As for the mega potential, it may be that it really is that difficult to get, the code doesn't leave a lot of room for error, I'll turn the chance up a little bit for next release, and make sure I'm getting some points before I release it.
I would recommend this, too; I spent an extensive time trying to test out the chances of gaining MP, and I got past +1000 potential without any gains. It could have just been my game, as I was experiencing strange server-side-like lag for seemingly no reason, which sort of leveled out after an hour (or three?). Very interesting mod nonetheless, and I am excited to see where this goes! Best of luck.
The Lantern armors do not give protection (only tested blue don't know if its the others). Also I can't find the batmans tech tree or the flashes tree and some textures are missing.
Heat Vision works perfectly for me, although it can only be set with F for me, so try that. Flying just works normally too(I think, I'm using creative). The Lantern Armours also provide protection for me, and Batman and Flashes tree's aren't added yet.
Also, the Super Jump seems pretty feeble to me. Not sure if I'm doing it wrong or not though.
Edit: Glare of Fire seems to be the part that isn't working. Although the first heat vision works perfectly.
Edit 2:I seem to have crashed. I reset my skills and started purchasing them again so I could get the heat vision that worked back. Here's the crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.115-universal.jar)
Contact their authors BEFORE contacting forge
java.lang.ArrayIndexOutOfBoundsException: 7
at com.afg.pathofahero.client.gui.GuiMoves.onRenderGameOverlay(GuiMoves.java:51)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_15_GuiMoves_onRenderGameOverlay_RenderGameOverlayEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.client.GuiIngameForge.post(GuiIngameForge.java:858)
at net.minecraftforge.client.GuiIngameForge.renderExperience(GuiIngameForge.java:567)
at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:155)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1056)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:345)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.afg.pathofahero.client.gui.GuiMoves.onRenderGameOverlay(GuiMoves.java:51)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_15_GuiMoves_onRenderGameOverlay_RenderGameOverlayEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.client.GuiIngameForge.post(GuiIngameForge.java:858)
at net.minecraftforge.client.GuiIngameForge.renderExperience(GuiIngameForge.java:567)
at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:155)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 188398688 bytes (179 MB) / 390193152 bytes (372 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1450 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1450.jar)
UCHIJAAAAAAAAA Forge{11.14.3.1450} [Minecraft Forge] (forge-1.8-11.14.3.1450.jar)
UCHIJAAAAAAAAA pathofahero{0.2} [Path of a Hero] (pathofahero-0.2.jar)
Loaded coremods (and transformers):
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.115-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.RenderHookTransformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '2.1.2' Renderer: 'GeForce 9600M GT/PCI/SSE2'
Launched Version: 1.8-Forge11.14.3.1450
LWJGL: 2.9.1
OpenGL: GeForce 9600M GT/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because EXT_framebuffer_object is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [MCU pack]
Current Language: English (US)
Profiler Position: N/A (disabled)
The super jump is fine, simply look at a block and press space to jump to it. It isn't accurate enough to do parkour or anything like that, but it can jump mountains in a single bound, or get you out of a ravine easily. I'm having the same crash that you are, and it crashes sometimes upon activating the "will beam" ability when on LAN with my friend. I'm also still having rendering problems with the armor. Sometimes is does sometimes it doesn't, if it does it's only visible to my character, etc. I think one of the problems is that minecraft gave me the Alex model instead of Steve, even though my skin uses the Steve model. Also the armor's heads now go on armor stands backwards...
The super jump is fine, simply look at a block and press space to jump to it. It isn't accurate enough to do parkour or anything like that, but it can jump mountains in a single bound, or get you out of a ravine easily. I'm having the same crash that you are, and it crashes sometimes upon activating the "will beam" ability when on LAN with my friend. I'm also still having rendering problems with the armor. Sometimes is does sometimes it doesn't, if it does it's only visible to my character, etc. I think one of the problems is that minecraft gave me the Alex model instead of Steve, even though my skin uses the Steve model. Also the armor's heads now go on armor stands backwards...
Yep. That was the problem. My brother's account works fine and it was given the Steve model as it's default. I guess if you add compatibility with the Alex model it might render properly on my account.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/2/2014
Posts:
46
Member Details
I think some of the Lantern abilities take up too much charge. The beam and charge beam are fine, but some of the others, mainly shield and strength are barely worth using. The tier 1 kryptonian abilities are WAY more powerful. There's really no point in being a lantern when kryptonians are more powerful for like, the same price.
Well, if you're a lantern fan, you could be a Lantern. Plus, Kryptonians will be more powerful than most things. If this mod ever adds villains, there will be probably be Darkseid, or the Anti-Moniter or some other OP people. Personally, I'm going to be using the Flash a lot, because he's my favourite. People will probably want to be their favourites.
