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Games => Source => Topic started by: banna8 on February 24, 2010, 08:46:34 AM



Title: Morality Mod {0.8.2}
Post by: banna8 on February 24, 2010, 08:46:34 AM
Finally! A game that judges me based on my decisions!

Thats right, Morality Mod is up, and much better since last time:

1) Recieve good and evil points based upon your decisions (Murder, Sacrifice, Theft, Saving someones life, among other things.)

2) Gather amazing skills and strengths! (Speed, Jump, Damage, and some other things are affected by morality.)

3) Develop Amazing new abilities! (At the extremes of morality, you will recieve a great ability that I'm going to keep secret for now.)

4) Develop AmazingER newER abilities! (Go to one extreme, then the other to recieve a truly impressive ability)

Here are some problems:

There arent that many ways to get good or bad points. (I'll be working on it.)

Here are the links:

V 0.8.0: (First Version, 4 new abilities, morality system in place) {may be broken)
http://www.mediafire.com/?02nyyxnmjtm

V 0.8.1 (Made it easier to amass points, *secret* is no longer invincible, Items spawn correctly) {easier}
http://www.mediafire.com/?mmy0dntijgd

V 0.8.2 (Added Morality indicators, nerfed *SECRET*, improved ghost interactions, added resistance to falls for the moral) {more balanced}
http://www.mediafire.com/?miynicgiykw

SOURCE:
http://www.mediafire.com/?ml2lznno0dm


Title: Re: Morality Mod {0.8.0}
Post by: marsgreekgod on February 24, 2010, 10:50:11 AM
Quote
Sometimes morality indicator and *secret* don't appear until in upper left hand corner. (yes, I did spawn them relative to the player)
spawning them there would be the issue...


Title: Re: Morality Mod {0.8.0}
Post by: banna8 on February 24, 2010, 10:55:28 AM
I spawned them at 0,0 relative to oPlayer1, should that not make them spawn where the player does?


Title: Re: Morality Mod {0.8.0}
Post by: marsgreekgod on February 24, 2010, 11:05:52 AM
You said you watned to make it spawn in the upper left hand corner...


Title: Re: Morality Mod {0.8.0}
Post by: Sudonimus on February 24, 2010, 11:14:57 AM
Link doesn't work for me.


Title: Re: Morality Mod {0.8.0}
Post by: gummybears123 on February 24, 2010, 11:19:43 AM
Link doesn't work for me.
Same here, it says the link is broken


Title: Links
Post by: banna8 on February 24, 2010, 11:46:22 AM
The newest versions should work now. (also, its newer)


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 12:21:06 PM
I don't get this. I just see some red light surrounding you, and you jump like a space higher.


Title: Re: Morality Mod {0.8.1}
Post by: marsgreekgod on February 24, 2010, 12:39:52 PM
I kinda suck at it, but it's nice.


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 12:48:29 PM
Okay, I guess I might as well tell you the unlockable abilities now. (The controls werent really clear)

Full Good - Angel Wings: jump when in the air to jump again up to 5 times.

Full Good to Full Bad - Devil Wings: jump when in the air to jump again up to 5 times. These wings however allow you LARGE jumps in the air.

Full Bad - Throwing Axe: hold whip until marker appears. then release whip to throw axe. hold up or down to control the up/down movement of the axe.

Full Bad to Full Good - Necromancy: hold whip for a while (have yet to create the sprite for a marker). Then release whip to spawn a friendly *secret* to help you. It will go around attacking enemies instead of you. Jumping on its head allow you to jump up very high, almost like a trampoline.

Also: Killing a ghost: This will bring your morality to the extreme. if you have any good at all, you will go to full good. If you have any bad at all, you will go to full bad.

WARNING: The ghost is still instant kill, and has a lot of health. (50 I think)


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 12:56:25 PM
How do you get good/bad?


Title: Re: Morality Mod {0.8.1}
Post by: gummybears123 on February 24, 2010, 01:04:13 PM
Look at first post


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 01:06:40 PM
Which is which? How do you tell whether good or bad?
(I mean, there's the obvious: theft, killing, saving, but what about sacrifice?)


