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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RMN Battledome! Voting!
There's no way in hell 52 bot could keep up with Wolfbot. The first time 52 bot flexes the shields up in front to defend, Wolfbot would sting him in the back via the scorpion tail and launch a missile point blank. If it doesn't do more damage, it would at least foul the mechanism, leaving the shields stuck in the forward position and greatly hampering 52 bot's ability to attack.
Wolfbot would then do what it does best, use superior agility to get around behind the enemy and tear its head off with clamped jaws + beam cannon.
Come on people. Low defense doesn't matter when the opponent can't even hit you in the first place!
As for the matches I can actually vote on, I'll look over them later.
Wolfbot would then do what it does best, use superior agility to get around behind the enemy and tear its head off with clamped jaws + beam cannon.
Come on people. Low defense doesn't matter when the opponent can't even hit you in the first place!
As for the matches I can actually vote on, I'll look over them later.
Breach: Awakening
I haven't really touched any of my projects since around December. I was planning on throwing a demo up for this last weekend, but it just needed too much work. I was able to put some time in on it tonight though , and I almost have it back to where I want it to be for demo release, so there should be something playable soon =)
RMN Battledome! Voting!
Perhaps for the next time this event rolls around, a "Scale" or "Weight Class" selection could be available at construction. If smaller than tank sized, higher starting agility, lower defense. If larger than X tons, higher defense, lower agility.
RMN Battledome! Voting!
Bot Battle Chip Synchronization:
In these matches, I am always more inclined to vote for the bot that most closely adheres to the tenets/structure of their Battle Chip. In the case of Shinan’s bot, I’m just not really seeing it. It isn’t just a case of me being biased towards humanoid designs either, since Turtle bot actually goes along with the ditangquan end of Drunken Style.
Advantage: Turtlebot
Equipment Load Out
Keeping with the main theme of its battle chip, Turtlebot is decked out for an almost exclusively close range fight, but also has the option to work at a greater distance with the spear cannon and rocket fist. It seems almost like a utility belt type of bot, where something else can just pop out of the shell as the situation calls for it.
Gru-bot takes this a step further and goes for total close range armaments. Between the octuple hurricanes of quarium whips and energy stealers and the energy mace, this bot has the potential to do a lot of damage in a hurry, and drain the opponent’s battery in a flash. However, it lacks any kind of range game.
Very close, but…
Advantage: Turtlebot
Battle Stats
This is another battle where the bots capabilities are extremely well matched. On paper, it would appear that neither of them is going to do a lot of damage to the other with straight forward attacks, due to the gap between their attacking and defending power. It could only come out as a war of attrition, especially since their agility/speed would be equal. That said, Gru-bot seems to have more limbs to attack with in a given time interval, so I’d technically rate it a bit “faster” than Turtlebot. Faster than a turtle, who knew?
It would be another battle of bug bites since both are heavily armored in their crustacean plate, so to me it comes down to a test of “legs.” Turtlebot seems to have more in the tank, energy wise, but that would quickly turn into a disadvantage with Gru-bot able to rapidly syphon that energy off.
Advantage : Gru-Bot
X-Factor
Turtlebot is going to be very unpredictable, moving around and rolling, springing out for feints and attacks, and it has a high defense score to make it even more irritating to fight against. In contrast, Gru-bot has the potential to be very overwhelming in the clinch.
Turtlebot does have the option to use some long range weapons though, meaning it is able to change up its tactics more than its opponent. But, it would seem this advantage is quickly overcome by Gru-bots raw preponderance of tracking sensors.
I see Gru-bot as a somewhat overdesigned powerhouse here, despite the disconnect with its Battle chip. Only a bot that was either faster or able to hit much harder, or at least had a higher synchronization with its Battle Chip, is going to have a chance against this beast, and unfortunately, I don’t see Turtlebot making the cut.
Advantage : Gru-bot
Winner: GRU
In these matches, I am always more inclined to vote for the bot that most closely adheres to the tenets/structure of their Battle Chip. In the case of Shinan’s bot, I’m just not really seeing it. It isn’t just a case of me being biased towards humanoid designs either, since Turtle bot actually goes along with the ditangquan end of Drunken Style.
Advantage: Turtlebot
Equipment Load Out
Keeping with the main theme of its battle chip, Turtlebot is decked out for an almost exclusively close range fight, but also has the option to work at a greater distance with the spear cannon and rocket fist. It seems almost like a utility belt type of bot, where something else can just pop out of the shell as the situation calls for it.
Gru-bot takes this a step further and goes for total close range armaments. Between the octuple hurricanes of quarium whips and energy stealers and the energy mace, this bot has the potential to do a lot of damage in a hurry, and drain the opponent’s battery in a flash. However, it lacks any kind of range game.
Very close, but…
Advantage: Turtlebot
Battle Stats
This is another battle where the bots capabilities are extremely well matched. On paper, it would appear that neither of them is going to do a lot of damage to the other with straight forward attacks, due to the gap between their attacking and defending power. It could only come out as a war of attrition, especially since their agility/speed would be equal. That said, Gru-bot seems to have more limbs to attack with in a given time interval, so I’d technically rate it a bit “faster” than Turtlebot. Faster than a turtle, who knew?
