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Castle defence - Siege of Draconak

Archive: 32 posts


This level was originally made as a test for my top down logic and models to see how it all worked out.
I liked it so much that i made it into a 1 to 4 player survival level.

You defend your castle from evil minions of the dreaded Hydra Deaconak. If you are able to fend off the dark minions long enough then you have to fight a mini boss before Draconak comes crashing through the castles walls.
There are a few prizes scattered around the map along with health and mana potions.

There are four classes to choose from, Knight, Warrior, Mage and Rogue. Each have their own varied weapons and abilities although they all basicaly follow the same sort of pattern of a main attack an enchanted or magical ability then a special attack. I'm still really working on other abilities.


There are many enemies to fight in this level.
Zombies, Gas Zombies - weak but if you let them surround you they can kill you.
Death bat, Lost souls - Flying monsters that have ranged attacks. The Lost soul can move through things.
Doom knights, Doom knight archers - The main soldiers of Draconak. They are tough and dangerous.
Mighty Juggernauts - Large and strong with a range of close and ranged attacks.
Mini Boss and Draconak Himself - The mini Boss is tough but stationary and Draconak is hard to kill with many attacks. He has three heads each with its own strengths and weaknesses.
More may be added in the future.
Update - New enemy added Skeleton. Easy to kill but can cause you a reasonable amount of damage.

Main Issues

What skills or abilities should the charracter types have?

Mainly this level is a basic desighn test for an RPG style game i am working on and i'd like some peoples thoughts on the actual gameplay and models before i go and make the RPG which will at least four to five levels and will be called The 9th Kingdom. I am actually thinking of creating a second PSN acount just for this RPG and other levels i am making considering you can only have twenty levels published on your world and i have already made 12 levels of other types so far. (I hate limitations)

I have also included crossbow platforms that can be used by jumping onto them and using anologe sticks rotate and fire arrows by pressing L1. All this does not require you to leave the controlinator character but is alittle difficult to use. Exspecially since the damed thing pulls to the left. Fixed

One problem i have come up with is that when you attack by pressing R1 if you hold R1the attack repeats constantly destroying enemies in seconds. I really need to fix this problem before i make the RPG.This has been fixed now.


http://www.youtube.com/watch?v=4-5COQhvOEU

http://www.youtube.com/watch?v=m6y4mZn1lig
http://www.lbpcentral.com/forums/attachment.php?attachmentid=34159
http://www.lbpcentral.com/forums/attachment.php?attachmentid=34160
http://www.lbpcentral.com/forums/attachment.php?attachmentid=34158
http://www.lbpcentral.com/forums/attachment.php?attachmentid=34157
http://www.lbpcentral.com/forums/attachment.php?attachmentid=34156

I will give F4F but it might take a little while because of shift work hours. If i don't check your levels after quite a while you can send me a reminder over PSN.
http://lbp.me/v/0egy-8
2011-05-17 14:05:00

Author:
Lordwarblade
Posts: 761


Great looking level. I had some problems with aiming, but that's probably only me. Gameplay is very good, just as is expected. I think this level deserves much more plays then it gets.

If you have 5 minutes, please play my versus level Mad house (https://lbpcentral.lbp-hub.com/index.php?t=56662-Mad-House) LBP.me (http://lbp.me/v/z4bz-y)
2011-05-17 16:33:00

Author:
goranilic
Posts: 332


One problem i have come up with is that when you attack by pressing X if you hold X the attack repeats constantly destroying enemies in seconds. I really need to fix this problem before i make the RPG.


A (reverse) timer will stop that problem. make it 0.5sec or something.
2011-05-17 16:42:00

Author:
The Don
Posts: 50


One problem i have come up with is that when you attack by pressing X if you hold X the attack repeats constantly destroying enemies in seconds. I really need to fix this problem before i make the RPG.

I think I have a solution for you. Grab the "ButtonUp" tool from my demo level: http://lbp.me/v/zkymt3
There's nothing particularly special about this tool. It just forces a release on an input button before it allows the push signal to go through.

