Harbinger 2.0

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Postby SilentRage » Mon Jun 04, 2007 10:16 pm

Now that... that was just fucking awesome! The community needs new and original ideas like this.

I always wanted to play against a huge monster that needs tons of marines just to take him out.
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Postby Xaser » Mon Jun 04, 2007 11:07 pm

Great Scott, this is amazing!

Hehe, for some reason I'm reminded of Halo 2's Scarab... perhaps a special mission where you have to fight this thing by some "alternative" means would be very handy indeed. ;P
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Postby skadoomer » Mon Jun 04, 2007 11:08 pm

Wow, not only is this a TRUE boss fight, but theres a lot of impressive manipulation going on behind the scenes. Can i ask how in the world you come up with this stuff? Does it start off as small experiments or do you periodically just have these moments of ACS genius?
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Postby Xaser » Mon Jun 04, 2007 11:37 pm

Hmm... I think Mouse *is* ACS genius embodied. Or something just as mysterious. :P

I personaly want to know how you got all the individual parts to move in unison. ACS trickery, I presume, but what else would we expect from you? :P
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Postby LilWhiteMouse » Mon Jun 04, 2007 11:43 pm

The monster has evolved a number of times, soon to evolve again. The first "version" was when I started up on Power DoLLS for the second time, and split the Marauder into three actors. Then I adapted the ACS to make my snail crab for HQ2. The two were combined to create a monster for my second attempt at the Adessa hub. When that failed for technical reasons, it got retextured and ported into a different project as a naval ship/submarine styled lava demon. The Ultra Berserker was also born there, as a way of bombarding the "ship". That map got out of hand, so I gave the monster legs and moved it to yet another project. That project became so cannibalized I simple terminated it. The next generation of the monster is getting mecha shōjo'd/musume'd to be used in a personal project. As such, I figured I'd offer the existing one before it got archived and forgotten.
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Postby qwerqsar » Tue Jun 05, 2007 6:44 pm

A
Ma
Zing
!!!!!!!!!!!!!!!!!!!!!
Incredibly goooooood stuff! Congrats!
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Postby Loki » Tue Jun 05, 2007 7:03 pm

Wow. Awesome, and insanely difficult. I imagine getting all of the pieces to work in unison must have been a task in itself. [EDIT] Oh, I just noticed, when it got to low health, the turret underneath was in the wrong place, sticking out to the side. [/EDIT]
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Postby Harbringer » Tue Jun 05, 2007 8:35 pm

Wow, I'm kind of a hardass aren't I? ;P
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Postby Firewolf » Tue Jun 05, 2007 11:00 pm

Wow...

I wonder how this would fair online. :)
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Postby edward850 » Tue Jun 05, 2007 11:23 pm

Seems cool, well, more than cool, but you get the idea.
I may use this for a project of mine :D very awsome boss!
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Postby LilWhiteMouse » Tue Jun 05, 2007 11:37 pm

Firewolf wrote:I wonder how this would fair online. :)


Just have to change a line of code to add additional players to the target pool.
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Postby Cutmanmike » Wed Jun 06, 2007 4:14 pm

Mind telling us that code? Just tried it and I think this would be great for multiplayer :P
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Postby LilWhiteMouse » Wed Jun 06, 2007 4:23 pm

Cutmanmike wrote:Mind telling us that code? Just tried it and I think this would be great for multiplayer :P


Lines 246 and 247.
I *think* this is what it should be, but I don't know anything about MP so....
Code: Select allExpand view
Thing_ChangeTID(0, 255 + PlayerNumber());
FID = 254 + PlayerCount();


I forgot you'll also have to add the player starts in the map. Like I said, I don't MP.
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Postby HotWax » Wed Jun 06, 2007 4:25 pm

Also, to get infinite lives type the following:

Code: Select allExpand view
POKE 24015,173
SYS 36864

=:)
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Postby dennisj1 » Wed Jun 06, 2007 5:48 pm

Heh, POKE and SYS. GW-BASIC?
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