Actually yeah, I was thinkin about it. It would be embarrassing for everyone to see what a bad coder I am, but I think it would help a lot of people see how some basic stuff works (and a lot of the hacks I use to make stuff work when it doesn't).
Eventually I'd like to get a git repo set up like pah does, with all the fancy build scripts that make everyone's life so much easier, but in the meantime, it'd probably be best if I refactor and comment everything to a degree that it's actually readable for others.
I'm really bad about writing algorithms with the expectation that no one else but me needs to read them. It's not so much that I want it to be unreadable, it's just that I CAN read it, and I have a hard time imagining it from a perspective of someone that couldn't. Pah's much better at that sort of thing than I am.
Thanks, I'll put that on my list, I've got about 7 bugs worked out and a few more that need some loving. I'll take a look at what's causing that. NoMethod means I derped something up that's supposed to be client side only.
Any chances of beating your record of ~40 updates in one day? Or are you planning to get bugs before they happen this time? =3
Well this impending fixed just crawled from 7 to 14, about half of which I THINK I've taken care of. I'm going to try to be a bit more methodical about releases and "sit" on things before I push them. It's very frustrating to repackage everything more than once in a sitting, let alone a few dozen.
Now, not factoring costs at all, I was thinking of a few more "balanced" additions to the bullet arsenal:
Buffer: These would release a concussive blast from the gun, basically mixing a shaped charge to detonate right after firing, creating a cone of destruction. Obviously, the closer the monster is to this, the more damage they can recieve, but it is more effective to fire this at short-mid range to hit more monsters for less damage. Optional: blast the monster in question back a few blocks, demonstrating the force of the explosion.
Temporal Rift: By adding in some caustic ingredients to the Blaze bullets, these bad boys cause whatever it makes contact with to experience severely bad rashes (in the form of sulfuric acid - poison effect). What is more amusing is that if the monster in question was to touch a non-infected mob, the effect would also latch onto it. [The time limit between one monster allowing the transfer of the effect to another starts at ~2 seconds, and is cut by half with each successive transferal {Mob one transfers to mob two in 2 seconds - mob two transfers to mob three in 1 second - etc}. If the time limit is not met, any other contact will fail to transfer.]
-The most interesting aspect is that it looks like the monsters hit are slowly rotting away due to time...
I am not sure how much you are willing to develope in the bullet line of the mod - let me know, and I can try to think up a few more things, if you would like.
Now, not factoring costs at all, I was thinking of a few more "balanced" additions to the bullet arsenal:
Buffer: These would release a concussive blast from the gun, basically mixing a shaped charge to detonate right after firing, creating a cone of destruction. Obviously, the closer the monster is to this, the more damage they can recieve, but it is more effective to fire this at short-mid range to hit more monsters for less damage. Optional: blast the monster in question back a few blocks, demonstrating the force of the explosion.
Temporal Rift: By adding in some caustic ingredients to the Blaze bullets, these bad boys cause whatever it makes contact with to experience severely bad rashes (in the form of sulfuric acid - poison effect). What is more amusing is that if the monster in question was to touch a non-infected mob, the effect would also latch onto it. [The time limit between one monster allowing the transfer of the effect to another starts at ~2 seconds, and is cut by half with each successive transferal {Mob one transfers to mob two in 2 seconds - mob two transfers to mob three in 1 second - etc}. If the time limit is not met, any other contact will fail to transfer.]
-The most interesting aspect is that it looks like the monsters hit are slowly rotting away due to time...
I am not sure how much you are willing to develope in the bullet line of the mod - let me know, and I can try to think up a few more things, if you would like.
The more bullets the merrier. I have to change a hard-coded bitmask in the gun each time I add something, and I'll probably have to rearrange the sprites.. but I love variety. There originally was a venom bullet, but now I have even more clever ideas that might go well in unique bullet types (most involve status afflictions). Some of the more difficult concepts you outline are "infection rates" and the buffer shot's zone of damage being variable. Perhaps I could come up with some clever way of expanding the hitbox of the representative "projectile" as its moving...
On the note of hard-coding bitmasks, I may do away with the gun's damage bar entirely, as its giving me peculiar issues.. actually no, scratch that, I just figured out why the damage bar is broken. I feel like a derp. EDIT: False alarm, they're still broken. More later. EDIT2: Scratch that, it wasn't broken in the first place. It doesn't show up in creative mode because creative mode.
The more bullets the merrier. I have to change a hard-coded bitmask in the gun each time I add something, and I'll probably have to rearrange the sprites.. but I love variety. There originally was a venom bullet, but now I have even more clever ideas that might go well in unique bullet types (most involve status afflictions). Some of the more difficult concepts you outline are "infection rates" and the buffer shot's zone of damage being variable. Perhaps I could come up with some clever way of expanding the hitbox of the representative "projectile" as its moving...
On the note of hard-coding bitmasks, I may do away with the gun's damage bar entirely, as its giving me peculiar issues.. actually no, scratch that, I just figured out why the damage bar is broken. I feel like a derp. EDIT: False alarm, they're still broken. More later. EDIT2: Scratch that, it wasn't broken in the first place. It doesn't show up in creative mode because creative mode.
Well, on the part of the expanding hit box, why not have many weaker projectiles fired that each have hit boxes, and they spread out in a shot gun pattern? Also have it wait for the full tick/2 ticks to see how many actually hit, and then tally it up from there?