I made ButtonUp after becoming inspired by Robbit's Creator Toolbox. That's a great resource too.. fully recommended if you've not seen it yet: http://lbp.me/v/ye4qhs

****

Now the level review:

I don't think I ever got those crossbows/ballistas to turn, but they were really seconday to te experience anyway. The bosses you've crafted generate quite a lot of excitement for this level ... that, and those moments where you're just swinging wildly to destroy the dogpile of mooks on you! Heh! I'd say it's a grand success, except for the hydra who, for a renowned badass, has some mighty large blind spots.

I didn't observe any bugs. Good job on the polish.
2011-05-17 21:25:00

Author:
The Manx Turtle
Posts: 50


Tried a timer and fiddled with it but it didn't work thanks anyway Don.

The Manx Turtle thanks for the ButtonUp tool i managed to fix the issue now so it works great. Also like the look of your bipedal tool as well.

You have to be on the right part of the Ballistas to use properly but they are still really a work in progress and are awkward to use but hopfully i will fix them soon.

I'm in progress to make the Hydra meaner and more reactive but dew to temperature amount and the awkward desighn it may take awhile.

Thanks for playing.
2011-05-18 17:02:00

Author:
Lordwarblade
Posts: 761


I have also included crossbow platforms that can be used by jumping onto them and using anologe sticks rotate and fire arrows by pressing L1. All this does not require you to leave the controlinator character but is alittle difficult to use. Exspecially since the damed thing pulls to the left.
I'm assuming that you're using a wobble bolt to rotate the crossbow around. What about using a Joystick Rotator and a normal bolt to help with the issue? ^^ Here's what I've come up with (it's kind of a long explanation), but there might be someone else who could come up with a less cumbersome solution:

Place a tag in each of the class' controlinators and label them appropriately from P1 to P4 to indicate which controlinator is which
Remove that wobble bolt and replace it with a regular bolt (put on same spot)
On one of the edges of the crossbow's platform, put down a little microchip
Inside the microchip, put down four tag sensors and set them each to detect P1 to P4 respectively and alter the settings for Detection range and Trigger Angle range to where you want the player to be when controlling the ballista
Also put down an Anti-Gravity Tweaker with Anti-Gravity at 100% and Dampening at 99% (I'm sure you knew this already)
Now, put four more microchips inside the main microchip to correspond with the four tag sensors
Hook each tag sensor to its corresponding microchip's input activate
Each microchip will have two circuit nodes inside that are from their respective controlinators (it might be good to rename the microchips so that you'd know which is which), one from the Left/Right output and one from the Up/Down output. Make sure you'd be able to recognize which wire comes from which output
Now, put down two OR gates at the edge of the main microchip and set both of them to have four ports
Hook all of the Left/Right circuit nodes into one OR gate and hook all of the Up/Down circuit nodes into the other OR gate
Put down a Joystick Rotator inside of the main microchip and modify its settings to the way you'd like. The rotator will rotate the device from the center of the object it's placed on regardless of where you actually put it, so you can even put it on the side of the platform if you want!
Attach the Left/Right OR gate output into the Left/Right input of the Joystick Rotator
Do the same for the Up/Down
I noticed that you only wanted the crossbows to face between certain angles, so I thought that maybe you could extend the platform a bit and make it as long as the crossbow itself
Glue down pieces of material where the "hidden" extended part would collide into to stop the crossbow from turning further
And there you have it! A ballista that will only rotate when a player is nearby and will only point between the appropriate angles. ^^


I hope that wasn't too confusing. If you need more help, I can supply you with some pictures for reference.

Now, onto the review! I honestly did not expect how much fun this level was! The control scheme is very easy to learn, and the level itself was set to have chaotic fun as soon as the swarms of enemies started flooding the place! Very exciting gameplay that progressively became more and more difficult the longer you survived. I loved some of the designs of the enemies too, especially the Juggernought! Quite a detailed and interesting beast that striked awe in me when I first saw it.

Despite how amazing this was, there were several things that I wanted to suggest to enhance the gameplay:
There will be times in which players might want to play this over and over again, but with the cutscene detailing about crossbows and potions constantly getting in the way, patience might run thin for excited players. Do you think you can implement a way to skip the cutscene altogether? It'd also be nice if there was a way to orient yourself like how they do it in dual-stick shooters, so that you'd still be able to attack monsters while backing away. You wouldn't imagine how many times I spun around wildly to hit one enemy and avoid its attacks at the same time. XD Some sort of blocking mechanic could be beneficial for the Warrior and Knight, seeing as they both have shields that are currently somewhat useless during the mayhem. But you don't have to include that if you don't want to, since you do gain a shield every time you use your special ability. And sprinting would be useful for this kind of game too for when the player is in dire need of health!

