Re: SCP - Containment is Magic Mod

#121
Anyways, back to the mod.
Pony wrote:Glitch. I probably should've asked this when I posted my 914 idea, but how do you propose we keep Twilight locked within her chamber? A spell placed by Celestia on the chamber perhaps?
Pony wrote:I had an idea. What if we made the full random map generation of SCP v0.6.6 optional. Don't get me wrong, I like the newer versions, but I believe 0.6.6 is the best version because of this. If we do this, not only will it be a mod 1st, but we'll also get more fans.
Here are two ideas that were never given feedback on. Note that I only focussed on my own ideas, if I missed yours, it's because if this
The day I quit is tha day I die.

Re: SCP - Containment is Magic Mod

#125
Pony wrote:Anyways, back to the mod.
Pony wrote:Glitch. I probably should've asked this when I posted my 914 idea, but how do you propose we keep Twilight locked within her chamber? A spell placed by Celestia on the chamber perhaps?
This could be written up in the document on The Clockworks to explain it...
Pony wrote:
Pony wrote:I had an idea. What if we made the full random map generation of SCP v0.6.6 optional. Don't get me wrong, I like the newer versions, but I believe 0.6.6 is the best version because of this. If we do this, not only will it be a mod 1st, but we'll also get more fans.
Random map generation? Well, it could work, but since the map versions nowadays are struggling to have Gate A, Gate B, The Old AI's containment chamber, AND the electrical centre all in the seed at once, it's a bit of a struggle...never mind Tesla Gates and whatnot for additional tasks...

Anyway, guess I'm on minor support if anything.
The Nightmares...will last...FOREVEEEEERRRRR!
In the event that Nightmare Tank tries to take charge, Dr. Glitch is to warn it, until it ceases its behaviour.

Re: SCP - Containment is Magic Mod

#126
Nightmare Tank wrote: Random map generation? Well, it could work, but since the map versions nowadays are struggling to have Gate A, Gate B, The Old AI's containment chamber, AND the electrical centre all in the seed at once, it's a bit of a struggle...never mind Tesla Gates and whatnot for additional tasks...
What are you talking about? The map generator guarantees required rooms.
M-x dingus-mode

Re: SCP - Containment is Magic Mod

#129
Pony wrote:Well it's not exactly my first language, I do know how to drag n' drop in Game Maker. What do you suggest I learn first?
Ah, Game Maker. Learn to use code instead, it's so much easier than using the drops.
There is also a great community behind it, I've used GM for 4 years as a hobby before quitting.

@Glitch
About the mod, I also believe the mod has run it's course, but in a different way. I don't think think there should be many additions, but instead just port the current work to 0.8.1.

The animations were fixed in the indev version, but I never got the code back from Glitch, as he was the designated code man.
Image

Re: SCP - Containment is Magic Mod

#130
MonocleBios wrote:What are you talking about? The map generator guarantees required rooms.
Numerous map seeds may generate certain required rooms, but the algorithm designating these rooms is still flawed. Because of this, some map seeds may not have the Electrical Centre so you can switch off the Remote Door Control to access The Old AI or even have The Old AI's containment chamber itself. As a result, many map seeds prevent Gate B from being used.
The Nightmares...will last...FOREVEEEEERRRRR!
In the event that Nightmare Tank tries to take charge, Dr. Glitch is to warn it, until it ceases its behaviour.
cron