Edit: Oops, sorry about the double post.
I know the kryptonians will always be more powerful, as it should be. I guess I'm just saying the lanterns should be a bit better than they are now. I really want to play as a lantern because the Green Lantern is my 2nd favorite superhero (2nd only to the Flash, since he's just the best), but after having the power of gods handed to me, I can't go back to the ability to take damage. Of course the Lanterns are far from done, so many changes will be made. I'm hoping for some continuous beams (Like superman's heat vision), and melee constructs that add damage when active (like will strength, but with a fancy 3d model).
The Meaning of Life, the Universe, and Everything.
Join Date:
3/2/2014
Posts:
46
Member Details
The first kryptonian resistance skill makes you literally unkillable. The void does nothing, heck the /kill command does nothing. If the first one makes you unable to take damage, what more can the others do?
The Lantern armors do not give protection (only tested blue don't know if its the others). Also I can't find the batmans tech tree or the flashes tree and some textures are missing.
Lantern costume shouldn't give protection, it's essentially cloth, they rely on their barrier. Batman and Flash aren't in the release version yet.
Downloading the new update now! Can't wait to see how the Kryptonians work!
Edit: So, the belt on Supermans armour is on his chest, and you can't actually see it when you're wearing his pants, I'd recommend moving the belt onto the pants instead, or when you add 3D armour, making the belt 3D.
Also, not sure if this is just me, but I've set my potential to 999 using the command, and I can't afford the first Kryptonian skils. o_O Is this a problem with the command, or the tree itself.
Edit 2: Nevermind, just realized it's MEGA potential you need to get the trees. I feel stupid now.
Fixed the belt thing, Wulfyk shouldn't have to worry about it.
Heat Vision works perfectly for me, although it can only be set with F for me, so try that. Flying just works normally too(I think, I'm using creative). The Lantern Armours also provide protection for me, and Batman and Flashes tree's aren't added yet.
Also, the Super Jump seems pretty feeble to me. Not sure if I'm doing it wrong or not though.
Edit: Glare of Fire seems to be the part that isn't working. Although the first heat vision works perfectly.
Edit 2:I seem to have crashed. I reset my skills and started purchasing them again so I could get the heat vision that worked back. Here's the crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.115-universal.jar)
Contact their authors BEFORE contacting forge
java.lang.ArrayIndexOutOfBoundsException: 7
at com.afg.pathofahero.client.gui.GuiMoves.onRenderGameOverlay(GuiMoves.java:51)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_15_GuiMoves_onRenderGameOverlay_RenderGameOverlayEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.client.GuiIngameForge.post(GuiIngameForge.java:858)
at net.minecraftforge.client.GuiIngameForge.renderExperience(GuiIngameForge.java:567)
at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:155)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1056)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:345)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.afg.pathofahero.client.gui.GuiMoves.onRenderGameOverlay(GuiMoves.java:51)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_15_GuiMoves_onRenderGameOverlay_RenderGameOverlayEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.client.GuiIngameForge.post(GuiIngameForge.java:858)
at net.minecraftforge.client.GuiIngameForge.renderExperience(GuiIngameForge.java:567)
at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:155)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 188398688 bytes (179 MB) / 390193152 bytes (372 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1450 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1450.jar)
UCHIJAAAAAAAAA Forge{11.14.3.1450} [Minecraft Forge] (forge-1.8-11.14.3.1450.jar)
UCHIJAAAAAAAAA pathofahero{0.2} [Path of a Hero] (pathofahero-0.2.jar)
Loaded coremods (and transformers):
CCLCorePlugin (CodeChickenLib-1.8-1.1.2.115-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.RenderHookTransformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '2.1.2' Renderer: 'GeForce 9600M GT/PCI/SSE2'
Launched Version: 1.8-Forge11.14.3.1450
LWJGL: 2.9.1
OpenGL: GeForce 9600M GT/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because EXT_framebuffer_object is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [MCU pack]
Current Language: English (US)
Profiler Position: N/A (disabled)
The super jump is fine, simply look at a block and press space to jump to it. It isn't accurate enough to do parkour or anything like that, but it can jump mountains in a single bound, or get you out of a ravine easily. I'm having the same crash that you are, and it crashes sometimes upon activating the "will beam" ability when on LAN with my friend. I'm also still having rendering problems with the armor. Sometimes is does sometimes it doesn't, if it does it's only visible to my character, etc. I think one of the problems is that minecraft gave me the Alex model instead of Steve, even though my skin uses the Steve model. Also the armor's heads now go on armor stands backwards...
