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    posted a message on [Custom Tournament] Bounty Hunters - Sudden Death

    @Sntenshi: Go

    A friend named hadron is coming too! yay

    Posted in: General Chat
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    posted a message on [Custom Tournament] Bounty Hunters - Sudden Death

    @Sntenshi: Go

    Noob signing in! :D

    Posted in: General Chat
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    posted a message on [Custom Deathmatch Tournament] Bounty Hunters

    Frenchmen everywhere!

    :O

    Aaaand, twas fun... GG! :D

    Posted in: General Chat
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    posted a message on Kill the Cat, Cat never dies!

    The ant dodges his fathers foot, causing him to slip and fall down the stairs, which leads into a cage full of hungry tigers. As his tentacles are being devoured he points at the ant and screams, blood dripping out of his mouth: ET TU ANT! The ant now feels awfully depressed and suicidal for having killed his father... He pulls out a razorblade and starts cutting himself while singing My Chemical Romance.

    Posted in: Off-Topic
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    posted a message on [Release] Typing of the Zerg

    @Halohalo1: Go

    What would give the game alot of replay value would be have random sentences with interchanging adjectives and objects... Might be hard to pull off, but will result in alot of lul phrases :D Or just go to http://en.wiktionary.org and go crazy.

    Posted in: Project Workplace
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    posted a message on [Release] Facility 17 - A Terran RPG

    A couple of nitpicks: The plane at the end, instead of what i presume was an attempt to make it fly from the right side of the screen to the platform in the middle, flew from inside the platform, clipping into the ground, to the facility entrance. However it still loaded the guys from the platform, but two soldiers were left standing.

    Additonally, all special attacks such as Hellfire, Psi Barrage and especially meteor (which was awesome otherwise btw :) ) had these little shield and HP icons popping up everywhere. This one in particular shouldnt be a hard fix, but is extremely annoying in places such as the first part of the meteor spell, where they almost block vision of the entire animation. Additionally theres was a bug where in one of the parts of Zephyrs conversation (I think its the second part), the turn of my protoss dude got skipped over, without him doing an attack (i didnt really notice how it happened except that suddenly it was gales turn and i didnt have a chance to use mah void burn as planned).

    As a final addition, it would be really usefull to have some sort of graphical indication of when a characters limit is ready. Multiple times i've thought I had a limit on one of my character and planned accordingly, only to find that it is only 99% charged, extremely annoying imo.

    Other than these little annoyances, this was a GREAT game. I can't wait to see what you have in store once you have the details ironed out on this one and can continue the design of the next one as a wiser man :D Also, the story wasn't that bad for being what it is. The protoss and gale were fairly interesting characters, and the protoss had fairly convincing dialogue. Plus, the omnislash at the end made it even more awesome, i loled at that FF7 reference :)

    Posted in: Project Workplace
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