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1076072 Posts in 44161 Topics- by 36127 Members - Latest Member: DSSiege11

December 30, 2014, 08:34:05 AM
TIGSource ForumsPlayerGeneralpost random funny stuff here (instead of just creating a new thread)
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Author Topic: post random funny stuff here (instead of just creating a new thread)  (Read 259236 times)
sereneworx
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What a terrific duvet!

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« Reply #860 on: June 06, 2009, 08:05:28 PM »

Wait... what?



What?
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Alec S.
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Formerly Malec2b


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« Reply #861 on: June 06, 2009, 09:10:36 PM »

PUNCH IN TWO DIRECTIONS!

SPINORAMA!
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Okenido
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« Reply #862 on: June 06, 2009, 09:48:00 PM »

I love game commercials from that time period.

If only to laugh at how they ever thought that they would increase sells.
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Cymon
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« Reply #863 on: June 07, 2009, 06:20:39 AM »

I thought it was way funnier in written form.

http://www.terrybisson.com/page6/page6.html

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Cymon's Games, free source code, tutorials, and a new game every week!
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aeiowu
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« Reply #864 on: June 08, 2009, 09:58:42 AM »

@cymon i'd have to agree

check this out: http://www.youtube.com/watch?v=MLvNGZjMt8I&feature=fvsr
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PaleFox
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« Reply #865 on: June 08, 2009, 02:36:05 PM »

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Alec S.
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« Reply #866 on: June 08, 2009, 03:05:56 PM »

Is it wrong that I really want to play that game?   :D
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Zest
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« Reply #867 on: June 08, 2009, 06:35:43 PM »

Not at all, good sir. Not at all!
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Cymon
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« Reply #868 on: June 09, 2009, 08:22:04 AM »

We need a version that attached to the brim of your top hat or monocle.
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Cymon's Games, free source code, tutorials, and a new game every week!
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Guert
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« Reply #869 on: June 09, 2009, 03:11:45 PM »

How about a little intelligent humor?
http://www.youtube.com/watch?v=N4JBj0kxef8

:D
This scene cracks me up every time I watch it!
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Zest
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« Reply #870 on: June 09, 2009, 07:26:41 PM »

Developer walkthrough video for the batshit insane Just Cause 2. Looks like fun, to say the least.
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William Broom
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« Reply #871 on: June 10, 2009, 12:03:01 AM »

Just Cause 2 looks amazing!!!
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Renton
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« Reply #872 on: June 10, 2009, 12:17:39 AM »

A bit too much like Bionic Commando, but yes, it does look very fun.
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ChevyRay
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« Reply #873 on: June 10, 2009, 12:43:38 AM »

Both of these were amazing.
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KennEH!
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« Reply #874 on: June 10, 2009, 03:39:24 AM »

That was hilarious and awesome.
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Madness takes its toll please have exact change.
Zest
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« Reply #875 on: June 11, 2009, 06:11:26 AM »

I didn't think this really merited a whole new topic, so I'll just spit out this little anecdote here:

Last night I tested my RPG engine again, for the first time in a couple of months. After initially naming it Sexy Adventure Time, I decided to go with the more, erm, appropriate title Sandbox. It's more or less a simplified version of your basic pen and paper engine (I'll put up the rules if anyone cares), but I had one twist that I wanted to try out. It started off simply enough: The three players were returning from a previous mission and bringing back their prisoner, a wizard who'd betrayed the king or some such nonsense. After dealing with a couple aggressive orcs (just to test out the combat), they met with the king to discuss their reward. One of the players decided that the evil wizard was a pretty cool dude after all, and set him free. It was at this point that I pulled out an egg timer, and had the wizard say:

"There is now a bomb in the castle. You have fifteen minutes."

The players now had fifteen real-world minutes to find and disarm the bomb. I won't bore you all with the details, but they did find it and, with five minutes left to spare, cut the red and wires (they figured out the blue and green ones would trigger the explosion)... and promptly pillaged the village they had just saved. All in all, it was a pretty successful test run- I'll need to try out a longer game with the full stat list, and I might come up with a couple more gimmicks to go with it. So, gg- now for waffles.
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CK
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« Reply #876 on: June 11, 2009, 06:13:04 AM »

"There is now a bomb in the castle. You have fifteen minutes."

The players now had fifteen real-world minutes to find and disarm the bomb. I won't bore you all with the details, but they did find it and, with five minutes left to spare, cut the red and wires (they figured out the blue and green ones would trigger the explosion)... and promptly pillaged the village they had just saved. All in all, it was a pretty successful test run- I'll need to try out a longer game with the full stat list, and I might come up with a couple more gimmicks to go with it. So, gg- now for waffles.

 Kiss this sounds great Kiss
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PaleFox
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« Reply #877 on: June 11, 2009, 07:40:40 AM »

That sounds wonderful. Does it work over the internet? I would love a good pen & paper internet thing.
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Zest
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« Reply #878 on: June 11, 2009, 08:35:36 AM »

Thanks, you guys! It's just a pen and paper system, in the literal sense; if you trusted each other enough to roll dice offscreen without cheating, you could certainly play it online. It's essentially a universal role-playing system, so it's meant to be used in a wide variety of situations. Players create their character with these three basic statistics:

Speed
Strength
Smarts

which are all self-explanatory. For short games like the one I played last night (about 30 minutes), this is usually enough, especially for players who are new to RPGs in general. If the group so chooses, they can add on three additional stats:

Social
Sharpshooter
Special

Adding that first stat creates a distinction between street smarts (Social) and book smarts (er, Smarts), while Sharpshooter determines accuracy for very precise actions. Special's a unique one, in that it's always your best stat, but it cannot have anything to do with combat. A player could choose something like Medicine, or Hacking, but it can also be something seemingly useless like Cooking or Whistling. Essentially, it's a Chekov's Gun.

Combat and other conflicts are dealt with the Narrator (what Sandbox calls the DM) setting up the situation, providing any necessary statistics. Depending on the situation, either the enemy or the player will make the first move. The move is described in story terms, and a stat is chosen for the attacker. Let's say a player wanted to punch an orc in the face. Since he's using a primarily physical attack, the Narrator decides he'll use Strength, a 3 in this case. The orc is going to try and dodge the attack- movement, and thus he'll be using Speed, a measly 1.

Two dice are rolled (it doesn't matter what kind one for each side), with the total added to the proper stat.

Player- 3+5= 8
Orc- 1+3= 4

The player is the clear winner here- the difference is 4, so the orc loses 4 points of health. The Narrator can then add extra story details, such as the orc's tusk getting chipped or something, and the cycle repeats.

Like I said, I'm still working out the kinks to this, but if you all know people you'd like to play a game with, I'd love to hear how it goes!
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Shade Jackrabbit
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« Reply #879 on: June 11, 2009, 04:17:43 PM »

Theo, your combat system reminds me a lot to that in the Lone Wolf series. If you haven't looked to those before, you may be able to draw some inspiration.
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