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Author Topic: Gang Garrison 2.8: The Fool-Free Update  (Read 49357 times)

BassMakesPaste

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #30 on: April 03, 2015, 06:14:01 pm »

You know, if you guys bothered to download and test the beta, the releases wouldn't be buggy.
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Derpduck

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #31 on: April 03, 2015, 06:29:04 pm »

People did download and test the beta plenty of times though, more than I've ever seen for a beta :drool:

notarctic

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #32 on: April 03, 2015, 06:36:23 pm »

this actually probably is one of the least buggy releases in a while you know
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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #33 on: April 03, 2015, 06:59:58 pm »

this actually probably is one of the least buggy releases in a while you know

i don't see any floating stars
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Saniblues

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #34 on: April 04, 2015, 01:28:08 am »

Why do flares pierce enemies? I understand the stream doing that, even if it's kinda bullshit, but flares doing it is just a dumb idea.
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notarctic

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #35 on: April 04, 2015, 02:56:20 am »

I'll fix this when I have time, I'm a bit busy right now
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Poop

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #36 on: April 04, 2015, 03:41:30 pm »

http://puu.sh/h1ye3/bae554c48a.rar

his is the legit parallax maps with revised ctf_classicwell. Aka everything is here except dirtbowl and oldfort. (not really counting oldfort anyway) looking forward to the badges.
« Last Edit: September 30, 2015, 02:08:19 pm by Poop »
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Phantom Brave

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #37 on: April 04, 2015, 03:51:24 pm »

that atalia is *massively* fucked up
so is classicwell

holy shit vertical isn't that hard you guys already made your own layers and everything, this can't be that hard.
« Last Edit: April 04, 2015, 03:58:49 pm by Phantom Brave »
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Phantom Brave

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #38 on: April 04, 2015, 03:56:50 pm »

someone broke 0-depth parallax support. it's supposed to cause the layer to not move at all, intended for sky effects and fixed foregrounds.
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notarctic

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #39 on: April 05, 2015, 12:32:54 am »

wow this update is lage af, i blame all the reload animations going off at the same time + all the rewards on the screen
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Lorgan

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #40 on: April 05, 2015, 02:25:39 am »

someone broke 0-depth parallax support. it's supposed to cause the layer to not move at all, intended for sky effects and fixed foregrounds.
Uh, maybe I misunderstood you when you explained it because I thought not moving = acting like a regular background.
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Poop

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #41 on: April 05, 2015, 04:27:32 am »

that atalia is *massively* fucked up
so is classicwell

holy shit vertical isn't that hard you guys already made your own layers and everything, this can't be that hard.
Those maps were mine. I've revised them. There's metadata to mess around with if you're not still not happy with the scrolling.

People did download and test the beta plenty of times though, more than I've ever seen for a beta :drool:
beta pug y/n? today 3 est.
never again.
« Last Edit: April 05, 2015, 04:49:00 am by doob »
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Lorgan

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #42 on: April 05, 2015, 06:47:20 am »

Just wanted to remind you that this still exists.

ctf_classicwell
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Phantom Brave

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #43 on: April 05, 2015, 07:05:03 am »

>I thought not moving = acting like a regular background.
Sorry, I thought "so that X thing that's impossible otherwise" was good enough. I'll go change the code.


>Those maps were mine.
What on earth are you talking about, the parallax? What kind of extent of "mine" even is that? Did you even see what you did to the colors of Atalia's background? Did you even notice that you left pixels off the clouds on the main background?

>There's metadata to mess around with if you're not still not happy with the scrolling.
I would do that, but somehow the interface for doing so managed to get worse than "input some numbers into text fields". A set of sliders on a window would be ideal.
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Poop

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Re: Gang Garrison 2.8: The Fool-Free Update
« Reply #44 on: April 05, 2015, 07:50:16 am »

>I thought not moving = acting like a regular background.
Sorry, I thought "so that X thing that's impossible otherwise" was good enough. I'll go change the code.


>Those maps were mine.
What on earth are you talking about, the parallax? What kind of extent of "mine" even is that? Did you even see what you did to the colors of Atalia's background? Did you even notice that you left pixels off the clouds on the main background?

"These were mine" as in, meow and i took charge of changing default maps to parallax. I handled dkoth,koth and gen, he did the rest. So naturally, im responsible for the parallax stuff in classicwell and atalia. and no I didn't notice the pixels bcs I am busy trying to fix the ones that were actually  mentioned to me in the other thread. if you'd constructively told me the issues in your prevous reply maybe I'd have fixed by now.
>There's metadata to mess around with if you're not still not happy with the scrolling.
I would do that, but somehow the interface for doing so managed to get worse than "input some numbers into text fields". A set of sliders on a window would be ideal.
there is a slider. kinda. everything u need to know is on the bottom right of gg2b with the button "offset".

Just wanted to remind you that this still exists.

ctf_classicwell
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« Last Edit: April 05, 2015, 07:55:43 am by doob »
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