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Messages - I Like Tacos
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61
« on: August 10, 2014, 12:31:20 AM »
The height guide in my sig is based on a similar idea to your latter mod. I overcame the multiple resolution issue by creating a separate image that would get positioned and resized to match the slider. Starcore V4 was also suppose to include my list of component heights (according to my height guide) but it never got released and I misplaced my copy of it. I have my original list of all the stock component heights for each AP but I'd have to clean if up if I ever decided to release it again.
Dang, when I made it I didn't know someone had already done it. Anyways I found what I did wrong and fixed the resolution problem Aight so I made a new arena the combat zone red and added some other stuff. It's called it the action box because I'm not very good at naming things  I changed the arena intro slightly too so it makes sense when the announcer talks about hazards  I made the corner hazards only have one spike each, but they're bigger and move more, because more length and force means more pleasure  And there's a flamethrower hazard in the center, mostly just to give the AI something to maneuver around I'd say it's made well, but the actual design isn't all that great. It was more of just me experimenting. (Pro Tip: you should turn off auto indent in notepad++ when editing .py files if you don't want your game to crash) Here's a download link if you want to try it out, give feedback, or just whatever https://gametechmods.com/uploads/files/0216action box.zip
62
« on: August 09, 2014, 04:47:38 PM »
What's the point of reskinned batteries, airtanks, and control boards? The other stuff is cool though.
63
« on: August 07, 2014, 12:20:20 PM »
you don't
Isn't there a hex code in the .gmf file that you can change?
Yeah it's easy to change the color, but if you want an actual texture on there, it's hard but possible.
64
« on: August 04, 2014, 10:02:18 PM »
That's pretty awesome
65
« on: August 03, 2014, 07:47:02 PM »
So I fixed the popup but it's just like every other one so it's not worth posting  DSA, 4 razors and 2 irons, 140cm square extenders for stabilizers, and one caster protecting the underside.
66
« on: August 01, 2014, 05:03:34 PM »
Hey you got some nice stuff. (And also you should do what HereticBlue said; make the texture file's size bigger before you paste your images in, like on that wallpaper in the test lab)
67
« on: July 31, 2014, 06:07:08 PM »
Your mod your time everything fine I can wait
Someone seems to be in a huff about a mod on hold because the modder has to take care of someone he loves.
I think he meant that HereticBlue is doing this on his own time, so he's ok with waiting. Like what he tried to say was "Your mod, your time. Everything's fine. I can wait."
68
« on: July 31, 2014, 04:22:31 PM »
In the skin I would use red and black so the two extenders at the top don't stand out too much, but I don't have any ideas for small detail.
69
« on: July 31, 2014, 03:07:35 PM »
Haz used to have it? I thought it looked familiar.
Anyways, welcome, and good luck with your project.
70
« on: July 30, 2014, 01:37:08 PM »
Well I would but when it has a smart zone it ads 2kg and then I don't have enough weight for anything
Smart zone weight usually doesn't count toward the actual weight of the robot in most AI tournaments.
That's a relief. Thanks. Here's version 2 variants:  B wins against A almost every time, plus B's extenders are more protected. Both have 6 razors total. A and B beat the original, btw.
71
« on: July 29, 2014, 05:24:39 PM »
Well I would but when it has a smart zone it ads 2kg and then I don't have enough weight for anything
72
« on: July 29, 2014, 05:00:12 PM »
So yeah long time since a showcase  lw popup. 6 razors on there, and the wedge is used for self-righting because it works better. This is the first time I've actually stacked anything in a battery. It's ok. I probably spent more time on the skin than the actual components.
73
« on: July 28, 2014, 10:56:50 PM »
Hey, it worked. Thanks  Textures, screen shots, everything! It was on windows 7 actually, and I am the admin, but this fixed it.
74
« on: July 28, 2014, 10:02:49 PM »
The video is private
Looks pretty powerful.
75
« on: July 28, 2014, 12:04:10 PM »
My game won't make any .bmp or .bot files, but it doesn't crash or anything. What's weird though is that the game can load the files it "makes" even though I can't find it in the custom textures folder outside the game. They aren't just hidden files, and I even tried finding them using the command prompt, but they weren't there. Still, the game is able to load an exported bot that I can't see. I've tried running it in compatibility mode and administrator mode, but the game just crashed on start up like that. The game is in my /program files (x86), and it works there but the robots change back to the default rookies team and I don't have the bots I had when the game wasn't on the desktop.
Can anyone help me out?
76
« on: July 27, 2014, 06:13:23 PM »
Just noticed this. I'll make something for it real quick.
77
« on: July 27, 2014, 02:02:05 AM »
There's so much stuff on the screen... and all the roboteers have to wear shiny motocross pads... Plus there's more sound effects than a 5 year old with adhd using a soundboard.
It's a pretty cool find. And it's fairly recent, which is a little hopeful.
78
« on: July 19, 2014, 12:37:44 PM »
RA2014 :P
79
« on: July 18, 2014, 05:54:25 PM »
please no
80
« on: July 18, 2014, 12:25:11 AM »
Wild Thing with new components. The old one just had a disc, this version has a big chunky flywheel like the original. The wedge is cinched off, and the angle adjusted. Also the lifting arm is moved so it can't be a good flipper anymore. May be a disadvantage, but it's only fair, this version never used its lifter as a weapon except one time against Chaos 2.(Image removed from quote.)
Nice, that's actually pretty satisfying for some reason to see it fixed.
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