Edit: And to have it continue to be a "projectile," use another projectile that is a simple ghost bullet, the only visible component and not actually a conveyer of damage?
Shotgun pattern works extremely well for me, I'd like a flak shot immensely. So immensely I considered making the buster shot one to begin with. But I like buster shots, so it would go best as a new bullet.
As for the algorithm or mechanics, I'd have to think about it, toy around with it and hack at it for awhile. I'm sure it's doable.
I can't, I've already fixed several issues, and I never commit to a spotlight when my mod's as buggy as this one is right now. You should give it a second take when I have some of these kinks worked out.
(I literally just finished 1.0.2, by the way, the changelog is magnificent)
As soon as I get it repacked, I know it's a lot to ask, but I'd like you to do a second take. I think you'll do a pretty decent job. Dig the accent by the way. ;D
How long have you been working on the first release?
Couple of weeks or so.
I finally packed up version 1.0.2, it has a new item, but more importantly loads of fixes all over the place. If anyone finds anything new, point me at it and I'll try to repackage a little quicker next time. There was a bunch of crap wrong with 1.0.1. Enjoy!
Actually yeah, I was thinkin about it. It would be embarrassing for everyone to see what a bad coder I am, but I think it would help a lot of people see how some basic stuff works (and a lot of the hacks I use to make stuff work when it doesn't).
Eventually I'd like to get a git repo set up like pah does, with all the fancy build scripts that make everyone's life so much easier, but in the meantime, it'd probably be best if I refactor and comment everything to a degree that it's actually readable for others.
I'm really bad about writing algorithms with the expectation that no one else but me needs to read them. It's not so much that I want it to be unreadable, it's just that I CAN read it, and I have a hard time imagining it from a perspective of someone that couldn't. Pah's much better at that sort of thing than I am.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
... That intelligent, dry, slightly-twisted sense of humor. I've missed it so. :3
Welcome back, Mister X3n0, and what a homecoming this is. So many new toys (ooh! Gun!) ... Lioness is pleased.
(Oh, and incoming fangirls at 6 o'clock. Take cover!)
~Lioness
Well this impending fixed just crawled from 7 to 14, about half of which I THINK I've taken care of. I'm going to try to be a bit more methodical about releases and "sit" on things before I push them. It's very frustrating to repackage everything more than once in a sitting, let alone a few dozen.
Buffer: These would release a concussive blast from the gun, basically mixing a shaped charge to detonate right after firing, creating a cone of destruction. Obviously, the closer the monster is to this, the more damage they can recieve, but it is more effective to fire this at short-mid range to hit more monsters for less damage. Optional: blast the monster in question back a few blocks, demonstrating the force of the explosion.
Temporal Rift: By adding in some caustic ingredients to the Blaze bullets, these bad boys cause whatever it makes contact with to experience severely bad rashes (in the form of sulfuric acid - poison effect). What is more amusing is that if the monster in question was to touch a non-infected mob, the effect would also latch onto it. [The time limit between one monster allowing the transfer of the effect to another starts at ~2 seconds, and is cut by half with each successive transferal {Mob one transfers to mob two in 2 seconds - mob two transfers to mob three in 1 second - etc}. If the time limit is not met, any other contact will fail to transfer.]
-The most interesting aspect is that it looks like the monsters hit are slowly rotting away due to time...
I am not sure how much you are willing to develope in the bullet line of the mod - let me know, and I can try to think up a few more things, if you would like.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
The more bullets the merrier. I have to change a hard-coded bitmask in the gun each time I add something, and I'll probably have to rearrange the sprites.. but I love variety. There originally was a venom bullet, but now I have even more clever ideas that might go well in unique bullet types (most involve status afflictions). Some of the more difficult concepts you outline are "infection rates" and the buffer shot's zone of damage being variable. Perhaps I could come up with some clever way of expanding the hitbox of the representative "projectile" as its moving...
On the note of hard-coding bitmasks, I may do away with the gun's damage bar entirely, as its giving me peculiar issues.. actually no, scratch that, I just figured out why the damage bar is broken. I feel like a derp. EDIT: False alarm, they're still broken. More later. EDIT2: Scratch that, it wasn't broken in the first place. It doesn't show up in creative mode because creative mode.
Well, on the part of the expanding hit box, why not have many weaker projectiles fired that each have hit boxes, and they spread out in a shot gun pattern? Also have it wait for the full tick/2 ticks to see how many actually hit, and then tally it up from there?
Edit: And to have it continue to be a "projectile," use another projectile that is a simple ghost bullet, the only visible component and not actually a conveyer of damage?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
As for the algorithm or mechanics, I'd have to think about it, toy around with it and hack at it for awhile. I'm sure it's doable.
(I literally just finished 1.0.2, by the way, the changelog is magnificent)
As soon as I get it repacked, I know it's a lot to ask, but I'd like you to do a second take. I think you'll do a pretty decent job. Dig the accent by the way. ;D
How long have you been working on the first release?
Couple of weeks or so.
I finally packed up version 1.0.2, it has a new item, but more importantly loads of fixes all over the place. If anyone finds anything new, point me at it and I'll try to repackage a little quicker next time. There was a bunch of crap wrong with 1.0.1. Enjoy!