08-29-2012, 02:30 PM | #141 |
Cowbelling FFR
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Re: The Current Path of FFR
make ffr less laggy and maybe noobs will stick around and vets will come back.
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08-29-2012, 02:50 PM | #142 | |
ごめんなさい (/ω\)
Join Date: Aug 2012
Age: 28
Posts: 2,290
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Re: The Current Path of FFR
Quote:
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08-29-2012, 03:08 PM | #143 | |
Expect delays.
Join Date: Mar 2008
Location: Montreal, QC
Age: 31
Posts: 4,128
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Re: The Current Path of FFR
Quote:
I wanna punch bmah! >: ) |
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08-29-2012, 03:49 PM | #144 |
Doing the wrong thing the right way since 2010.
Site and Game Administrator
Join Date: Jul 2007
Posts: 1,813
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Re: The Current Path of FFR
Blackwebb was an attempt to bring most of the game/chat asspects under 1 interface. It was more or less an AS3 learning attempt.
R^2 was a demo code layout for R^3, it was mainly to let me throw together something quick to test out ideas, which still preparing for AS3, as R^2 is written in AS2. R^3 is the refined ideas taken from R^2 based on community input too, it's written in AS3 so that I can use more advanced things and get the major speedboost AS3 provides compared to AS2 by design. The layout used in the main menu is based on Fracture, a design by Linkisdoomed which was submitted during one of the design contest. While the score results screen is based on a design by supermousie. |
08-29-2012, 10:37 PM | #145 |
Fractals!
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Re: The Current Path of FFR
I think a lot of us have shared that desire at some point. :P
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08-29-2012, 10:46 PM | #146 | |
ごめんなさい (/ω\)
Join Date: Aug 2012
Age: 28
Posts: 2,290
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Re: The Current Path of FFR
Quote:
Is it still possible to use the designs from the Blackwebb design contest? There were a few people I really was excited to see designs from (*cough* condoct sent 2 *cough*) |
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