It would be another battle of bug bites since both are heavily armored in their crustacean plate, so to me it comes down to a test of “legs.” Turtlebot seems to have more in the tank, energy wise, but that would quickly turn into a disadvantage with Gru-bot able to rapidly syphon that energy off.
Advantage : Gru-Bot
X-Factor
Turtlebot is going to be very unpredictable, moving around and rolling, springing out for feints and attacks, and it has a high defense score to make it even more irritating to fight against. In contrast, Gru-bot has the potential to be very overwhelming in the clinch.
Turtlebot does have the option to use some long range weapons though, meaning it is able to change up its tactics more than its opponent. But, it would seem this advantage is quickly overcome by Gru-bots raw preponderance of tracking sensors.
I see Gru-bot as a somewhat overdesigned powerhouse here, despite the disconnect with its Battle chip. Only a bot that was either faster or able to hit much harder, or at least had a higher synchronization with its Battle Chip, is going to have a chance against this beast, and unfortunately, I don’t see Turtlebot making the cut.
Advantage : Gru-bot
Winner: GRU
RMN Battledome! Voting!
Bot Battle Chip Synchronization
As best I can tell, Kalaripayattu looks and appears to function remarkably similar to Shaolin Kung-fu, which means it can flow into and out of range, twist away from attacks and move in to deliver them almost effortlessly. It is clear that the Shivabot was designed to take full advantage of its Battle Chip.
Tomoi bot is another story. The Battle Chip would focus on close/clinch range fighting, primarily using elbow and knee strikes, and the bot apparantly has neither elbows nor knees and half of its offensive weapons are long range (laser rifle).
Advantage : Shiva X-5
Equipment Load Out
Shivabot’s loadout is designed for going the distance in a close range fight, with with a good balance of defense and offense, as well as multiple energy stealers to make up for its relatively poor innate energy score.
RXZ has a little more variety, mixing close and long range options, as well as good defense and the benefit of an energy stealer, but the fight is going to get into very close range, so the efficacy of the laser rifle is going to fall off dramatically. I can almost see RXZ latching on with one energy stealer, only to have Shivabot latch right back with four for a net gain to RXZ’s net loss.
Advantage : Shiva X-5
Battle Stats
RXZ beats Shivabot in just about ever stat except agility, where there is a 30 point disparity. RXZ’s native defense is high enough that Shivabot’s regular attacks will probably have a low chance of doing noticeable damage whereas every attack that RZX lands is going to make a significant impact.
Advantage RXZ
X-Factor
That said, Shivabot is going to get at least four close range attacks to every one of RXZ’s bot, and due to the agility/speed disparity is going to be able to attack more frequently. Each individual strike may not do much damage, but think about being attacked by a swarm of bees: A single sting is of little concern (barring anaphylaxis!), but a hundred stings or a thousand could easily kill.
Also, it should be noted that Shivabot’s design adheres much closer to the principles of its Battlechip, meaning it should act more naturally in combat and require less processing power to make the same number of calculations per second.
Advantage Shiva X-5
Winner: Shiva X-5
As best I can tell, Kalaripayattu looks and appears to function remarkably similar to Shaolin Kung-fu, which means it can flow into and out of range, twist away from attacks and move in to deliver them almost effortlessly. It is clear that the Shivabot was designed to take full advantage of its Battle Chip.
Tomoi bot is another story. The Battle Chip would focus on close/clinch range fighting, primarily using elbow and knee strikes, and the bot apparantly has neither elbows nor knees and half of its offensive weapons are long range (laser rifle).
Advantage : Shiva X-5
Equipment Load Out
Shivabot’s loadout is designed for going the distance in a close range fight, with with a good balance of defense and offense, as well as multiple energy stealers to make up for its relatively poor innate energy score.
RXZ has a little more variety, mixing close and long range options, as well as good defense and the benefit of an energy stealer, but the fight is going to get into very close range, so the efficacy of the laser rifle is going to fall off dramatically. I can almost see RXZ latching on with one energy stealer, only to have Shivabot latch right back with four for a net gain to RXZ’s net loss.
Advantage : Shiva X-5
Battle Stats
RXZ beats Shivabot in just about ever stat except agility, where there is a 30 point disparity. RXZ’s native defense is high enough that Shivabot’s regular attacks will probably have a low chance of doing noticeable damage whereas every attack that RZX lands is going to make a significant impact.
Advantage RXZ
X-Factor
That said, Shivabot is going to get at least four close range attacks to every one of RXZ’s bot, and due to the agility/speed disparity is going to be able to attack more frequently. Each individual strike may not do much damage, but think about being attacked by a swarm of bees: A single sting is of little concern (barring anaphylaxis!), but a hundred stings or a thousand could easily kill.
Also, it should be noted that Shivabot’s design adheres much closer to the principles of its Battlechip, meaning it should act more naturally in combat and require less processing power to make the same number of calculations per second.
