an ability called Dark Shock/Dischorder, which halves the target's level. If you do this in battle, would it reset to the right level after battle, or would you have to put the character's actual level in a separate variable and call it after battle to fix levels?
The level drop remains after battle ends, so in the event page the skill triggers, you should make sure to record the target's current level before you knock it down. That way you could restore it later via an event.
RMN Battledome! Voting!
Title Fight:
BR-O because he has the agility/speed to get it done. Quick hitters of the world unite, and anyone who said speed wasn't important can suck nuts and bolts.
Undercard
Glaucus Mk.I for two reasons.
Number 1 - He has the agility and the long range tools to make sure 52bot looks really funny, twitching as the rounds hit. I don't care about Beetleshell shields, as I doubt the mechanism would be fast enough to stop every bullet coming downrange. Hell, at a possible 6000 rounds a minute, the shields aren't going to last that long anyway, and a true JKD student would find places the shields missed and exploit the hell out of them.
Number 2 - Lets say JKDbot just uses the gun to negate the efficacy of 52bot's shields. Once that is done, he goes in close range. Trapping range. 52bot is possibly even more screwed then it was a minute ago. Even if JKD bot only has one hand, technically, it can still go to work. Just fold the other arm keeping the barrels between the combatants and use it to deliver elbow strikes over and around the traps. Someone with JKD training would destroy the 52 in close range. They would bridge the gap, lop sau like a motherf#cker, stomp kick the leg joints, and generally just destroy the style - and that is BEFORE taking it to the ground, although I don't expect Glaucus to be that comfortable on the ground due to the gatling gun.
BR-O because he has the agility/speed to get it done. Quick hitters of the world unite, and anyone who said speed wasn't important can suck nuts and bolts.
Undercard
Glaucus Mk.I for two reasons.
Number 1 - He has the agility and the long range tools to make sure 52bot looks really funny, twitching as the rounds hit. I don't care about Beetleshell shields, as I doubt the mechanism would be fast enough to stop every bullet coming downrange. Hell, at a possible 6000 rounds a minute, the shields aren't going to last that long anyway, and a true JKD student would find places the shields missed and exploit the hell out of them.
Number 2 - Lets say JKDbot just uses the gun to negate the efficacy of 52bot's shields. Once that is done, he goes in close range. Trapping range. 52bot is possibly even more screwed then it was a minute ago. Even if JKD bot only has one hand, technically, it can still go to work. Just fold the other arm keeping the barrels between the combatants and use it to deliver elbow strikes over and around the traps. Someone with JKD training would destroy the 52 in close range. They would bridge the gap, lop sau like a motherf#cker, stomp kick the leg joints, and generally just destroy the style - and that is BEFORE taking it to the ground, although I don't expect Glaucus to be that comfortable on the ground due to the gatling gun.
Lucky 7 Ability [2k3]
I always try to work with indirect variables. I built my events around a specific set of them, and then use commands to put the values from character specific variables into the ones I use in the event.
It was an approach I figured out during the inventory and picture coding section of a point and click adventure I was working on a few years back in RM2k/3. If I used referred variables, it made it much easier to add new functions in. I just had to make an event to transfer the info from the new object into the existing routine. It let me add in new objects just by making a new index number for them and storing their pixel dimensions so they would be properly click-able in the menu.
Of course, the Modulus encoding could also come in handy if you wanted to "protect" your variables in an RM2k3 game. Instead of there being a clear "Pieces of Treasure to complete dungeon" variable that anyone could mess with by F9'ing during a test play, the required variable could be nested within any seven digit number, which you could go ahead and use pointers to throw beyond the 5000 range that is even visible in the debug menu. You could even set it so that each time a new game was started, it would randomly assign a decimal place to check for relevant info, as long as you kept track of the address and made any future calls reflect that.
But I'm kind of way off the main track of your topic though, so I'm going to stop now!
It was an approach I figured out during the inventory and picture coding section of a point and click adventure I was working on a few years back in RM2k/3. If I used referred variables, it made it much easier to add new functions in. I just had to make an event to transfer the info from the new object into the existing routine. It let me add in new objects just by making a new index number for them and storing their pixel dimensions so they would be properly click-able in the menu.
Of course, the Modulus encoding could also come in handy if you wanted to "protect" your variables in an RM2k3 game. Instead of there being a clear "Pieces of Treasure to complete dungeon" variable that anyone could mess with by F9'ing during a test play, the required variable could be nested within any seven digit number, which you could go ahead and use pointers to throw beyond the 5000 range that is even visible in the debug menu. You could even set it so that each time a new game was started, it would randomly assign a decimal place to check for relevant info, as long as you kept track of the address and made any future calls reflect that.
But I'm kind of way off the main track of your topic though, so I'm going to stop now!













