Koalabeast Games

Author: LuckySpammer (page 1 of 6)

We’d like to introduce our new TagPro developer: Gem!

We are excited to add Gem to the development team. She is a long time community veteran who has been very helpful through the years, especially on the league front. She has built several sites and tools to help with league promotion, draft and management. When she isn’t participating in TagPro, she works as a professional developer building awesome web applications.

All of us, Gem included, realize she has a checkered reputation in the /r/MLTP community. In the time we’ve been closely working with Gem, we’ve been impressed with her skills and poise. We know she is a hard worker and will be an excellent addition to the development team.

Gem will be initially getting her feet wet in the TagPro code by reworking the moderation tools and adding in some much needed features for leagues/private groups.

We look forward to working with Gem and her helping to build a higher quality product for you.

Welcome aboard Gem!

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Cannons, Debris and Shadows!

Sorry for the long delay since the last update. I plan on doing a better job. However we are posting smaller updates on the twitter and youtube account if you like to subscribe there.

One of the videos posted on the youtube account concerned a proof-of-concept slingshot/cannon mechanic. It generated a lot of buzz and discussion on reddit after it was posted. That’s a good thing!

I wanted to share the latest version of the cannon which has had some polish applied:

There is a two second penalty when you enter the cannon, during that time the cannon will animate a loading sequence. The player being loaded can’t move but can be tagged – so flag carriers going for cannons beware!

Once manned, the player has five seconds to fire or eject before the cannon shatters them. We’re not sure about this game mechanic. On one hand we’re worried about people camping in the cannon. On the other hand since you can pop them with TagPro – maybe its fine with no timer. Or maybe the timer should just fire you instead of shattering you? We’ll probably try it a lot of different ways once we start serious testing with maps made for it.

You’ll notice some other things in that video: Shadows are starting to appear and we’ve completely revamped the shatter animation. Shattered debris actually slides around and takes physics into account. Makes for some pretty dramatic tags. It still needs some polish and we’ll  allow users to turn it on/off and maybe even an option for old debris to fade away. Here is a fun video of me stress testing the debris.

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Two TagPro Next Videos!

As a reminder: Nothing is set in stone! Let us know what you think. The gate graphics are just mocks right now.

Some things you’ll notice: Many tweaks and physic changes – but still quite a bit different than classic. The flair on the pucks. The scoring system is a win-by-three system. We have some special effects going on. We are beginning to implement the announcer: FLACCID GRAB! We implemented the auto-panning when respawning due to the popular classic userscript. We are no longer hiding spawning-players from opponents that have TagPro, instead players will spawn with 1 second of untaggable status.

LuckySpammer makes quick work of the competition playing TagPro Next

Long Game of TagPro Next on GeoKoala!

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