Advantage Shiva X-5
Winner: Shiva X-5
Whatchu Workin' On? Tell us!
I'm trying to figure out how I turned a relatively simple text based game idea into the digital equivalent of a Gordian knot with a half mile diameter. I need to learn how to pare things down to the bare functional minimum (plot wise) and stick to it.
Tribute to the Ancient Ones :)
First Console RPG: The Sword of Vermilion. It was also my first experience with grinding for levels, since the guidebook it came with all but commanded you to exploit the Sanguio healing ring while you had possession of it.
In many ways, it blended RPGs with text based adventure style menu nesting to examine things and so forth. Then, there was the active battle system of running around and slashing everything (I cheated with an auto-fire controller), and the "arcade" style boss fights. I think I played around with it for almost seven years (not constantly, of course) before I finally sat down and beat it. It was that one game I kept coming back to when I ran out of new ones to beat, and I was almost sad to finally finish it.
First CRPG: Quest for Glory I- So you want to be a hero? VGA. Technically a point and click adventure game, but it had classes and stat development, so yeah. Fun, and funny. I have a lot of fond memories of it, even including the bad in-game jokes like "What is the difference between a Cheetaur and a comma? One is a pause at the end of a clause, and the other has claws at the end of its paws!"
Honorable mention goes to the original Pool of Radiance, but I was way to young for it when I first tried. Armor class and THAC0 confused me, and I was already mana spoiled, so I kept forgetting to have my casters memorize their Vancian magic.
Best RPG? This is a tough one. On pure hours sunk in, Morrowind. For immersion, Kotor. For nostalgia, Fallout,Fallout2, Final Fantasy 7. For that moment when my geeky friends turned to me for game advice, Final Fantasy 8.
However, going by total replays, fun factor, enjoyment, and memorization of game details: Deus freaking Ex wins by a landslide.
In many ways, it blended RPGs with text based adventure style menu nesting to examine things and so forth. Then, there was the active battle system of running around and slashing everything (I cheated with an auto-fire controller), and the "arcade" style boss fights. I think I played around with it for almost seven years (not constantly, of course) before I finally sat down and beat it. It was that one game I kept coming back to when I ran out of new ones to beat, and I was almost sad to finally finish it.
First CRPG: Quest for Glory I- So you want to be a hero? VGA. Technically a point and click adventure game, but it had classes and stat development, so yeah. Fun, and funny. I have a lot of fond memories of it, even including the bad in-game jokes like "What is the difference between a Cheetaur and a comma? One is a pause at the end of a clause, and the other has claws at the end of its paws!"
Honorable mention goes to the original Pool of Radiance, but I was way to young for it when I first tried. Armor class and THAC0 confused me, and I was already mana spoiled, so I kept forgetting to have my casters memorize their Vancian magic.
Best RPG? This is a tough one. On pure hours sunk in, Morrowind. For immersion, Kotor. For nostalgia, Fallout,Fallout2, Final Fantasy 7. For that moment when my geeky friends turned to me for game advice, Final Fantasy 8.
However, going by total replays, fun factor, enjoyment, and memorization of game details: Deus freaking Ex wins by a landslide.
Whatchu Workin' On? Tell us!
I'm starting up a small story centric project with minimal resource requirements to help me get back into maker use. I almost can't believe how much slower I've become, and how hard it is for me to make perfect sense of my own event code (even when properly commented), after a short three month hiatus!
Splitting one large game into multiple smaller games
I'd say go for it. If I ever get anything out, I'm guessing it will be via this method. Also, just because you release something as several cut up chunks doesn't mean that it has to exist that way on your system.
You could go ahead and build the game as a whole, releasing sections as they are completed. That way you don't have to worry too much about save transfers. Barring that, you can make an event to rip all the relevant data you want to transfer into variables and set the character position to a blank map (map 1, something that would be common across all projects). If only variables are being tracked at that point, lets say you have the export event strip all party members and items out as you extract your data, there should be no conflict when you load that data into a new game.
You could go ahead and build the game as a whole, releasing sections as they are completed. That way you don't have to worry too much about save transfers. Barring that, you can make an event to rip all the relevant data you want to transfer into variables and set the character position to a blank map (map 1, something that would be common across all projects). If only variables are being tracked at that point, lets say you have the export event strip all party members and items out as you extract your data, there should be no conflict when you load that data into a new game.
What are you thinking about right now?
After my shower tonight, I filled the tub up with water as hot as I could get it/as hot as I could stand so I could give my battered body a much needed soak, with my mp3 player hooked up to some speakers and set to shuffle. Nobody here has ever ridden in a car with me, but if you had, you would know how eclectic my music taste tends to be. Well, around the time a Pavarotti track from Rigoletto came up, I realized: I'm soaking in a bath and listening to opera at the same time... I think I need to build/attempt to fix something tomorrow in the hopes of calling back any slower moving members of tonight's testosterone exodus.













