@KDR_11k: Yes, it is
But I want to play such a game and not make a fork where everybody has to choose for either the fork or BA/ZK/TA.
Such a fork will never get enough players with our current playerbase.
And that is why I wrote it and hope some TA/BA/ZK dev like this idea and make a change.
Search found 173 matches
- 25 Aug 2013, 22:50
- Forum: Game Development
- Topic: Assault units which aren't rezable (no wreck)
- Replies: 16
- Views: 1966
- 25 Aug 2013, 18:41
- Forum: General Discussion
- Topic: Lobby with a Teaworlds-like mini game.
- Replies: 1
- Views: 411
Lobby with a Teaworlds-like mini game.
Teeworlds has so many players...
What if we make/include a teaworlds-like mini game for weblobby for the time between battles?
At least it would attract ppls to spring, because this game doesn't need spring, only weblobby and Java-plugin.
What if we make/include a teaworlds-like mini game for weblobby for the time between battles?
At least it would attract ppls to spring, because this game doesn't need spring, only weblobby and Java-plugin.
- 23 Aug 2013, 23:10
- Forum: Game Development
- Topic: Maximum Annihilation?
- Replies: 52
- Views: 22099
Re: Maximum Annihilation?
Nah, you just need the new Artificial-Super-Roboter-Intelligence script to parse that string :D
Additional effect : increases AI strength to Godde-Player like efficiency mixed with the all-seeing distributed attention of computer opponents :p
Additional effect : increases AI strength to Godde-Player like efficiency mixed with the all-seeing distributed attention of computer opponents :p
- 23 Aug 2013, 18:08
- Forum: Game Development
- Topic: Metal Extracting Factories
- Replies: 12
- Views: 1338
Re: Metal Extracting Factories
Do you want for the first ressource a gain related to game-time only? I didn't quite understand the question You get 1 metal every second. Basic units like geos cost only metal. More advanced units cost metal, and are upgraded or stronger the more gass you spend. But now I see what you are aiming f...
- 23 Aug 2013, 14:04
- Forum: Game Development
- Topic: Maximum Annihilation?
- Replies: 52
- Views: 22099
Re: Maximum Annihilation?
tl;dr: Just make sure your game works in current version. True. In my opinion one of Spring's greatest fuckups though as it basically tells the game developers: You want to create a game using Spring and using its lobby system & stuff? Great - you'll just never be allowed to quit patching your ...
- 23 Aug 2013, 13:03
- Forum: Game Development
- Topic: Assault units which aren't rezable (no wreck)
- Replies: 16
- Views: 1966
Re: Assault units which aren't rezable (no wreck)
You don't want it on all units - when you are sure you can fend an attack off, you want the wrecks of your units at least :)
You just need the right unit for every case (or a not-leave-wreckage unit state)
You just need the right unit for every case (or a not-leave-wreckage unit state)
- 23 Aug 2013, 12:59
- Forum: Game Development
- Topic: Big footprints and death explosions for some towers?
- Replies: 2
- Views: 463
Re: Big footprints and death explosions for some towers?
Potentially any. As long as you can tech furter (ba/ta/...) or make Striders (zk) and the AOE damage gets worse (compared to a single units health) The bigger footprints are mainly for games like zk/cursed/EvoRTS where the game developes to a dense defense line vs another - it would limit the maximu...
- 23 Aug 2013, 12:49
- Forum: Game Development
- Topic: Metal Extracting Factories
- Replies: 12
- Views: 1338
Re: Metal Extracting Factories
So, to accomplish that, is there a way to make "flavours" of metal? I would like to make 2 kinds of extractable resources. Think along the lines of enabling green and blue on the metal map. Or maybe change the type of every other metal spot on the map when the game starts? It sounds like ...
- 22 Aug 2013, 01:37
- Forum: Game Development
- Topic: Big footprints and death explosions for some towers?
- Replies: 2
- Views: 463
Big footprints and death explosions for some towers?
Death explosions: Walls around a mine -> it isn't protected against AOE damage. Mines are too weak to survive a flea or minesweeper and need much micro currently. I would like towers with death explosion. get attacked 1by1 -> it makes cost get steamrolled by small weak units -> makes cost attackers...
