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  1. thecolorlesswolf@gmail.com -> dante22_22@msn.com (Mon, 15 Jun 2015 21:07:50 -0600)
  2. I'd be glad to help, though I must admit that I'm not the one who made the damage calculations and such, it was the original creator Maskopatol. That being said, I have attached the actionscript file for the combat engine so that you can take a look. Let me know if you want the rest of the source code.
  3. Also, a furaffinity user by the name of Poxag took what I had done in the latest (unfinished) update and has been doing a good deal of work, so if you're interested in having someone help you with this, he might be up for it.
  4.  
  5. dante22_22@msn.com -> thecolorlesswolf@gmail.com (On Mon, Jun 15, 2015 at 9:29 PM)
  6. This user? http://www.furaffinity.net/user/poxag/
  7. He doesn't seem to be active.
  8. Has Maskopatol abandoned the project?
  9.  
  10. thecolorlesswolf@gmail.com -> dante22_22@msn.com (Mon, 15 Jun 2015 22:08:17 -0600)
  11. Just like your FA account, he's using it pretty much exclusively for messaging. Send him a note and tell him I sent you, if you wish.
  12.  
  13. Maskopatol has completely abandoned Ball Brawl, yeah. That's why I took over for a short while. He's currently working on something cool, though, it's a 2d platformer with your balls as the health bar. The beta/alpha is on his FA page now, in fact, likely in the scraps tab.
  14.  
  15. dante22_22@msn.com -> thecolorlesswolf@gmail.com (Mon, Jun 15, 2015 at 10:39 PM)
  16. Ok, I've sent Poxag a note.
  17.  
  18. Maskopatol's game looks neat from a technical perspective, but otherwise seems over-ambitious and a bit silly to me. Furry programmer have a habit of aiming too high, writers have that problem as well, but best of luck to him.
  19.  
  20. I'd be building the game here at this private Git. https://github.com/MintPaw/BallBrawl
  21. If you give me your Github username (You can also make a free account) I'll open access to you and anyone else who want's to have a look. I'd make it public, but I use that account for professional work as well. I may clone it somewhere publicly sometime later.
  22.  
  23. I had hoped to mostly focus on the technical development, making the engine more robust and flexible. While you or the other continued adding content, as I'm not a very creative person.
  24.  
  25. thecolorlesswolf@gmail.com -> dante22_22@msn.com (Mon, 15 Jun 2015 22:46:57 -0600)
  26. Oh wow, that would be pretty fantastic. I had plenty of people help me add new scenes to the original, so there would certainly be a decent group willing to contribute. The entire reason I stopped was because the spaghetti code was frustrating me, but I still have tons of scenes and features in my head that I never got around to putting in. I can't wait to see where you take this!
  27.  
  28. My github is TastelessWolf
  29.  
  30. dante22_22@msn.com -> thecolorlesswolf@gmail.com (Tue, Jun 16, 2015 at 1:09 AM)
  31. Oh, and I'd also like to take a look at the rest of the source, primarily where Engine and Character are defined and anything they inherit.
  32.  
  33. thecolorlesswolf@gmail.com -> dante22_22@msn.com (Tue, 16 Jun 2015 11:41:27 -0600)
  34. Sure thing, I'll attach them to this message via Drive. Here's the game with everything I got done (very little). It currently doesn't work because my attempts to revamp the punishment system broke it so hard that I ended up dropping it.​
  35. <<<BBCPM 1.2 INCOMPLETE.rar>>>
  36.  
  37. dante22_22@msn.com -> thecolorlesswolf@gmail.com (Tue, Jun 16, 2015 at 1:09 AM)
  38. Mm, I've rebuilt a decent part of the text generation engine, and wow this game.
  39. At first I was amazing that it got this out of control, but I'm starting to see why and I'm implementing some concepts that will things simpler.
  40.  
  41. A couple notes:
  42. 1. The descriptive text http://i.imgur.com/cmf88li.png
  43. It's very dense, I've actually never understood what exactly it was trying to say before reading the syntax. I understand now that it's comparing the stats of the other character to your own stats.
  44. I can't think of a way to this smooth lexically while making sure it actually makes sense.
  45. After a bit of research, I can't seem to find any way to make a dynamic list with somewhat simple syntax, listing things in general seems challenging.
  46.  
  47. 2. The combat algorithms, I've only glanced at them. At first I thought there was some hidden depth or balance to them, but after doing the maths is seems like they're complex just to be complex. http://i.imgur.com/IHpjwg0.png (curve for damage to groin) As if people kept adding /2 and Math.pow() until they balanced out.
  48. I can copy and paste them as they are, but maybe you could simply describe how they're suppose interact I could recompute them to be more sensible, or maybe consider a different algorithm. I've played the game quite a bit and even now with basic knowledge of the damage and chance curves I can't make a reasonable prediction to what I expect to happen.
  49.  
  50. 3. The special attacks, again, only glanced at them so far. But from experience with the game I have almost no idea what they're meant to do. But judging from the source they seem to do a lot of maths, then give about a 10% chance of success, maths needs to be touched up.
  51.  
  52. 4. Poxag and others, I got an email from Poxag saying he'd like to work on the game with me, is there any forum, irc, Skype group, tor chat, or whatever the cool kids these days use to talk about this in a more convenient and unified way than email?
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