Title: Good and Bad Points
Post by: banna8 on February 24, 2010, 01:06:49 PM
Here's a partial list (I haven't included everything I plan to, people may suggest things, I may have forgotten some included things):

Evil Points:
Kill Shopkeep
Kill Damsel
Steal from store
Taking Idol to the exit
Sacrifice
*Killing Ghost with evil points*

Good Points:
Kill Zombie
Kill Vampire
Kill Cultist
Kill Frog (don't ask me)
Save Damsel
Destroy Altar
*Kill Ghost with good points*

EDIT: How could live sacrifice possibly be "Good"?
If I could figure out how, I'd post images.


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 01:16:18 PM
By full good to full bad, do you mean you start full good, but in one step become full bad?

And I don't see any good aura in the last area.


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 01:38:36 PM
No, sorry get to one side (good or bad). Then undo all of your work, (get the opposite type of point until neutral) then continue until you get full of the other type of point.

Sorry, I dont know how to post an explanatory GIF.


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 01:56:23 PM
I... think I get it.


Title: Re: Morality Mod {0.8.1}
Post by: smokcheez on February 24, 2010, 02:01:00 PM
How about if every time you kill a human enemy like a caveman or cultist you get bad points, but a lot less then killing a damsel. Also, sacrificing a dead thing should be neutral points.


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 02:13:37 PM
Carrying a dead person until placing him onto a blood stained shrine to an ancient polytheistic god ..... Doesn't really seem like a very nice/good/righteous/holy thing to do.


Title: Re: Morality Mod {0.8.1}
Post by: smokcheez on February 24, 2010, 02:30:35 PM
It's not like a little spelunky funeral was going to happen or something.


Title: Helpful Video! (I think)
Post by: banna8 on February 24, 2010, 03:00:06 PM
Here, since I don't know how to put up images, download this GIF. Hopefully it will explain what I mean:

http://www.mediafire.com/?u5ntezodmyi


Title: Re: Morality Mod {0.8.1}
Post by: Audioworm on February 24, 2010, 03:01:06 PM
Full Bad to Full Good - Necromancy: hold whip for a while (have yet to create the sprite for a marker). Then release whip to spawn a friendly *secret* to help you. It will go around attacking enemies instead of you. Jumping on its head allow you to jump up very high, almost like a trampoline.

Tried it with level editor. It's AWESOME!


Title: Thanks
Post by: banna8 on February 24, 2010, 03:03:06 PM
Thanks a lot, I worked a while on it.


Title: No problem.
Post by: Audioworm on February 24, 2010, 03:06:09 PM
The [SECRET] is pretty overpowered though. Maybe tweak it a bit?


Title: Re:
Post by: DungeonPheonix on February 24, 2010, 03:08:53 PM
The jumping abilities seem redundant if you get a jetpack or the cape and gloves combination.

Would it be at all possible to put a numerical "karma meter" in the pause menu? I'm not one for vague auras of glowing moral fiber.


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 03:10:53 PM
I will nerf the *SECRET*, and yes, I could add a number if you didn't mind it going from -32 to 32


Title: Re: Morality Mod {0.8.1}
Post by: Audioworm on February 24, 2010, 03:25:05 PM
Yay!

Also, yeah, karma meter would be awesome.


Title: Morality Bar: Vote
Post by: banna8 on February 24, 2010, 03:30:56 PM
Ok guys I'm gonna go in a little bit, so I wont be able to do it today, but where and what should this morality indicator look like?

A: Red to Blue Bar
B Text (Numbers)

A:In-Game
B:On Pause Menu


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 03:49:56 PM
Numbers, and In-game.

If possible,
Red to Blue bar in game,
Text when Paused.


Title: Re: Morality Mod {0.8.1}
Post by: DungeonPheonix on February 24, 2010, 04:00:26 PM
Is Kali supposed to be very angry at me for having killed a bunch of frogs?


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 04:04:05 PM
Yeah, about that... think of good points as negative favor. Because that's what they are. Evil things contribute to favor (Kali liking you) And god things contribute to ..God? liking you. They are opposites of the same spectrum.


Title: Re: Morality Mod {0.8.1}
Post by: Hayden on February 24, 2010, 04:14:46 PM
Great mod.. But just before, I had a bunch of bombs and a jetpack, and was bummed because I died from an invincible fish that liked killing cavemen..

