I just don´t see the point of it when the numbers are right beside it hmm.

252

(37 replies, posted in Development)

nealz wrote:

Too bad Tees don't have any hands. I wanted to make a little tee pointing with its finger smile

http://img3.imagebanana.com/img/vn0undx8/Untitled1.png

I don't have illustrator atm, i'm too lazy to create proper symmetry using flash tongue

Tees will have hands in 0.3 smile, just watch those screenshots in Developer Journals.

Nice work. I´d say the %-column is unneccessary though.

254

(69 replies, posted in Development)

nealz wrote:

However without having thought about it too much I don't like the Idea of doublejumps or increased
aircontrol settings. Being really really focussed on not being hit by grenades a medium experienced
player will easily be able to dodge 99% of all grenades. It also takes away a bit of the practice necessary
to get along with the hook if you'd implement these settings. I'm quite curious how that's gonna be made.

I disagree. In my experience granades are only easy too dodge when the one dodging is more experienced than the one shooting (but sure, then it´s very easy). Skilled granadiers make life very hard, at least for me.

255

(1 replies, posted in Developer Journals)

Seems like some really smart solutions there. Nice too see that you´ll be able too have the tee look so close too how they used too look, too, while still being slightly different smile.

256

(7 replies, posted in Support)

(Pherhaps you know this and the problem is something else, but I thought it should be said)

Generally your ping is different too different servers. In the list of servers you get when starting up teewars your ping too the server is displayed in the rightmost column. Make sure too join one with a low number too minimize delay, hopefully too the point where you won´t notice it.

257

(69 replies, posted in Development)

Rockets are tricky. Sometimes they are really easy too dodge, sometimes they are really hard too dodge. Makes it all a mindgame of predicting eachother´s moves. Makes for interesting gameplay, and definitely very acrobatic, but can be tireing in the long run since it tends too be similiar most of the time.

Rockets take up a lot of the play time, which is kind of a bad thing when theyre always available. Still, they would loose a lot of their flavour if they did less damage. It´s not like the other weapons arn´t useful, they really are, but rockets have a way of really grabbing attention so it´s the thing people will try first.

My solution is too make maps without rockets on them, where all the less powerful uses of the other weapons can get some space. That way you can have the great rocket mindgames, but you don´t have too have them all the time.

258

(9 replies, posted in Developer Journals)

Maybe the tees can have some kind of coloured piece of clothing with the team color in teamplay modes, and in all other respects have their usual individual looks? A bit like in school gymnastics wink.

ohh, hands!

matricks wrote:
Dreamy wrote:

As for the far future map editor, being able too make your own tiles would be awesome.

Well, you can right now but the editor is, erh, not ready for public so there is a few tricks that you must do smile

Ohh, cool. But you know, people can handle tricks if you tell them how wink. Of course, a usable map editor would still be way better, I´m not arguing that, but I think you underestimate the public smile.

As for the far future map editor, being able too make your own tiles would be awesome.

262

(2 replies, posted in Development)

Herzog wrote:

Hi guys,

I played your game and have to say that its a nice one! But the movement of the fighters are terrible :< In the moment i saw the hook, i instantly remembered in the "shopper" in Worms Armageddon

http://www.youtube.com/watch?v=mtqFc4NTdJY

This is what i mean. You can hook over long parts, turn around, spin and fly with very high speed - Thats crazy fun!

So what´s the difference between that and teewars? That you rotate between hooks? That worms video looked very much like the movement patterns you get in teewars too me.


Herzog wrote:

The other thing is about the jumps of the fighter. They are not very high, so i cant reach some points without trying it 3-4 times. The fighter should have the option to jump higher or maybe to fly with a little rocket booster, like you can do it in "Soldat".

You usually don´t need too jump up on platforms, since you have the hook. And ultimately, how hard it is too jump up on things has more too do with how well the level is designed than how high you can jump (all levels made so far have flaws in that department, except possibly mine wink). I can agree that som control of how high you jump, as well as jumping from walls, could be fun. But ONLY if it´s made in a good and intuitively controlled way, otherways I´d think it better as it is. Rocket booster would definitely not fit teewars though.

263

(10 replies, posted in Development)

One thing I´m wondering about. Once in the far future when the map editor is released, will there be a way too convert maps made earlier than that too the new format? Cause I´m wondering if it´s a good idea too try too make good maps already, or if it´s a waste of time.

264

(207 replies, posted in Development)

Juice Lee wrote:

Hammer Time: Tee throws a monkey that jumps around and attacks with the hammer weapon. The monkey will only exhist for a short time but it can also be shot and killed.

Too random I think. And too powerful too, probably.

Juice Lee wrote:

Boxing Gloves: Another h2h style weapon that has a chance of stunning the opponent for a short period. Also if the tee uses the grappling hook on an opponent and then presses the attack button a quick boxing attack / rush is performed.

Sweet! Slightly slower than hammer but if you hit first you can keep on punching till the opponent is dead? I like this one.

Juice Lee wrote:

Turret: Tee places a turret on the ground that fires the pistol weapon at oponents until it is destroyed.

