Toribash
Aaa yes CnC is the best thing you could possibly do


I've always been worried about the lattice obscuring vision. It's both necessary and pretty distracting. I'll see if I can tinker with the color more to make it less obnoxious.

Although, I don't suppose I often say why I chose a lattice

big image


The whole mod environment in this one is basically a wealth of different angles to aid in maneuverability and quick efficient comebacks. Angles always felt to me like a huge part in planning and executing comebacks quickly and efficiently, so I thought of the idea of the lattice as a way to provide a far wider variety of utilizable ankles when kicking off of objects from a wider range of distances from the surface of the object.

Simple ceilings were always a pain for me to try to plan come backs off of, since I needed to be so close to the ceiling to move in a more horizontal direction. A protruding grid alleviated my issues with that. The fact that it allowed you to 'grab' onto it to swing without really grabbing was more of an extra benefit than a central feature, to me.


I'll see if I can do anything extra to give a bit more headspace without making it more difficult to transition between the lattice and the floor, though. If freedom of movement feels like an issue I'll need to find a way to fix that.
Well, it's your call. Another idea is to make the ceiling a blunt-angled hexagonal cone, since a little slope might be helpful for comebacks.
This is really interesting. I will try this now.

I like that you played with the damage points, and the environment seem really interesting.
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Note: Forgot to turn off grab on body..you can grab your opponent's body parts
Last edited by William; Oct 7, 2016 at 08:55 PM. Reason: <24 hour edit/bump
Your messed up world enthrills me
Update of last mod:

imkulw.tbm


Changelog



Features



Both an optimization and a fix of the last one. Grip shouldn't work at all on body parts, plus all kinds of different changes described above

This is a pain from phone
Last edited by pouffy; Oct 20, 2016 at 12:02 AM.
hey hey hey guess who's back


big, very large, very good updates to acroshu and twinkido. go check those out in the OP, dowload em, play em, etc. etc.


I've also done a bit of work with the OP. I'll be doing more work in the next few days here getting everything updated, and I'll be adding some more mods to it.


Also, I've decided I want to start sharing some of the templates I've made for myself. Shit like point distributions, density distributions, custom dojos, etc. I'll be adding those to the OP over the next few days as well.
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I've added 6 very simple environmental templates to the modtools section. Hexagonal boxed dojos of various sizes. Enjoy.
Last edited by pouffy; Dec 11, 2017 at 12:49 AM. Reason: <24 hour edit/bump
Nice stuff Pouffy. By the way, you can make it so that any dm causes auto-loss, without glitches caused by parts colliding that shouldn't collide. All you have to do is put all body parts into one group and make them collide with that same group. So for example on tori's parts you could put:

trig_id 1
trig_mask 1
trig_action 2

and on uke:

trig_id 2
trig_mask 2
trig_action 1

You can look at blood_altar_wip1.tbm for example.
and that works for everything?

daaaaaaaaamn


i would have thought that'd trigger loss if any one bodypart touched another. Is that because they have the same id?
based odlov
[SIGPIC][/SIGPIC]
[4:37 PM] ponf: y'all might think i'm not wild enough to send dick pics over toribash
[4:37 PM] ponf: you'd be wrong
uwu i wuv you uwu
It's because the joints don't collide with the body part they are connected to (knee still collides with head but not the upper leg) so when the dm this is broken and they co
art horder. i like art.
mod requests: https://discord.gg/VEYqUSU