I also noticed the Hydra's massive blind spots that Manx Turtle mentioned; after a while, the middle head would stop rotating towards the player and allow me to sneak a bunch of stabs into its side as well. Not sure what might have caused that, but it happens very rarely. There was also a chance that the material holding the controlinator would break unexpectedly, thus killing the player despite having full health. No points were deducted either, so I thought it might be a mysterious bug.

Overall, I very much enjoyed playing this level even when I was playing by myself! It was even better with more players though. And for the record, a mini-boss + dynamic entry = immediate heart from me. That was awesome! This level definitely deserves more plays! Just add some more abilities and varied enemy AI somehow, and you're all set!

You can play through and give feedback on any one of my levels in my signature if you have the time. Let me know of when you publish The 9th Kingdom, because I'd really like to play it!
2011-05-19 02:39:00

Author:
Qrii_Nakari
Posts: 204


Thanks Qrii_Nakari for all of these ideas and i'm glad you enjoyed the level. At first it was only meant to be a test level but seeing as it has already had more plays then most of my other levels i will keep working on it.

I really appreciate the explanation for improving the Ballistas logic and would really appreciate a few pictures just to help me out a little. I have already been thinking about a blocking system but the only thing stopping me is that most of the enemy attacks are made from holographic material so im still testing out methods for this.
Dew to temperature unfortunately i can't make the enemies do too many varied attacks but i will be incorporating new attacks in the 9th Kingdom when i make it.

I havent come across the bug with the Hydra during my test plays but now i will look into it a fix what i can. Thanks.

I will test your levels a soon as possible but im away from my PS3 for a few days so it may take a little while.
2011-05-21 02:48:00

Author:
Lordwarblade
Posts: 761


Here are the images you requested for fixing up the ballista logic! ^^

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD1-1.png?t=1306096344
Each of the controlinators will have their own tag.

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD2.png?t=1306096344
I placed the microchip on the corner of the platform so that it's a bit easier to set the angles of detection, but it's really up to you to determine where you want to place it. ^^

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD3.png?t=1306096344
Not sure if you can see the text, but each controlinator has its own corresponding tag sensor and microchip. Don't forget to attach each tag sensor to the Input Activate on the microchips!

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD4.png?t=1306096344
The Joystick Rotator is there so that the ballista would turn in whichever direction the player pushes the control stick.

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD5.png?t=1306096344

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD6.png?t=1306096344
Of course, you can change the locations of the stoppers to determine how much you want the device to rotate. ^^

http://i15.photobucket.com/albums/a373/Mirage-Leopard/Scraps/CD7.png?t=1306096344
Since the platform's been extended a bit, it will continue to rotate until it hits into the stoppers; therefore, giving you more control over how much land you want the ballista to cover!

And there you have it! I think I covered most of it. There are probably simpler ways that I haven't experimented with, but this was the method I created the first time. I hope you'll get it working! ^^
2011-05-22 22:07:00

Author:
Qrii_Nakari
Posts: 204


Hey Lordwarblade

Really cool arena style gameplay (im sure the logic is a knightmare (im sorry.) I really liked the diverse and challenging enemies. The environment looked great and so did the animations and the weapons. I played through single player as the knight and it was great. I look forward to playing through again co-op and trying the other classes out! Great job!

If you could play my new level Emeria (thread (https://lbpcentral.lbp-hub.com/index.php?t=56855-Emeria&p=853199) / lbp.me (http://lbp.me/v/yzfc42)) and leave some feedback in my thread that would be great. Thanks for your level!
2011-05-23 07:20:00

Author:
Unknown User


Thank sixaxes glad you liked it i've already got your level queued and waiting for a day off.

Qrii_Nakari thanks for the pics i will test all this out when i'm able and got time. Can't wait to get those Balistas aworking properly. Thanks for the help.


There will be times in which players might want to play this over and over again, but with the cutscene detailing about crossbows and potions constantly getting in the way, patience might run thin for excited players. Do you think you can implement a way to skip the cutscene altogether?

