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Messages - kof91

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I am just posting in directly forgive me if I said something silly.. have not followed this thread  from the beginning but seems like AVWW wanted a new art style.
What's wrong with the current one? personally liked the current graphics set a lot.

Will user be able to choose btw the current gfx and the future ones?

Pretty cool idea to allow gamers to cast votes based on preference. Are we gonna be able to cast votes like what endless space is doing via their games2gether portal? simple forum poll will do nicely.  :)

Studio G looks very nice and gave a post apocalyptic feel..

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A Valley Without Wind 1 & 2 / Information and AVWW
« on: May 02, 2012, 11:31:38 PM »
Now I am going to approach this from a different perspective. I think game mechanics wise for AVWW is typically enjoyable (I am happy the spell range is back to what it should be). I have not been following all the thread in forum, so not sure if this has been brought up before. Thoughts, ideas, comments, flames are welcomed.. I want to enjoy this game more and hope many more will enjoy this "unique" game :)

I think typically for games that requires crafting and exploration a good wiki explaining will helps a lot. When I was playing Terraria I did a lot of reading on wikis, get ahead in the preparation on which area to explore and what to expect, at least I don't feel so lost. I have friends that actually "lost" on terraria because they do not have the necessary information to play. On top of that their experience is totally spoiled when given equipment way above their tiers. (I do not know if in multiplayer, you can give another player spells above his tier for AVWW) If there is information or pre-game preparation, then it will be much easier to play. Example on terraria, I will tell my friends, lets explore jungle and get getting jungle only craft material comes naturally as you explore, typically dun need to keep track of what you need. But I already have the information on my required craft material is in jungle area. I guess in this regard can be said terraria has a more simplistic approach.

When I am playing AVWW most of the time I just got lost in exploring and after a while it feels repeated. After few hours, well I don't feel accomplished. Shopping list is a good enhancement, now at least I know what to look for and where also the information is pretty vague when it tells you its on the grassland, dessert etc. (side question: Is there a teleport spell where I can teleport to the surface?) A good wiki will definitely help, before that happen I already have information on how and what is required to be successful. Wiki also should have task oriented guide, example rescue npc, how to maximize the appearance of npc quest? I like to research off game, when playing game feels like AVWW is trying to play "wiki" to feed the information (heavy reading). Other games that requires research that I play is Monster Hunter 3, which I did a lot of offline research of what material and how to get those for crafting. With AVWW I got a feeling of "now what do I need now?" and next question "where do I find the info regarding this?". Right now I just randomly explore, and getting random material and craft random spells with whatever I have on hand (beggers can't be chooser eh?). Just doesn't feels as intuitive as terraria in that regard. Feels like AVWW is missing this which frustrate some especially new player with overwhelming information. AVWW doesn't start simple at all. I have like 10+ spells ready to add at the beginning. I want to have fun playing, not reading on how/where to get what during game. Honking encyclopedia feels like AVWW wiki in-game.

The comparison on terraria not in terms of game play, purely I am looking at the information perspective. I think it is important on this kind of open ended game. Is there any good wiki around for AVWW? Can all these honking encyclopedia information be made available at AVWW wiki? It will be amazing, if the information is available and player can process the information to their style. Each person processes informations differently. A player contributed wiki would be nice, like terraria relies heavily on that.

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A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: April 25, 2012, 06:36:23 AM »
From your game directory, it's in \Runtimedata\Worlds\[name of world]

Grab the entire directory.

Thanks..

My experience from grabbing save game and putting into steam version for other games.. usually the steam achievement won't unlock.. unless u re-achieve it again.

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A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: April 25, 2012, 05:35:55 AM »
Do I have to request for a steam key if I purchase from gamersgate? The key doesn't look like typical steam key.
Also the will I be able to preserve the save game/world from my current copy?

The keys are set by the developer, not steam. The keys for AVWW all look about the same, so there isn't really a "typical steam key".