What´s the point? Not running out of ammo?

Juice Lee wrote:

Mind Control Beam: When a tee shoots an opponent with the mind control beam, the tee is able to control his opponent for a short period. (Or the affected player looses control of his tee for a short period and the tee will do random actions during this time.)

I don´t think this one fits teewars.

Juice Lee wrote:

Tee Repulse: Tee gets puffy / bigger and is able to repulse or reflect attacks that hit the tee while it is enlarged. This ability can be held but if held the user will run out of ammo / power quickly. Maybe the weapon could look like an air pump or a needle and perhaps the tee will loose mobility while pumping up.

Lovely!

Juice Lee wrote:

Cursed Tee Power Up: If a tee runs over this power up it will begin to flash. The flashing will slowly become frequent until the flashing is constantly happening. Once the flashing becomes very frequenty the Tee will explode and there will be a fairly big explosion radius. The catch is, the curse can be transfered to another tee by dealing damage to an opponent. So if a tee thats cursed hurts another tee that tee will become cursed and the curse will be relieved from the original holder.

Sounds quite fun, but I´d rather see it represented by something else than flashing.

Juice Lee wrote:

Also I know this is the wrong thread, but it'd be nice if tee's could perform a double jump. Even if the second jump gained less height.

Why?

265

(69 replies, posted in Development)

funkydunky wrote:

hi,

i played the game some days now, and i really like it.

in my opinion you should focus on some important things first:

-server should be able to  change maps. always the same map is boring by the time( i know you can change the server, but as the server stats are so inaccurate right know it's little bit like gambling to get a server with people on it)

- server should be able to upload maps. would be a nice feature, but i could understand if you don't want to implement this. i don't know on what inet connections most of the servers run, but as the maps are 8mb maybe it would take to long to upload the maps with smaller server-inet connections.  so i would suggest an official map pack with download button. as said, only 3 maps get boring very soon

- sometimes it's a little bit anoying that the players figure get stuck on small corners so easily.

sorry for my english

Actually the serverlist usually shows the correct amount of people, if you use the Refresh button. I agree with you on all other points.

I´d also like too add that compensationg for bad connections due too for example long distance would be among the most important things, since players are scattered all over the world. That has already been mentioned before though.

266

(4 replies, posted in Support)

It´s supposed too show a long list of all available servers in the game´s menu system, and it´s just too click one of them and then click join. The list also shows servername, which map is used on the server (the ones called dm and a number are the official ones, and the only ones that will work without downloading custom stuff) and your ping value too the server (how good your connection is too it, the lower the better).

If you arn´t getting a list of servers in the games menusystem, then something is wrong. Probably that your firewall is blocking the signals, like TroXx said.

267

(10 replies, posted in Development)

Slayer wrote:
PrimeviL wrote:

Atm, moving with the hook is just...perfect !

Agreed. It's "bouncy" enough to perform. Controlling the hook while in mid-air works very nicely.

Actually, I think the hook is too perfect. Even in places where distances are perfect for jumping, hooking is faster. I´d like too see that using the hook were just slightly slower (in the speed you throw it, and in the speed it draws you in), too make the choice between ways too move more balanced.

Bouncing could get a niche then, too, since it could be a bit faster but having the drawback of you committing yourself too a certain movement pattern for a brief while, which is always a risk.

Bouncing might a bit too ucontrolled too fit in the teewars feel though. The ability too jump from walls could be real nice though. Then you could confuse your opponent by jumping up on the wall and then jump from it right past him wink.

Another idea could be too make it so that if youre pressing a sideways button when you start jumping you´ll jump faster (but committed too that direction). That way you´d still be able too make small controlled jumps too dodge, but there´d be an alternative too hooking around for moving fast. Of course, it might get a bit too hard too control. Maybe it should only trigger after a certain running distance or something.

268

(380 replies, posted in Development)

According too the editor tutorial the edge tiles are copied into infinity and therefore recommended too have walls on all sides. Thing is I thought I´d use that property for something else, that is not having a roof, which I thought would be great for the feel of the level. Now I find out that the edgetiles are only repeated graphically, and have absolutely no influence on where you can go outside the area covered by the area. This resulted in that you can walk into the wall at a certain point, cause that´s where the mapfile ends.

Apparantly you can go infinitely upwards, while the left and right edges of the mapfile act as walls, regardless of tiles. So when I tried too make the sidewalls end and go out on an infinite meadow on both sides, an invisible wall of air prevented tees from walking out on it. An invisible wall of air that I could hook infinitely upwards on smile.

This could pherhaps qualify as a minor bug?

269

(207 replies, posted in Development)

The Orange wrote:

This is my idea for a power-up:
-Angel wings: the idea is that the character gets angel wings, which replaces the grappling hook for a period of time, and basicly it allows you to fly. It would greatly improve movement ability during the time of the power-up. Also i think the art style fits, with some cartoony animated angel wings and a halo maybe.

heres a lame photoshop of what i mean smile :
http://www.imgplace.com/directory/dir19 … 762108.jpg

Sweet smile

Would need too fly pretty fast too be better than the hook though. Pherhaps one could move in small bursts a bit like with the sword, except shorter distances and reacting on the move buttons rather than the attack button, or maybe reacting on the hook button so you can aim better. With a wingflap animation syncronized with the bursts I think you could get a really nice feel too it anyway smile.