I'm using a sequencer for the tutorial cutscene at the beginning so that i can use the subtitle option as it can work with the mouths camera shots better than using movie cameras but im not quite sure how to make it skipable.


It'd also be nice if there was a way to orient yourself like how they do it in dual-stick shooters, so that you'd still be able to attack monsters while backing away. You wouldn't imagine how many times I spun around wildly to hit one enemy and avoid its attacks at the same time

I originaly had dual stick movment but removed it due to the fact that people were complaining about it in my other top down games like space hulk for example. I myself prefer to use dual sticks so that i can strafe and things so i think i might bring it back. At least then i might be able to incorporate some spinning attacks for the Warrior and the Rogue.
2011-05-23 20:25:00

Author:
Lordwarblade
Posts: 761


I have now Updated the level

Ballistas have been fix and are now working properly thanks to the help of Qrii_Nakari's tutorial and pics. The tutorial is now skippable. I have also included a couple zombified chickens just for the hell of it.

I'm still workimg on improving the Dragon at the end. Also now depending on the amount of players there are more enemies to fight than 1 player would fight.
2011-05-31 03:14:00

Author:
Lordwarblade
Posts: 761


Also now depending on the amount of players there are more enemies to fight than 1 player would fight.
Ooooooo! I will definitely come check this out again! I'm glad you were able to get the ballistas working properly. I'm not sure how difficult this would be to program correctly, but are you also going to make it so that the number of enemies would dynamically change according to how many players are currently alive?

As for the dual-stick movement, I played one of your other levels that had it and yes, the Advanced Rotator makes the gameplay feel a bit clunky (as in inefficient for players to react properly). For this particular level, a Joystick Rotator at Rotation Speed of some large number (like 1,300) and Acceleration at 100% might help the player react quickly to enemies that are closely following them. I know everyone has their own preference to which Rotator tool they'd use, but Joystick Rotators are all over top-down levels nowadays. ^^
2011-05-31 20:32:00

Author:
Qrii_Nakari
Posts: 204


Looks immense, definately trying.2011-05-31 20:40:00

Author:
craigmond
Posts: 2426


As for the dual-stick movement, I played one of your other levels that had it and yes, the Advanced Rotator makes the gameplay feel a bit clunky (as in inefficient for players to react properly). For this particular level, a Joystick Rotator at Rotation Speed of some large number (like 1,300) and Acceleration at 100% might help the player react quickly to enemies that are closely following them.

Thanks Qrii i will change the rotators to these settings on my Deadville Hollow level when i can then i'll see what people think.


I'm not sure how difficult this would be to program correctly, but are you also going to make it so that the number of enemies would dynamically change according to how many players are currently alive?

I'm not quite sure how to do this but it would be good. At the moment when i try to change some of the emitters i'm using they are emitting in the far right corner of the map and when i delete them to change them the enemy models come out with any hologram bits missing its very weird but as long as i leave the emitters alone then it all works fine.

Actually there are only more enemies if there are more than 2 players.


Update - okay the cutscenes are definatley skipable now.
2011-06-01 05:51:00

Author:
Lordwarblade
Posts: 761


I played this and it was quite great. The environment looked amazing and the loads of various enemies all had a rather interesting look. The only problem i had was that the blue circle of the special attack remained stuck around the character. I also believe it would be a lot better if instead of using points you allow the player to use the special attack after a certain cooldown time.
Great level
2011-06-06 12:43:00

Author:
Vergil
Posts: 155


Thanks Vergil


The only problem i had was that the blue circle of the special attack remained stuck around the character

I forgot to fix this. The problem is that your suppose to hold down the button to utilize the whole amount of the special attack but i forgot to fix and tell people this thanks for reminding me.


I also believe it would be a lot better if instead of using points you allow the player to use the special attack after a certain cooldown time.