As for the second question, when you activate the game with Steam, I'm not sure if it moves your files over or not, I don't think so, but backing the world up every once in a while is a smart idea whether you are moving the game or not. If you back it up and Steam does move it, it's easy to put back.

well I found the information here
https://support.steampowered.com/kb_article.php?ref=7480-WUSF-3601

looks like typical valid key is
Valve CD Keys in this format: 1AB2C-D3FGH-456I7-JK8LM-NOP9Q
Valve CD Keys in this format: 1AB2C-D3FGH-456I7
...
I have activated many product keys.. typically looks like above format

and it also says there
AI War CD Keys in various formats
I guess this will be the same for AVWW will be using custom developer set keys.

Where is this character/world backup folder located if I want to manually move the save game over to steam version?

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I only read thru the first post, I agree with some of the 1st point. Most spells are aim sensitive. I am hoping to see more splash damage spell that does area damage like the "S" in contra with is not so aim sensitive. Quite frustrating sometimes having to aim and all the spell feels the same just aim and shoot the enemy. I think probably would love to see more variation of spells and more variation on spell mechanics. For now it just feels so much precision  is required.
Try using 'tab assist' aiming.  It helps a LOT in frenzied fights to keep your target on track.  For AoE there's a few spells but they're close range spells, things like Circle of Fire (believe that's the name) that just does a 360 degree attack, or leafy whip that hits anything in front of you.

Quote
Again I haven't played far enough to discover more spells, just lost my character and inventory during one of the beta updates, so kinda of like starting from scratch again on a level 2 civ with zero character inventory.
That's... not supposed to happen.  If you can post your world (and backup world, I would hope) on Mantis (Arcen's online bug-tracker) they can probably assist you with the problem.  I don't know what beta you went from and to, so that may affect what could carry between upgrades.

Quote
The perfect secret mission is kinda insane, specially the background blends nicely with the bats.. just enter the mission area and gets booted out immediately.
Perfect Missions are meant to be a little 'out there'.  It's like lava escape.  They were built basically on request (I believe) as very tough missions. 
Some things that will help:
- Don't move immediately upon entering an area, you're invincible until you do something (besides drop a light).  It gives you time to let the automated mobs move off the door.
- Use Tab-Assist to help you find the bats.
- Use a high-speed spell in perfect missions.  Everything has heavily reduced HP in those missions and thus should only need a shot or two.  If you get caught 'reloading', you're in for it.

kinda looking for longer range aoe spell.. so basic formula is just two kind.. close range aoe and aim reliant spells.. almost feels like the spells are just diff skins

I will look into tab assisted aiming, need to find a good key to remap as i am using left handed config.

I am not sure I think one or two version before the rc1 build. I already started a new character.. and strangely the enchant inventory suddenly appear halfway thru the game now.. I did login to multiplayer to take a look but also did before which never erase my single player character.

Basically after the update I start my Environ world, it prompts me for a new character.  Well I was busy a while back so I didn't do anything to report. If it would help I would gladly send in my save game for the dev team to dissect.

I am not too sure what you meant by get caught 'reloading' I do notice some odd behaviour regarding the mission, sometimes I failed the mission I get booted out, then there is another prompt again I failed the mission, basically prompt twice consecutively and got back outside the mission room. not sure if that classifies as a bug? happens too fast as I press enter.

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I only read thru the first post, I agree with some of the 1st point. Most spells are aim sensitive. I am hoping to see more splash damage spell that does area damage like the "S" in contra with is not so aim sensitive. Quite frustrating sometimes having to aim and all the spell feels the same just aim and shoot the enemy. I think probably would love to see more variation of spells and more variation on spell mechanics. For now it just feels so much precision  is required.

Again I haven't played far enough to discover more spells, just lost my character and inventory during one of the beta updates, so kinda of like starting from scratch again on a level 2 civ with zero character inventory.

The perfect secret mission is kinda insane, specially the background blends nicely with the bats.. just enter the mission area and gets booted out immediately.

Other than that I guess I am enjoying it, the platforming is just nice for my taste. Control feels accurate.

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A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: April 24, 2012, 08:53:06 PM »
Do I have to request for a steam key if I purchase from gamersgate? The key doesn't look like typical steam key.
Also the will I be able to preserve the save game/world from my current copy?

