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Messages - Armanant

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1
Shattered Haven / Re: Shattered Haven -- Another Upcoming Project
« on: August 02, 2012, 02:29:35 AM »
So.. where do we enter our credit card number?

2
Quote from: x4000
... sad stuff about steam sale not doing well...

.... >:(

Just bought 2 extra copies of AVWW and an extra copy of AI war. I'll find someone to give them to i'm sure. Time to show them off during my lunch break at work!

3
A Valley Without Wind 1 & 2 / Re: Builds for Glyph Bearers...?`
« on: March 22, 2012, 12:14:02 AM »
You can already do this - you chose how to distribute upgrades, which have varying effects based on base stats of the character. Then you have different enchants you can slot depending on your role, and spells you use to complement the lot  8)

4
http://en.wikipedia.org/wiki/Floating_point

I'm guessing Single precision, so... 16.800000? It's been a good few years since I've done that paper XD more than enough though!


5
So the question becomes: just how good at dodging are you? 

This reminds me of my great exploits last night : At the very ass end of a maze, fumbled a critical dodge and got knocked down to 6 hp. On the highest difficulty. A few versions ago, not a problem - just warp back to the start, zone out, heal, done. Now... No warp points anywhere in the ruins so far. Even if there was, It'd be risky as the portal at the start chunk was in the very middle of the zone, so would probably zone in surrounded. So I Dodged. I Dodged like I've never dodged before. A few times I stumbled, and took a hit. Each time, I had built up just enough hp to not die from it. I was reduced to 1 - 2 hp about 6 times on my bloody trek back home.


But I made it.



Dammit, first you post a link to boatmurdered and get me hooked on DF, and now this.

6
A Valley Without Wind 1 & 2 / Re: Double-tapping shortcuts
« on: February 23, 2012, 03:03:23 PM »
As far as I'm aware shields are still quite effective against damage not of their source. I used to use them all the time to tank one or two projectiles I was falling into, a melee as I run past some enemies, or to just push through a wall of projectiles...

7
A Valley Without Wind 1 & 2 / Re: AVWW Beta 0.576 "Bug Bomb" Released!
« on: February 15, 2012, 04:03:08 PM »
Especially if it means that unlocking the mole people means that you get Balorgs on the surface world.

They dug too greedily, and too deep....

8
A Valley Without Wind 1 & 2 / Re: AVWW Beta 0.575 "Escape Hatch" Released!
« on: February 12, 2012, 12:12:22 AM »
buut.. I got acid gills in a stash room, same as emit light..?

9
Aaah, that's what you meant by GUI. The notes were saying "HUD stays the same but GUI is completely redone" and it was confusing the hell out of me.

10
A Valley Without Wind 1 & 2 / Re: Our Remaining Goals For 1.0
« on: February 10, 2012, 04:17:54 AM »
During the crunch they activated the TURBO BOOSTtm feature. Peaked at 84 hours and 12 minutes to the day before the air compressor blew. Thankfully they fixed it rather quick!

11
A Valley Without Wind 1 & 2 / Re: Our Remaining Goals For 1.0
« on: February 09, 2012, 02:01:21 PM »
After playing the latest patch a good while last night, the main thing I currently find lacking is monster and spell variety. As you say you say though more will be added once the main systems are in place, so figured there wasn't much point in mentioning. However, a lot of the spell ideas I had sounded like things that would be added with what I thought would be glyphs at the time, but I don't see mention of that here? Things like cone spells, exploding spells, homing spells, beam spells, ground only spells (like a wave of flame), more variety in shield spells etc etc.

If you've played a game called Magicka - it has a wide variety of spells and it allows for many different approaches to every situation, which stopped it from getting boring quickly and left a lot of things to discover. Combinations of spells that work well together (especially synergize well or literally combine) made co-op especially good too  :)

12
A Valley Without Wind 1 & 2 / Re: Upgrading spells to Tier 2
« on: January 29, 2012, 04:08:54 AM »
Hmm might be a bug then... worth throwing this stuff in mantis :-)

13
A Valley Without Wind 1 & 2 / Re: Upgrading spells to Tier 2
« on: January 29, 2012, 03:12:41 AM »
I think you might have to unlock the things first before they start appearing in the world (for vases) and as missions (for the charred amber). I'll check it now actually..

Edit: Yep, to unlock Clay from Vases, you need to find a stash in a tier 2 "Townhouse" (guessing abandoned town?). To unlock charred amber missions you need to destroy all monsters in a Tier 2 desert. So basically do some missions until you've raised the enemy progress enough to set the areas to tier two, then go out unlocking  ;)

14
A Valley Without Wind 1 & 2 / Wow..
« on: December 16, 2011, 02:14:25 AM »
I've just got to say it.. wow.

I come back from a bit of a AVWW break, and what do I find...

You guys are insane. the amount and scope of the changes over the 'power coding' week has been incredible. I am a software developer and am thoroughly impressed with the speed, scope and QUALITY of the changes. You should feel proud for the incredible effort you've put into making this game a better one. I started a new world and AVWW is a new game compared to what I played last a few months ago, and it has changed overwhelmingly for the better.

gotta say it again, WOW.

15
A Valley Without Wind 1 & 2 / How will multiplayer work?
« on: November 08, 2011, 09:48:03 PM »
I've been wondering about how the multiplayer might work in AVWW, and I've had some concerns. I quite like how the server <> client system works in minecraft - for example, I run a server on my home machine, and can log in with a client on my home machine, from work on a lunch break, or from a spare computer at a friends house, which would on occasion be used by his little brother to join the same server. I can also hop onto my partner's laptop and log in as my character so I can play from another room etc. Basically it makes great use of the fact that a minecraft 'identity' is just a username + password login, and can be accessible form any computer that has minecraft on it.

Would something like this be possible with whatever the intended structure for AVWW is? I'm worried that a single install of AVWW on a machine would only let that computer log in as a certain user.. I'd need multiple installations on every machine to handle any permutations (partners laptop would need a copy with her registration key, plus a copy with mine, plus a copy with my brother's so he can use the laptop to play if he comes over, plus his friends copy if his friend comes over and the computer arrangement lines up that way, etc).

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