I originally intended to do this when i first made it but didn't know how so i did it with points. Now that io have done more with logic i think i know how to do it now so maybe i should thanks.
2011-06-06 22:32:00

Author:
Lordwarblade
Posts: 761


Haven't played this yet. But you spelled "DEFENSE" wrong. It bothers me.2011-06-07 03:19:00

Author:
Nick930930
Posts: 878


Actually i come from a British background so we spell it like defence. So for me it is spelled correctly.2011-06-07 03:49:00

Author:
Lordwarblade
Posts: 761


Hahahaha, I have to admit I was a bit bothered with the spelling at first too, but when I realized that your location was in Australia, I forgave. Still an awesome level though! Were you able to fix the "skip cutscene" feature?2011-06-07 10:46:00

Author:
Qrii_Nakari
Posts: 204


Yep it seems to be skippable now. Sorry for the late reply i went out and forgot to log off.2011-06-07 15:29:00

Author:
Lordwarblade
Posts: 761


Cool level dude!
Really fun and original gameplay. I wouldn't have a clue how you'd make something like this but i'm guessing there's a lot of clever tech behind it.
Felt like Gauntlet meets LBP but a lot better. I liked the four class selections with various weapons and magics, the visual interface was excellent allowing a clear view of the action and the movement was responsive. I've tried it single and two player, Will definitely return to try it in four player too.
2011-06-08 00:12:00

Author:
EnochRoot
Posts: 533


Nice visuals i had a pretty good time well done!2011-06-17 00:53:00

Author:
WCF7__
Posts: 63


Looks great. Will play when I have the chance.2011-06-18 13:14:00

Author:
TNSv
Posts: 302


Very, very cool concept stage here. Your only problem is that you make too many stages!

As soon as I loaded up as a Mage I was excited to play this, and then I killed a chicken and thought of Gauntlet (Eat Food. Don't Shoot It). Great work.

I ran around dealing death for a while and picked up some health. I was wondering if the chickens can be eaten for health... seems like a useful thing to do if they could be. I tried a few times but didn't seem to get anywhere there.

I think that this would be an awesome series multiplayer and could see some great carry over loot between stages as part of it. As well as power ups. It would be awesome if the Mage could get a heal power up, and some AOE stuff for other classes. Like the knight could have a blue aura that heals/gives mana.

Also it would be interesting if you could repair some of the fortifications, by standing still and holding a button... so you could temporally block off an entrance and buy a little more time to explore.

Let me know of you make an extra account just for it I'll be there.

'You have my axe'
2011-06-26 12:36:00

Author:
Mr_Fusion
Posts: 1799


Thanks a lot for this feedback Mr_Fusion i'm really glad you enjoyed it. And yes my problem is i have too many ideas and make to many levels as at the moment i am making another top down fantasy concept which heavily implements a Sabre toothed guinea pig as a steed and a platformer using mostly neons called super neon man.


I was wondering if the chickens can be eaten for health... seems like a useful thing to do if they could be. I tried a few times but didn't seem to get anywhere there.

I have actually been wondering about this but i want the players to be able to decide when to eat it and not just walk over it and its automatically consumed like the heath vials.


I think that this would be an awesome series multiplayer and could see some great carry over loot between stages as part of it. As well as power ups. It would be awesome if the Mage could get a heal power up, and some AOE stuff for other classes. Like the knight could have a blue aura that heals/gives mana.

I think i might actually make the mage more usefull with more spells like you suggest as at the moment i find the mage a little boring. The knights special ability at the moment does actually heal players a little as well as hurt enemies. I do like the blue aura idea that could give manna though so i may implement that as well thanks.


Also it would be interesting if you could repair some of the fortifications, by standing still and holding a button... so you could temporally block off an entrance and buy a little more time to explore.

This was an option i had originally played with but wasn't sure how it would affect thermo and larger enemies emitting later in the level. If i can find a way thought it would be good. I just thought that maybe that could be the warriors special thing. He could repair stuff.

I'm actually getting better at logic now so i may be able to add some new and exciting stuff. May be a while but it's happening.

Thanks a lot for the ideas. I am actually playing your level at the moment so i will have some new feedback for you as soon as possible.
2011-06-26 13:02:00

Author:
Lordwarblade
Posts: 761


I just thought that maybe that could be the warriors special thing. He could repair stuff mmmmmmm.



Thats a great idea! Usually warriors are all like 'Me smash things' great way to rethink that class.
2011-06-26 13:19:00

Author:
Mr_Fusion
Posts: 1799


Things are slow right now as i am trying many different things out. Thermo is becoming a problem but i am finding ways around it.