It went like this..

There I was, flying around, minding my own buisiness, when suddenly, a caveman spots me and charges.. He misses me and runs into the water, where a nearby fish starts eating him alive.. The caveman died after like, three or four bites, and then I went in for the kill .. Turns out the fish was invincible.

I had a blue glow and a white whip, too.

Confusing mod, but I like the idea for now. Can't wait for the full version.


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 04:22:20 PM
Kali is like Satan, right?


Title: Re: Morality Mod {0.8.1}
Post by: DungeonPheonix on February 24, 2010, 04:29:39 PM
And frogs are the devoted hellspawn of the devil?


Title: Re: Morality Mod {0.8.1}
Post by: AresRomanGod on February 24, 2010, 04:30:09 PM
And whips do no damage when good.


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 04:47:35 PM
I know. They only pushed the frog back.


Title: Re: Morality Mod {0.8.1}
Post by: gummybears123 on February 24, 2010, 07:35:58 PM
More like teleported them back 4 spaces


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 07:59:32 PM
The last five posts are correct! (except for gummy....)

Also, I'll be working on the favor indicator soon.


Title: Re: Morality Mod {0.8.1}
Post by: gummybears123 on February 24, 2010, 08:06:27 PM
I was saying that the pushing is like teleporting, not IS teleporting, the frog just dissappears and then reappears


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 24, 2010, 08:08:06 PM
Agreed.

If anyone would like to work on any of the sprites listed on spriters Unite, I'd be very glad.


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on February 24, 2010, 08:08:47 PM
Okay. Pro'ly not though.


Title: Re: Morality Mod {0.8.1}
Post by: KarjamP on February 25, 2010, 05:05:19 AM
According to the previous posts, evil is more powerful than good. I think you should balance it out by giving more pros and cons to each side. That's just my opinion.


Title: Pros and Cons
Post by: banna8 on February 25, 2010, 11:22:55 AM
Your right, and I plan on doing so. You must remember this is practically a first release I will be adding and improving.

EVERYONE: Please post your suggestions for skills, abilities, traits, and requirements for both good and evil sides.

I plan on adding more ways to get both good and evil points, and to increase the difference between them while still keeping them as balanced as I can.


Title: Re: Morality Mod {0.8.1}
Post by: Arucard on February 25, 2010, 12:25:44 PM
suggestions: If very good you could get an extra health for saving damsel, or discounts at shops.

Maybe add some good altar where you can donate money for good points?


Title: Re: No problem.
Post by: Audioworm on February 25, 2010, 12:31:02 PM
That would be tough, don't you think?
Also..

The [SECRET] is pretty overpowered though. Maybe tweak it a bit?

Just so you know, by overpowered I mean it kills stuff in one hit and can't die unless you jump on it.


Title: Re: Morality Mod {0.8.1}
Post by: DungeonPheonix on February 25, 2010, 12:50:37 PM
For starters, reconsider abilities that can be replaced by a piece of equipment. On the one hand, yes, that means you don't have to buy or steal that equipment, but on average I get what I need (a jetpack, the caped glove combo, extra supplies) when I need it, and if I don't, well, I just restart.

Also, remove the penalty to altar offerings that aren't damsels. You have to realize Kali offers a pretty big incentive that could only be offset by making Good abilities that much better. Finally, tying morality to common enemies, even if they're only worth little points, complicates matters further.

You might also make morality perks incremental. For example, at 25% Good you get X ability, at 50% Y ability, and so on. They don't have to be the same for the other side either; maybe Good pays out more in the end while Evil has some stuff up front but a large gap before later perks. The path of righteousness is not easy, yes?

Having said all that, here's a couple ideas:
  • immunity to explosions
  • negate fall damage
  • negate stun
  • increase invincibility period after being hit
  • some kind of defense buffer, like how the damsel takes less damage from things

I'm thinking most of these work for Good. Maybe I'd skip out on the 99 bombs if I get to be a walking fortress instead?

Speaking of the damsel, did you change the way the player character's basic attack works? TM kills damsels by mistake because I'm trying to dig them out to save them in the first place. There's also a graphical glitch where the damsel remains standing if you haven't picked her up before killing her this way, and she gets the stun star above her head if she's stuck in a web while dead.