8
A Valley Without Wind 1 & 2 / Re: Yellow consciousness shards
« on: March 26, 2012, 05:50:51 AM »
I've been getting a lot of yellow consciousness shard at desert particularly inside buildings and pyramids. Still find it quite hard to look for citrine raw gem or any raw gem in particular.

Most of the consciousness shards are found in buildings I suppose? And raw gem in underground veins? Coz I am getting a healthy balance of all the shards but not much gems. I kinda prefer to explore buildings over underground caverns. 

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A Valley Without Wind 1 & 2 / Re: Is multiplayer in yet?
« on: March 09, 2012, 09:39:30 PM »
If you mean a headless server with no graphics components at all (and, more to the point, linux-friendly) : that's a would-be-nice, but our engine doesn't really work that way despite having a few command-line options that are supposed to head in that direction.

Yes that is what I meant, server with no graphics component, I wouldn't want to host on the box(win/linux) which I am normally playing games as I would like to leave the server on for public access. Something like dedicated server available for terraria.  Used to host this on a separate pc and leave the access public so that anyone can join anytime. Save the gfx crunching as well if you are running 24/7?


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A Valley Without Wind 1 & 2 / Re: Is multiplayer in yet?
« on: March 09, 2012, 06:03:22 AM »
Speaking of MP is dedicated server part of the plan after v1.0?

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A Valley Without Wind 1 & 2 / Re: Left Hand User Nightmare
« on: March 09, 2012, 05:57:02 AM »
I reconfigured pretty much the same keys I use for terraria. Also added mouse middle button for ability3. the rest all default keys.

Right Keypad6
Left Keypad4
Up Keypad8
Down Keypad5
Jump Keypad0
ConfirmOrAction2 KeypadEnter
UseAbility1 Keypad7
UseAbility2 Keypad9
UseAbility3 KeypadPlus
UseAbility4 KeypadDivide
UseAbility5 KeypadMultiply
UseAbility6 KeypadMinus
UseAbility7 Home
UseAbility8 PageUp
UseAbility9 End
UseAbility0 PageDown

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A Valley Without Wind 1 & 2 / How to reporting animation bug?
« on: March 08, 2012, 09:03:43 AM »

I have encountered an animation bug which the character animation got stuck walking into wall on 0.904. How should I report this? will screenshot be sufficient? So far I am unable to replicated this bug again no matter how I placed the platform. Is there any other debug information I can submit to help look into this bug?

I am not too sure how to submit this, thought I ask in the forum first.

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Just updated and finally my civ reach tier 2. I understand that the difficulty has been bump up but does it include trees and boxes? Now I need 2 hit to clear the trees and boxes.  :o Is this an intended difficulty upgrade?
Also the enemies that bump off after being hit is kinda annoying. It is easier to avoid their projectile and walk away than the effort to hit them.

On the plus side the mission bosses poses more challenge now, nice to need to jump and avoid being hit. Before this patch, I can practically stand my ground taking all the hit with the mission boss. On normal difficulties I think bosses can shoot more projectile or even shoot with a pattern plus shots directed at the player ala "Shmups" styled will be fun for platformer probably not for difficulties lower than normal. This will also make the bosses more variation. I am not too sure if this had been in the game yet. I just started playing it, there is still a long way for me to go.

14
But not a problem, I jus hit any button and went into main menu, then I went settings and registered it.
It's definitely a problem in that we don't want anyone to get that as their first impression :)  But your flexibility is appreciated and I'm glad you were able to find a solution.  So when you opened the license key window from the settings window it looked the same as the one in the screenshot except it had text?

Chris, is it possible that the underlying image used for the sprite text of the specific font that's used on those buttons was not loaded yet?  The "Main Game License Key" text above that drew just fine, so probably not that, just checking.

No problem, just a small glitch, agreed not a nice impression for a release product, well it is still in beta now :)
When I open it from settings the dialogbox looks fine. By the way it happen all the time afterwards except the first time I run the demo. I wonder if it has something to do with the windowed screen mode. But I am unable to test further, I should have hold on to the demo for a while more.

Is there a proper section/thread for bug reporting?

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Here is the screenshot http://i.imgur.com/G7aMU.jpg

But not a problem, I jus hit any button and went into main menu, then I went settings and registered it.

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