270

(69 replies, posted in Development)

Yeah, it would be nice too be able too play against americans and maybe even Australians on even terms.

271

(10 replies, posted in Development)

This pixel detection discussion is interesing and all, but it feels a little offtopic.

272

(10 replies, posted in Development)

I agree. Would add a nice Lemmings feel too it all smile.

273

(69 replies, posted in Development)

vetrox wrote:

Don't make the chain longer! It's fine as it is! Making it longer will only take away the challenge of maneuvering across a map, which still gets easy after a few games. Possibly also reducing the general speed of the game, due to the longer time it would take to traverse the chain.

The game being fast paced is part of what makes it so fun. You could, however, just reduce the speed at which the grappler draws you in. That would both make it easier too learn using the hook, leave more room for fun swinging moves and make it less powerful for moving fast. Though it being so fast means that it can be used for dodging, which is fun, so I´m a bit thorn.

274

(23 replies, posted in Community News)

matricks wrote:

I would like to see a 1on1 ladder or cup on dm1. But it would be better to wait for 0.3.0 because it will include lots of fixes that enables you do matches etc better, like map restart, remote console etc.

Yeah, 1on1 cup would be really cool. Would make dodging matter more, and dodging is fun smile.

275

(23 replies, posted in Community News)

Arr, you beat me too it hmm. Oh well, I´ll post mine as well, maybe the best of both translations can be compiled together or something.


[Made a translation attempt. There may be some spelling errors etc, so it would be good if someone else checked it. I also had problems with some parts, so I have comments between brackets on those places]

[I´ve used match for the Swedish "match", though it might be that "game" would be a better translation. I am unsure]

Teecup Rules
  *  Matches are played as DM with X players.
  *  The number of matches are decided as the cup starts and depends on the number of players.
  *  If a player has not signed up before the cup starts he or she may not take part. Admins may make exceptions too this rule if they have good reason.

  *  PLayers that repeatedly give admins a hard time may be removed from the cup if it is considered fair.
[I´m not really sure about the translation of this one, since I´m not really sure of exactly what you mean]

  *  Not knowing the rules is no excuse, if a player breaks a rule he or she didn´t know of the player is still too blame.

Before a match
  *  Once a match is registered on the teecup homepage, it´s up too the participants too agree on the exact time for it. The match must be played withing 7 days after being registered.
[NOt sure this is right, cause I don´t really know how the homepage will work. The Swedish version were a bit unclear.]

  *  If the participants can´t agree on when too play the match, or if some players prove hard too contact, the problem shall be reported too the match´s admin who decides what too do.

  *  Admin may deside too cancel the match. If this happens the participants are too be moved too other matches instead.
  *  If an earlier match was cancelled, admin may decide that some coming matches are played with X+1 players.
[Used "some" since I assume you don´t mean 2 with "ett par"]

  *  If there are any other problems before the match this should be reported too the admin of the the match.
  *  Matches are played on the given server that´s not connected too the masterserver. If problems come up it may be moved too another server if all participants agree on this.
[I don´t really know what a masterserver is so I don´t really understad this. Thus I may have gotten something wrong.]

During the match
  *  Every match consists of 2 rounds, each lasting 15 minutes. At the end of each round, all players take a snapshot of the score.

  *  One "warmup round" is played before each round. It is recommended that this time is also used too fix your screenshot. Once the warmup round is over the match starts.
[I wrote this as the Swedish version was written, but I think it´s inconsistant. Do you mean that there´s 1 warmup round before the match, or 1 before each round of the match?]

  *  Use of all weapons, techniques and functions belonging too the game are allowed.
  *  If a server failure or any other problem occur during the match, such as a player leaving the server or unauthorised players managing too join it, the match´s admin shall be contacted immediately. Admin and the players are then too agree on an appropriate solution.

  *  When the match is over it is the winners responsibility too send snapshots of the score too the match´s admin.

After the match
  *  The scores from the two rounds are added together.
  *  The 2 players with the best score advance in the cup, the other 2 are out.
[So it´s suddenly X = 4? Please review this in the Swedish version, and then here]

  *  If some players have a tied score resulting in it being impossible too determine who advances, a forth round is played. Only the players with a tied score take part in this round. This round only decides the order of the people with a tied score, the other players keep their positions. If it is naccessary, more rounds are played this way until a final result is reached.
[Forth round? I thought there were 2 rounds. Unless there were in fact only one warmup round and that you counted that one. Please review this in the Swedish version and then here.]

  *  If the winner forgets or gets trouble with sending in the screenshot, the match is valid only under two conditions: Either if another player sends in a screenshot, or if all 4 players agree on what the result was.
[Again, X=4 always?]

  *  If the match is not valid, it has too start all over again. The match´s admin shall be contacted and the participants are once again too agree on a time for the match.