SeptimusHeap wrote:
Recoded/sprited goblin. Now fits the landminer theme. He uses Zombie sensing now so he can climb blocks. He runs from you when you get too close (less than 46) till he can go to a good throwing distance. He throws while he runs. He will will throw blocks if you are a bit farther (less than 51). This creates a cool 'run until in good position' behavior. Thrown blocks now do damage, and change based on what the goblin is touching. He can throw grass, snow, and sand, and possibly dirt, what do you guys think? He also aims at the player so it targets the player.
Epic

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SeptimusHeap wrote:
Rabbit, some things for next time you edit:
For the hurting thing, please edit the damage value before broadcasting...
Also, why do only shields work on goblins?
w00t!
And IDK... I thought I included that code for zombies too....
Understood,damage then broadcast

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rabbit1131 wrote:
SeptimusHeap wrote:
Rabbit, some things for next time you edit:
For the hurting thing, please edit the damage value before broadcasting...
Also, why do only shields work on goblins?w00t!
And IDK... I thought I included that code for zombies too....
Understood,damage then broadcast
Also, don't use black on the shield, that's what is sensed for movement.
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SeptimusHeap wrote:
rabbit1131 wrote:
SeptimusHeap wrote:
Rabbit, some things for next time you edit:
For the hurting thing, please edit the damage value before broadcasting...
Also, why do only shields work on goblins?w00t!
And IDK... I thought I included that code for zombies too....
Understood,damage then broadcastAlso, don't use black on the shield, that's what is sensed for movement.
I didn't use black on the shield... Did I?

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rabbit1131 wrote:
SeptimusHeap wrote:
rabbit1131 wrote:
w00t!
And IDK... I thought I included that code for zombies too....
Understood,damage then broadcastAlso, don't use black on the shield, that's what is sensed for movement.
I didn't use black on the shield... Did I?
Wait, never mind.
I'm going to make Shield able to be toggled with F.
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Great idea for the goblins. You're seem a lot more experienced with programming than me. And I haven't managed to get a shield yet, how do they work? It would be cool if mobs of all sorts got thrown back about 8 blocks if they touch it (but maybe bounce off blocks they hit when being thrown backwards. That could cause shields to be dangerous, since they might throw the mob back at you.
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werdna123 wrote:
Great idea for the goblins. You're seem a lot more experienced with programming than me. And I haven't managed to get a shield yet, how do they work? It would be cool if mobs of all sorts got thrown back about 8 blocks if they touch it (but maybe bounce off blocks they hit when being thrown backwards. That could cause shields to be dangerous, since they might throw the mob back at you.
IDK about that... My things were sorta glitchy. And Sep, why did you need advice? Get shields from dungeons. And BTW, should I add RS physics? It could be fun... I have an idea for it. Another thing, label your sprites, it's hard to find the right thing to edit.

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werdna123 wrote:
We're still deciding whether you should stay in the collab. :P
Ok

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I can't wait for the next version, guys! Keep it up!
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Thanks man, appreciate it.
And thanks for understanding rab, and not flipping out.
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werdna123 wrote:
Thanks man, appreciate it.
And thanks for understanding rab, and not flipping out.
Is he apart of the collab?
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Sort of. Originally it was just by me as a project. Then soupoftomato requested a collaboration. I accepted. Later, soup became inactive and septimusheap joined. Together we decided not to let new people come, and just have us. But somehow rab managed to convince me and he did a remix. So yes, partly.
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werdna123 wrote:
Sort of. Originally it was just by me as a project. Then soupoftomato requested a collaboration. I accepted. Later, soup became inactive and septimusheap joined. Together we decided not to let new people come, and just have us. But somehow rab managed to convince me and he did a remix. So yes, partly.
I say that less is better, unless you see a special purpose for a new member.
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werdna123 wrote:
Thanks man, appreciate it.
And thanks for understanding rab, and not flipping out.
I wouldn't "flip out," I only wanted to do one update really bad, but if I could do more that would be great.