Can you pm me or post the log here for the will beam crash? I messed around with the rendering for v0.21 let me know if anything changes
Yep. That was the problem. My brother's account works fine and it was given the Steve model as it's default. I guess if you add compatibility with the Alex model it might render properly on my account.
I'm trying a new method, let me know if anything changes, I don't know much about how minecraft renders between steve and alex, so I'll look into it if it doesn't work for you on v0.2.1
I think some of the Lantern abilities take up too much charge. The beam and charge beam are fine, but some of the others, mainly shield and strength are barely worth using. The tier 1 kryptonian abilities are WAY more powerful. There's really no point in being a lantern when kryptonians are more powerful for like, the same price.
Yeah I need to do some balancing for the lantern abilities, thanks for the input. Kryptonians will also cost more eventually.
Okay yeah, I was just doing the leap wrong. It actually works really well and is AWESOME.
Also, this is a question about future update, will vehicles be added? Like the bat-vehicles, arrow-cycle(or arrowmobile if you want that retro feel), and just for lols, I think it would be awesome if you added the Supermobile(yes, this was a real thing in the silver age!).
Thanks about the leap, I'm happy with how it turns out. Vehicles are a maybe, I'd like to get a good selection of heroes first though.
Well, if you're a lantern fan, you could be a Lantern. Plus, Kryptonians will be more powerful than most things. If this mod ever adds villains, there will be probably be Darkseid, or the Anti-Moniter or some other OP people. Personally, I'm going to be using the Flash a lot, because he's my favourite. People will probably want to be their favourites.
Edit: Oops, sorry about the double post.
I'm hoping I'll be able to implement some of the cool ideas I have for the flash, in order to make him much more viable in combat than the other mods currently have him, so stay tuned.
I know the kryptonians will always be more powerful, as it should be. I guess I'm just saying the lanterns should be a bit better than they are now. I really want to play as a lantern because the Green Lantern is my 2nd favorite superhero (2nd only to the Flash, since he's just the best), but after having the power of gods handed to me, I can't go back to the ability to take damage. Of course the Lanterns are far from done, so many changes will be made. I'm hoping for some continuous beams (Like superman's heat vision), and melee constructs that add damage when active (like will strength, but with a fancy 3d model).
Yeah, the Flash is awesome. That's why I'm trying not to use Kryptonian Powers too much, because I know I'll just get addicted. Although, maybe in the future kryptonite and a red sun lamp or something can be added, and hopefully characters whose powers are magic based such as Wonder Woman, Zatanna, Dr Fate etc. will be able to hurt them. And no doubt the Lanterns will be more powerful as the mod progresses.
Magic update is coming before too long, so get ready to beat the tar out of kryptonians
The first kryptonian resistance skill makes you literally unkillable. The void does nothing, heck the /kill command does nothing. If the first one makes you unable to take damage, what more can the others do?
fixed, I was multiplying ints with floats, that's a big nono
NOTE: There's a known bug that upgrading a skill currently in your moves slot doesn't get rid of the skill until you change moves, I'll fix it soon.
NOTE #2: Sometimes the heat vision is a bit laggy for me, same for everyone else?
I'm adding a couple things and releasing v0.2.1 soon, Kryptonite will come in with Batman because eventually lanterns and flash will be able to do some damage to kryptonians without it
Yes! None of the other Superhero mods have done that and I'm REALLY excited to see how you make that work, because I am a HUGE Flash fan. Will you be adding in villain powers as well? And suits for the villains who have the same powers as heroes(technically the Sinestro and Red Lantern Corps count too, but meh)? Also, when you use some of the lantern powers, it gives you a mask even though the only lanterns to really use a mask were Hal, Kyle and Simon, will those be removed at some point?
Yes, and yes, the mask will be an upgrade to the regular costume skill, so it's an option
SOOOOOOO looking forward to the Kryptonian update!! =D =D =D
Life is a game... I have cheat codes enabled.
I would recommend this, too; I spent an extensive time trying to test out the chances of gaining MP, and I got past +1000 potential without any gains. It could have just been my game, as I was experiencing strange server-side-like lag for seemingly no reason, which sort of leveled out after an hour (or three?). Very interesting mod nonetheless, and I am excited to see where this goes! Best of luck.
Alright guys v0.2 is uploaded and waiting to be approved on Curse, let me know what the bugs are when it goes live!
Im checking out right now (my first time playing the mod lol)
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2407030-superheroes-in-minecraft-project-superhuman
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287160-1-7-10-superheroes-unlimited-mod-v4-1-2-multi
Check out my awesome channel DAILY VIDEOS.
Heat Vision may not work? I press the button and nothing happens. How do you use flying?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2407030-superheroes-in-minecraft-project-superhuman
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287160-1-7-10-superheroes-unlimited-mod-v4-1-2-multi
Check out my awesome channel DAILY VIDEOS.