- 22 Aug 2013, 01:13
- Forum: Game Development
- Topic: Assault units which aren't rezable (no wreck)
- Replies: 16
- Views: 1966
Assault units which aren't rezable (no wreck)
Assault units are very often killed inside the enemy base. In most games you either win center instantly, because you get huge reclaim from the enemy outpost or lose in progress because you send a lot of reclaim right into the enemy storage. Commander explosions and reinforcements lower the value of...
- 22 Aug 2013, 00:47
- Forum: Game Development
- Topic: Metal Extracting Factories
- Replies: 12
- Views: 1338
Re: Metal Extracting Factories
I like this idea, but wouldn't it better to make mex/solar hybrids or mex/wind hybrids instead?
Whenever you spend metal you also need e.
Whenever you spend metal you also need e.
- 16 Aug 2013, 20:58
- Forum: Engine
- Topic: merge/improve ready/away
- Replies: 4
- Views: 779
Re: merge/improve ready/away
If there are very few poepls in a room they usually want to wait for somebody. I often wanted such a message to be displayed while I'm in EvoRTS or similar under-played game and sit there while reading forums, wikis, etc. If the room is full they may want to wait for someone to make teams even. If y...
- 15 Aug 2013, 13:44
- Forum: Engine
- Topic: merge/improve ready/away
- Replies: 4
- Views: 779
Re: merge/improve ready/away
Quote: Ready and away both say, that you can't participiate. Not true e.g. Springlobby. It's the lobby that chooses what to enforce here. true - if you afk you can't participate. Your computer does, but once the first minutes have passed, you most likely lose without any good experience. Spring doe...
- 15 Aug 2013, 02:52
- Forum: Engine
- Topic: merge/improve ready/away
- Replies: 4
- Views: 779
merge/improve ready/away
Ready and away both say, that you can't participiate. Some lobbies don't support the ready state (weblobby, maybe zkl) because Springie (host) makes !start a vote. How about defining negative values for away in the lobby protocoll?: * negative values: how long you think, you will be away * positive ...
- 15 Aug 2013, 02:39
- Forum: Lobby Clients & Server
- Topic: Weblobby version 159
- Replies: 54
- Views: 15872
Re: Weblobby version 159
maybe one of the libraries (google, dojo, ...) has been altered. a new version and something isn't supported anymore... Can you give me some hinter why document.WebLobbyApplet could be undefined? You are working with all that code and may know a few things that make it easier EDIT: It was a new jre ...
- 13 Aug 2013, 21:47
- Forum: Lobby Clients & Server
- Topic: Weblobby version 159
- Replies: 54
- Views: 15872
Re: Weblobby version 159
@CarRepairer:
Can you please provide a stable version till it is working again?
The version from 2013-08-12 10:00 GMT worked for me.
Can you please provide a stable version till it is working again?
The version from 2013-08-12 10:00 GMT worked for me.
- 12 Aug 2013, 18:53
- Forum: Lobby Clients & Server
- Topic: Weblobby version 159
- Replies: 54
- Views: 15872
Re: Weblobby version 159
User Colors don't work for text boxes and areas properly The background remains white, the text color changes - in the worst case to white :) At least on websides like arcor.de (mail), google login, etc. I found a bug in weblobby (Firefox): A script on this page may be busy, or it may have stopped r...
- 11 Aug 2013, 18:57
- Forum: Lua Scripts
- Topic: Release: Metal Spot Finder (+Mex Snap)
- Replies: 11
- Views: 2153
Re: Release: Metal Spot Finder (+Mex Snap)
The link is broken
- 10 Aug 2013, 16:35
- Forum: Engine
- Topic: Non-Linear "threads" to reduce clutter - or as a dev-tool?
- Replies: 3
- Views: 789
Non-Linear "threads" to reduce clutter - or as a dev-tool?
Facts: Everybody who joins in the progress has to read through all previous stuff. Personal opinions "decay" by get hidden in a lot of posts if these users don't post a lot. Threads tend to get stuck in some unimportant comments which result in sub-threads. Thus I think forums and linear ...
- 06 Aug 2013, 19:48
- Forum: Infrastructure Development
- Topic: disallow renames in lobby for normal users?
- Replies: 97
- Views: 22662
Re: disallow renames in lobby for normal users?
A name for summer and winter, and maybe a name for the time inbetween both :D