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rabbit1131 wrote:
werdna123 wrote:
Thanks man, appreciate it.
And thanks for understanding rab, and not flipping out.I wouldn't "flip out," I only wanted to do one update really bad, but if I could do more that would be great.
Just suggest something.
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OK, rabbit. We have decided. You won't make new versions, but will be credited and stuff and we'll say that you're a part of the team and stuff. Nothing personal, we just like back and forth updates. Good update!
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SeptimusHeap wrote:
OK, rabbit. We have decided. You won't make new versions, but will be credited and stuff and we'll say that you're a part of the team and stuff. Nothing personal, we just like back and forth updates. Good update!
Alright... Fine by me then... I guess
Last edited by rabbit1131 (2011-09-21 17:01:25)

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I've had an idea. We have 2 people so why not do 2 collabs? Landminer was a big success so why not make another game? With 2 people it would be great because one of us could work on one and the other work on the other.
What do you think? I even have an idea for a game.
It's like tower defence games I suppose. You start off with 150 coins. You can buy armies of different types to attack the enemies armies, which come each turn. In the turns you can sell armies, buy armies, and upgrade armies. Each army has 1,000 health. Each health point represents a person.
One warrior army would cost 60 coin: Basic unit, deals 200-300 damage.
One swordsman army would cost 90 coins: Like warriors but deals 400-500 damage.
One archer would cost 120 coins: Long ranged, deals 300-400 damage.
One mine would cost 30 coins: On a turn, before battle you can activate the mine, so a random enemy army will lose 200 health.
(Attack damage will be reduced if the attacking army has low health)
And so on, with lots of armies. But the enemy will also have these armies, and each turn will attack you. After every enemy army has attacked you, and all the armies you want to attack have attacked (you might not want one to attack if you think it'll die), the turn ends. No armies need to have been defeated for the turn to end.
What do you think of that idea?
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werdna123 wrote:
I've had an idea. We have 2 people so why not do 2 collabs? Landminer was a big success so why not make another game? With 2 people it would be great because one of us could work on one and the other work on the other.
What do you think? I even have an idea for a game.
It's like tower defence games I suppose. You start off with 150 coins. You can buy armies of different types to attack the enemies armies, which come each turn. In the turns you can sell armies, buy armies, and upgrade armies. Each army has 1,000 health. Each health point represents a person.
One warrior army would cost 60 coin: Basic unit, deals 200-300 damage.
One swordsman army would cost 90 coins: Like warriors but deals 400-500 damage.
One archer would cost 120 coins: Long ranged, deals 300-400 damage.
One mine would cost 30 coins: On a turn, before battle you can activate the mine, so a random enemy army will lose 200 health.
(Attack damage will be reduced if the attacking army has low health)
And so on, with lots of armies. But the enemy will also have these armies, and each turn will attack you. After every enemy army has attacked you, and all the armies you want to attack have attacked (you might not want one to attack if you think it'll die), the turn ends. No armies need to have been defeated for the turn to end.
What do you think of that idea?
You can start that while I do this, than we switch? Sure, but I might not do that much, I'm making a Minecraft mod, 2 texture packs, and landminer, soooo...
Could it be RISK like? I have good ideas for that.
Warrior - 6 pts - Attack 2-3, HP 3
Swordsman - 9 pts - Attack 4-5, HP 4
Archer - 9 - Attack 1 - HP 2 (Can attack without moving into territory, can't be hurt unless being attacked)
Spearman - 12 - 4-5, HP 5 (+2 attack when defending)
Last edited by SeptimusHeap (2011-09-23 16:56:02)
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/: I'll start tomorrow. And what's the mod about? Sounds cool.
Last edited by werdna123 (2011-09-23 16:50:26)
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werdna123 wrote:
/: I'll start tomorrow. And what's the mod about? Sounds cool.
Actually just learning now.
Could it be RISK like? I have good ideas for that.
Warrior - 6 pts - Attack 2-3, HP 3
Swordsman - 9 pts - Attack 4-5, HP 4
Archer - 9 - Attack 1 - HP 2 (Can attack without moving into territory, can't be hurt unless being attacked)
Spearman - 12 - 4-5, HP 5 (+2 attack when defending)
Horseman - 12 - 2-3, HP 7 (Move 2 areas/tiles/whatever instead of 1)
Musketman - 15 - Attack 2 for ranged, 1-7 for melee - HP 3 (Cann attack for 2 damage without moving in to territory.)
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I've played Risk and I think I can remember how you play but I might get confused a bit.
But Risk-like could be pretty fun. I like the idea of them having different healths for different units. I'll try and make some mock-ups for it in a while.
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I've made a simple mock-up idea for it.
So there could be a grid which is where everything happens. Each turn you can move one of your armies one slot. You can move an army into an enemy army. That will cause a war between the armies. It's partly random who looses most health but it would mainly be about how much health the armies have and how powerful they are. The different colours represent different armies and if the armies are surrounded in red it means they're enemies.
All the possible armies will be sprites meaning we'd have to have to have a limit for armies. Maybe like, maximum of 10 of each type of army?
After defeating an army you would get the amount of money it costed to make that army x2.
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