Title: Re: Morality Mod {0.8.1}
Post by: KarjamP on February 27, 2010, 05:09:11 AM

Also, remove the penalty to altar offerings that aren't damsels. You have to realize Kali offers a pretty big incentive that could only be offset by making Good abilities that much better. Finally, tying morality to common enemies, even if they're only worth little points, complicates matters further.

Why do you want to have the penalty removed? Kali is the goddess of death (and, therefore, evil) It makes sense that sacrificing to her would give a penalty (nobody deserves death).

A few of my suggestions:

1. A perk fer be 100% good is that Omlec won't attack you in the end (He would simply open the door to the treasure room instead).

2. You would get a penalty if you would do any kind of killing at all (no killing spiders, snakes, cavemen, etc) (as I said, nobody deserves death).


Title: Re: Morality Mod {0.8.1}
Post by: hyperme on February 27, 2010, 05:15:18 AM

Also, remove the penalty to altar offerings that aren't damsels. You have to realize Kali offers a pretty big incentive that could only be offset by making Good abilities that much better. Finally, tying morality to common enemies, even if they're only worth little points, complicates matters further.

Why do you want to have the penalty removed? Kali is the goddess of death (and, therefore, evil) It makes sense that sacrificing to her would give a penalty (nobody deserves death).

A few of my suggestions:

1. A perk fer be 100% good is that Omlec won't attack you in the end (He would simply open the door to the treasure room instead).

2. You would get a penalty if you would do any kind of killing at all (no killing spiders, snakes, cavemen, etc) (as I said, nobody deserves death).

God of Death does not equal evil.  If no one died, overpopulation!
Omlec is an idol being worshipped.  I thought that as evil!
They try to kill you. Therefore, they're evil.  Therefore, killing them must be good.


Title: Re: Morality Mod {0.8.1}
Post by: Audioworm on February 27, 2010, 07:17:37 AM
Your right, and I plan on doing so. You must remember this is practically a first release I will be adding and improving.

EVERYONE: Please post your suggestions for skills, abilities, traits, and requirements for both good and evil sides.

I plan on adding more ways to get both good and evil points, and to increase the difference between them while still keeping them as balanced as I can.
My suggestions:
50% dark skill: Black sword instead of thorn whip, making it even more powerful
50% good skill: Charge up and fire a weak bolt of holy energy(Does 1 damage but is quite useful)


Title: Re: Morality Mod {0.8.1}
Post by: DungeonPheonix on February 27, 2010, 01:59:23 PM
If you want to assign morality to the amoral realm of gods and higher powers, that's fine, but if you want the sides of the morality system to be near balanced and equally appealing on a gameplay level, you'll have to make some compromises that don't make sense if you think about it.

Currently, having Evil points gives you favor with Kali. Making sacrifices to Kali also gives you Evil points. Kali gives you a random piece of equipment, the Kapala, and maxes your bomb capacity. You also get a projectile attack for maxing out your Evil points. Finally, if you decide to redeem yourself, you get [SECRET] once you get full Good.

What do you spend your Good points on? You can jump more. Also your basic attack no longer kills enemies who are trying to kill you.

I'm a bit leery of projectile attacks, partly because projectile weapons aren't in short supply, and partly because they're a bit buggy. In the latest release, the axe from maxed Evil stays with you until reaching maxed Good, where it's replaced by [SECRET]. It also fires randomly, or so I thought, until I realized it tracks any time you press the action button as charging up for its use.

Also, how on earth do you kill a ghost? I used several bombs on it, and I surely can't jump on it, but the basic attack brings up an error if it connects.


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on February 27, 2010, 02:22:32 PM
Oh no! (about the ghost) I will be revamping the good side, nerfing the {secret}, and working on the ghost, AND working on a new morality indicator.
It just that... life, you know?


Title: Re: Morality Mod {0.8.1}
Post by: KarjamP on February 28, 2010, 03:34:14 AM
God of Death does not equal evil.  If no one died, overpopulation!
Omlec is an idol being worshipped.  I thought that as evil!
They try to kill you. Therefore, they're evil.  Therefore, killing them must be good.