The Lantern armors do not give protection (only tested blue don't know if its the others). Also I can't find the batmans tech tree or the flashes tree and some textures are missing.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2407030-superheroes-in-minecraft-project-superhuman
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287160-1-7-10-superheroes-unlimited-mod-v4-1-2-multi
Check out my awesome channel DAILY VIDEOS.
The super jump is fine, simply look at a block and press space to jump to it. It isn't accurate enough to do parkour or anything like that, but it can jump mountains in a single bound, or get you out of a ravine easily. I'm having the same crash that you are, and it crashes sometimes upon activating the "will beam" ability when on LAN with my friend. I'm also still having rendering problems with the armor. Sometimes is does sometimes it doesn't, if it does it's only visible to my character, etc. I think one of the problems is that minecraft gave me the Alex model instead of Steve, even though my skin uses the Steve model. Also the armor's heads now go on armor stands backwards...
Yep. That was the problem. My brother's account works fine and it was given the Steve model as it's default. I guess if you add compatibility with the Alex model it might render properly on my account.
I think some of the Lantern abilities take up too much charge. The beam and charge beam are fine, but some of the others, mainly shield and strength are barely worth using. The tier 1 kryptonian abilities are WAY more powerful. There's really no point in being a lantern when kryptonians are more powerful for like, the same price.
*Plays as a Kryptonian for a few minutes*
Hooray! I'm god! =D
Life is a game... I have cheat codes enabled.
I know the kryptonians will always be more powerful, as it should be. I guess I'm just saying the lanterns should be a bit better than they are now. I really want to play as a lantern because the Green Lantern is my 2nd favorite superhero (2nd only to the Flash, since he's just the best), but after having the power of gods handed to me, I can't go back to the ability to take damage. Of course the Lanterns are far from done, so many changes will be made. I'm hoping for some continuous beams (Like superman's heat vision), and melee constructs that add damage when active (like will strength, but with a fancy 3d model).
Please update the main page's features. I wanna learn everything I can about the Kryptonian powers! =D
Life is a game... I have cheat codes enabled.
Btw Grayson, Kryptonian flight doesn't work. =P
Life is a game... I have cheat codes enabled.
The first kryptonian resistance skill makes you literally unkillable. The void does nothing, heck the /kill command does nothing. If the first one makes you unable to take damage, what more can the others do?
*Plays as a Kryptonian for five minutes*
Hooray! I'm god! =D =D =D
Life is a game... I have cheat codes enabled.
Both fixed
Lantern costume shouldn't give protection, it's essentially cloth, they rely on their barrier. Batman and Flash aren't in the release version yet.
Fixed the belt thing, Wulfyk shouldn't have to worry about it.
Fixed all of that
Can you pm me or post the log here for the will beam crash? I messed around with the rendering for v0.21 let me know if anything changes
I'm trying a new method, let me know if anything changes, I don't know much about how minecraft renders between steve and alex, so I'll look into it if it doesn't work for you on v0.2.1
I rendered the legs on a different level now, don't worry about fixing it in the file, sorry!
Yeah I need to do some balancing for the lantern abilities, thanks for the input. Kryptonians will also cost more eventually.
Thanks about the leap, I'm happy with how it turns out. Vehicles are a maybe, I'd like to get a good selection of heroes first though.
I'm hoping I'll be able to implement some of the cool ideas I have for the flash, in order to make him much more viable in combat than the other mods currently have him, so stay tuned.
I toned them down a bit, but they're still very strong
Both of those ideas are planned.
I should get around to it eventually, but except for the super jump they're fairly self explanatory.
Magic update is coming before too long, so get ready to beat the tar out of kryptonians
Fixed!
All planned and halfway implemented, I just took a break from kryptonians in order to work on a wider array of heroes first.
fixed, I was multiplying ints with floats, that's a big nono
NOTE: There's a known bug that upgrading a skill currently in your moves slot doesn't get rid of the skill until you change moves, I'll fix it soon.
NOTE #2: Sometimes the heat vision is a bit laggy for me, same for everyone else?
I like how the Kryptonian skill tree follows my idea.
Tier 1 = Golden Age
Tier 2 = Silver Age
Tier 3 = Bronze Age
Tier 4 = Pre-Crisis
=D
Life is a game... I have cheat codes enabled.
I'm adding a couple things and releasing v0.2.1 soon, Kryptonite will come in with Batman because eventually lanterns and flash will be able to do some damage to kryptonians without it
Tier 3 Flash, yes. Boom.
Yes, and yes, the mask will be an upgrade to the regular costume skill, so it's an option