I wanted to show my title screen concept for the RPG im making and thought instead of making a new thread at the moment i would show it here.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=35627

The RPG is something i am taking my time with as i want it to be really exotic and different. I am planning on making new abilities for the Castle Defence level and will be incorporating Maybe a new map or gameplay type sometime soon.
2011-07-18 14:41:00

Author:
Lordwarblade
Posts: 761


Holy wow! Is that the final image you're going to have for the title screen?! 8O That actually looks like the background of a game you'd see on the PSN store which is very impressive! I really like the sense of chaotic action you have forged into this silhouette-like piece while still keeping the main focus center stage by using angles and colors. Very brilliant piece of artwork if I say so myself! Now, I'm really looking forward to seeing what you have in store for the RPG once you're able to get it published! 2011-07-28 06:33:00

Author:
Qrii_Nakari
Posts: 204


UPDATE

Okay many issues have been fixed and many new things have been added.
I completley overhauled the logic and recreated it so that i can do a lot more with it. One of the biggest improvements i have made is that each player should now gain their own points for killing enemies.

Also i have added new abilities to the classes and some of the the enemies.

Knight - Can now create a magical holy shield around him that will protect him from enemies attacks and also any allies that enter it. It uses mana fast though and you can't use the enchanted bow while the shield is up.

Warrior - Can build two barricades at a time and can destroy them with circle to place them somewhere else. Also his rage ability now spawns a small enchanted Dragons Souls that will protect him for a short time.

Rogue - Can now summon shadow kin that streatch out from his own shadow to aid him in battle. Not quite perfected and i'm not sure how good it looks. He is also faster and has a little more mana then before.

Mage - Changed a lot of his stats and the desighn of some of his abilities. He can now summon a small enchanted thunderstorm that will hurt any enemies that get near it.

There have been a few other little changes aswell as these. I am still working on a standard shield move and sprinting.

I want to add a new monster that will only appear with 3-4 players as a challenge. Not sure what it should be yet though. Might even work on a new map.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=36192
http://www.lbpcentral.com/forums/attachment.php?attachmentid=36191
2011-08-21 19:51:00

Author:
Lordwarblade
Posts: 761


In response to your visitor messages, I don't have many map ideas off the top of my head either, but I did think a little bit about what kinds of objectives that could be possible while players are assaulting the dark fort! Of course, you don't have to take any of these suggestions I'm about to make.

First off, these objectives are completely optional to do, but they will be triggered in a random fashion and will always be available to players assuming they haven't completed them yet. Once that particular objective is completed, you could set a timer that would act as a "cooldown" of some sort before the objective can be taken upon once more. How ever many points you wish to bestow upon players once they've completed it is solely up to you by the way. ^^ Here are several types I've thought of so far. Feel free to use or discard whichever XD

Destroy barracks to temporarily slow down the appearance of enemies
Defeat the enemies manning the castle wall defenses (like catapults or archers) and replace them with your own men to heavily slow down the reinforcements that periodically flood the place
Escort hostages found in random places throughout the fort to safety
Sabotage "help" letters and replace them with false letters to let other enemy forces know that "everything is fine;" therefore drastically lowering the amount of reinforcements for a set period of time

And yeah, I have noticed the predicament with spamming Rage abilities when playing with others. I do have a suggestion but it may force you to change your logic once more, which I apologize in advance for if this becomes overwhelming in a way. ^^; But instead of relying on points, how about having a counter that slowly increases each time you land a hit on an enemy and resets with each use? That way players can keep their score as well as use their Rage abilities whenever it becomes available!

Now before I forget...It's been a while since I've played this level, but I don't remember experiencing any lag while playing with 4 players who have strong internet connections. Not sure about the exclamation marks though; I'll have to replay the level again to refresh my memory on them.
2011-08-22 22:31:00

Author:
Qrii_Nakari
Posts: 204


Wow now i have so much to think about all these ideas are very interesting i shall have to really think hard before i start the second part to this.
Some of these ideas i might be able to use when i make the RPG if not for this as they are interesting.

The Rage idea is great but will take time to redo everything i already have. hould be worth while though.
2011-08-23 05:31:00

Author:
Lordwarblade
Posts: 761


Ok just updating with a vid and i have fixes a few bugs i had found. I'm still looking fao ideas if anyone has any to offer.

http://www.youtube.com/watch?v=m6y4mZn1lig
2011-09-07 01:22:00

Author:
Lordwarblade
Posts: 761


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