You should really research on Wikipedia first before posting:

Quote from: Simple English Wikipedia (Normal English Wikipedia didn't give me what I wanted)
Kali is the goddess of death and destruction.

and...

Quote from: Wikipedia
The Olmec were an ancient Pre-Columbian civilization living in the tropical lowlands of south-central Mexico, in what are roughly the modern-day states of Veracruz and Tabasco.

Also, Kali is a Hindu goddess (not saying that Hindus are evil).

By the by, have you seen Indiana Jones 2? It features Kali worshipers.

EDIT: Another person on this forum even asked; "Is Kali Satan?" or something like that.


Title: Re: Morality Mod {0.8.1}
Post by: hyperme on February 28, 2010, 04:35:12 AM
You sir, are
...
Yeah films are stories as in not real.

And God of Death and Destruction DOES NOT EQUAL EVIL!  PLUTO WASN'T EVIL, HADAS WASN'T, AND KALI ISN'T.

Also, from your post: Normal Wikpedia didn't give me what I wanted.
And by Omlec, I'm talking about the Big Head Final Boss.  Who the cultists worship.


Title: Re: Morality Mod {0.8.1}
Post by: KarjamP on February 28, 2010, 06:02:20 AM
Kali is, in fact, evil, due to the fact that people are sacrificing the living to her (which is indeed evil). Not even the good fractions in Heroes of might and magic: Tribes of the East (Haven, Academy, Fortress and Sylvan) sacrifice to the living unlike the other remaining 4 fractions (The Demons, the Dark Elves, the Necromancers and the Orcs (I'm too lazy to recall the names of those fractions)). Instead, They sacrifice artifacts. So don't even come up with excuses to that (Even Olmec doesn't demand sacrificing).

Yeah films are stories as in not real.

So is Spelunky.

And God of Death and Destruction DOES NOT EQUAL EVIL!  PLUTO WASN'T EVIL, HADAS WASN'T, AND KALI ISN'T.
YOU SHOULD RESEARCH FIRST BEFORE POSTING THAT STUFF! >:(

Quotes from Wikipedia:

Quote from: Wikipedia
Pluto was the Roman god of the underworld, known in Latin as Tertius, the counterpart of the Greek Hades.
Quote from: Wikipedia
Hades (Άδης or Ἀΐδας; from Greek ᾍδης, Hadēs, originally Ἅιδης, Haidēs or Άΐδης, Aidēs, meaning "the unseen"[1][2]) refers both to the ancient Greek underworld, the abode of Hades, and to the god of the underworld.
Wikipedia said that both gods are from the underworld.

I'm sorry. I've overeacted (though I still think that sacrificing is bad). I've still think that they're evil (god(dess) of Death and destruction, ruler of the underworld, etc).

Not: can't get the strikethrough to work >:(.


Title: Re: Morality Mod {0.8.1}
Post by: hyperme on February 28, 2010, 06:31:36 AM
Underworld is not Hell, dammit!  The Greeks had the Underworld, and just the Underworld for death places.  It included Tartarus, yes, but that was only part of it.  You do your research before coming up with 'Death gos are evil'.


Title: Re: Morality Mod {0.8.1}
Post by: smokcheez on February 28, 2010, 07:38:17 AM
According wikipedia, "Kali is today considered the goddess of time and change."


Title: Re: Morality Mod {0.8.1}
Post by: grieck on February 28, 2010, 10:42:34 AM
Hades was specifically NOT Evil! Maybe a kidnapper, i'll grant, but otherwise just a lonley guy.  The underworld is where EVERYONE went when they died. Good, bad, etc!

So far your quotes don't back up that they're evil, just that they rule the underworld. The world under ours...doesn't sound terribly negative when you think about it.


Title: Re: Morality Mod {0.8.1}
Post by: Kegluneq on February 28, 2010, 04:32:16 PM
According wikipedia, "Kali is today considered the goddess of time and change."

Well the cave definitely changes every time you play.


Title: Re: Morality Mod {0.8.1}
Post by: Kirby on February 28, 2010, 04:34:33 PM
According wikipedia, "Kali is today considered the goddess of time and change."

Well the cave definitely changes every time you play.
*insert audience clapping and laughing here*
Good mod, but I think good needs to have some better stuff.


Title: Re: Morality Mod {0.8.1}
Post by: banna8 on March 01, 2010, 04:55:36 PM
New version is coming soon, including a new morality indicator!

Would you guys like me to remove the aura if the new indicator will show morality points clearer, or should I keep both?

FUN FACT: When using oScreen, the screen is 958 units wide. However, when using scrDrawHUD, the screen is only 320 units wide.


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on March 01, 2010, 06:03:18 PM
I like the aura.


Title: Re: Morality Mod {0.8.1}
Post by: gummybears123 on March 01, 2010, 06:53:33 PM
Same here, it's cool


Title: Re: Morality Mod {0.8.1}
Post by: Sudonimus on March 01, 2010, 06:55:24 PM
Glowing...


Title: Re: Morality Mod {0.8.2}
Post by: banna8 on March 01, 2010, 08:32:37 PM
New version's up! Good points prevent fall damage, aswell as instantly kill ghost, Morality indicator is added, there's also a number that you can see when paused.


Title: Re: Morality Mod {0.8.2}
Post by: Audioworm on March 02, 2010, 11:33:19 AM
WOOO!


Title: Re: Morality Mod {0.8.2}
Post by: DungeonPheonix on March 02, 2010, 04:04:04 PM
Of the two times I've attempted it, I was unable to get out of stun under the effects of null fall damage.

I find it strange that killing a frog grants you the same amount of karma as saving a damsel, much more anything at all. Here comes some strapping bloke in a nice hat romping through their garden; they're just being territorial.

I haven't had much luck encountering altars, but being that my morality is inflated by the souls of frogs, I found the karma meter does not change when making an offering of: a damsel, a cave man, and a mantrap. If the same is true for Evil, that's fine, but it still favors the latter side because morality still counts as negative and positive favor.


Title: Re: Morality Mod {0.8.2}
Post by: Sudonimus on March 02, 2010, 04:14:38 PM
What's full morality? (Evil/Good?)


Title: Re: Morality Mod {0.8.2}
Post by: DungeonPheonix on March 02, 2010, 04:31:20 PM
Good is 32. I'm led to believe -32 is Evil, but I haven't attained it yet with this update.

You know those yetis? How they're immune to whip attacks and are very annoying as such? I find the light whip makes this the case with every enemy in the game.


Title: Re: Morality Mod {0.8.2}
Post by: Sudonimus on March 02, 2010, 05:08:12 PM
yeah. It just pushes them back.
So STOMP!
And I REALLY  HATE how when it's a dark level and you're bad you don't get a little ring of light around you.  >:(
Otherwise this mod is turning out good.


Title: Re: Morality Mod {0.8.2}
Post by: KarjamP on March 07, 2010, 06:28:08 AM
Evil loves the dark, Sudonimus.


Title: Source Code
Post by: banna8 on March 24, 2010, 08:00:56 PM
Guess what guys? BUMP!

I've put up the source code for those who are interested (sorry, it's pretty sloppy)


Title: Re: Morality Mod {0.8.2}
Post by: Sageofrage on March 29, 2010, 01:59:09 AM
everytime a frog dies a spelunker gets his wings  :) and then loses them to a yeti!  >:(


Title: Re: Morality Mod {0.8.2}
Post by: leafbarrett on October 18, 2010, 06:36:57 PM
Is this mod still being worked on? :(


Title: Re: Morality Mod {0.8.2}
Post by: banna8 on November 01, 2010, 01:50:47 PM
Is this mod still being worked on? :(

I wish it was, it would be great if the guy stopped being lazy and started doing stuff again!


Title: Re: Morality Mod {0.8.2}
Post by: ptmc2112 on November 01, 2010, 06:02:19 PM
wait, isn't that you?


Title: Re: Morality Mod {0.8.2}
Post by: halibabica on November 01, 2010, 08:47:33 PM
Is this mod still being worked on? :(
I wish it was, it would be great if the guy stopped being lazy and started doing stuff again!
wait, isn't that you?
Sarcasm: you just can't read it.


Title: Re: Morality Mod {0.8.2}
Post by: ptmc2112 on November 01, 2010, 09:42:31 PM
sadly true at times

EDIT: wish I could phrase that better.