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Messages - SerratedSabre

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1
A Valley Without Wind 1 & 2 / Re: AVWW2 Beta 707 Control Update
« on: December 22, 2012, 02:05:05 PM »
I haven't played yet (though I will a bit later), so I'm wondering how the shooting is? Is it a button for each skill, or one button to shoot, and another button (or two) to toggle spells? Cause if it's the second, I have a suggestion.

Alien Soldier (and Hard Corp for that matter) had a way to toggle between firing fixed (stand in one place while shooting, so 8-way aiming is more stable) and firing free (move and shoot, which makes 8-way aiming a little tricky).

Gunstar Superheroes for the GBA had each mode tied to a different button, with the free firing on the one of the face buttons (B and A) and fixed firing on one of the shoulder buttons (L and R). You could use your thumb for free firing, and your index for fixed really easily. With a bit of practice, it makes switching modes rather fluid and quick.

It also opened up a more advanced trick. When both buttons were held down, your firing direction was fixed, but you could still move freely. So you start firing with the fixed fire button held down to set the direction, then hold down the free fire as well to move so you could dodge or keep your fire trained on a target as it moved.

It worked cause it used both the thumb and the index finger in rather neat way. I don't how well it would translate to a keyboard though, but it's definitely worth mentioning.

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A Valley Without Wind 1 & 2 / Re: Auto-Updater borked
« on: August 20, 2012, 04:24:42 PM »
Nope, safe mode with networking still has it hang. My next question is: what happens if I try to run the auto-updater manually if there is no update? Would it hang in a similar fashion? I'm thinking there's a possibility that it doesn't see the update for some reason. I scrounged around in the files and noticed the zip file with the update was there, which kind of supports that idea.

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A Valley Without Wind 1 & 2 / Re: Auto-Updater borked
« on: August 18, 2012, 01:36:00 PM »
Oh dear, that didn't work at all, which makes me think it has nothing to do with the auto-updater at all. I don't want to reinstall AVWW entirely, since I don't think that would help. However, it's not a permissions issue since the other updates went through fine. It is a mystery.  :-\

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A Valley Without Wind 1 & 2 / Re: Auto-Updater borked
« on: August 18, 2012, 12:29:34 PM »
It's a Windows.

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A Valley Without Wind 1 & 2 / Auto-Updater borked
« on: August 18, 2012, 11:31:55 AM »
Well, that was a thing. I'm trying to install the latest update, but apparently AVWW auto-update just hangs when it's supposed to be used. Is there any way I can just reinstall just the auto-updater (since it seems to be its own separate thing) to see if that fixes the issue? It's worked fine in the past, so I find it kinda odd, especially since I have no explanation for it. My version of the game is 1.205, if that info helps.

6
Wow, that's a lot going on there. I seriously can't wait to see how it turns out.  :)

7
Oh, how courteous of the barrel to leave you with 20 hp!  I hope you had already found some spare underpants in those stash rooms.
That sounds like a good idea for a mood item.

Got Mood Gift - Clean Pants

8
A Valley Without Wind 1 & 2 / Game file go boom
« on: July 09, 2012, 10:45:26 PM »
First off, I admit my computer isn't the most stable one I've had. It hard crashes for no reason every once in a while. Twice while playing AVWW. The first time it happened, after restarting my computer and reloading my file, it gave the "fatal error has occured, restart your game" etc, so I did, no harm done.

Second time, same message, except the file won't load. It just stays at the title screen, and any further attempts makes the game think I'm trying to open a second instance, which of course the game won't allow. Is this an issue with the current version, is the file just simply corrupted?

As a side note, other files work fine.

9
Sweet, I can buy mood items in the store! I didn't even mind the 60% survival max for the overlord either, I wondering about the way to deal with the massive bottleneck that is being forced to scrounge stashes for hours to get enough mood items just to break 20% survival.

Heck keep the 60% max for higher city building difficulties and it's a deal. Course now I need the option to buy mood items in bulk, but that's being nitpicky anyways.  :P

10
Ah, I see. I had a robot drop his mood enough on a successful overlord run that his survival dropped from 60% to 4% or some other single digit number. Second time dropped it from 60% to 41%. I immediately burned a third level off the overlord, but the robot didn't make it back that time.

I find the inconsistency in the drop a little odd.

11
Is there any other way to cheer up survivors besides finding gifts? I'm trying to lower the overlord's level and the moods of the survivors is lower than Monday morning at the world's worst job. At this point I'm scrounging robot junkyards looking for stuff to bring my last two adventurers up to 20% just to fire them off like anti-overlord missiles so I can take him down. God help me if they fail their 75% chance.

Hmmm, should I invest in new survivors instead?

12
Ooooo, that's a pretty nice mockup. The character has kind of a GI-Joe action figure feel to it, and I like the design of the sniper balloon. It is a balloon, THAT IS A SNIPER. Even if though it is cartoony, it's good in its own right.

Also, if you ever release the lego version of AVWW, you know who to contact.

13
Quote
For AVWW, I think the question becomes "do we try to preserve the realistic proportions and scale of the current art, or can the game's tone adjust and mesh with a more exaggerated and "cartoony" look?" Personally I'm fond of the naturalistic art style in the game, I find it refreshing when so many platformers these days rush to adopt exaggerated retro styles. But I don't think there's necessarily anything about the game mechanics that would clash or seem out of place if the art style was more Japanese in flavor.
Personally, I think that the current art, while rough around the edges, captures the theme of the game pretty well. That theme is the post-cataclyism world, the lonely exploration of the now empty civilizations, and the Overlord and his minions that you fight against for control of the land. The music helps too, as it's pretty catchy and cool, and fits what area you're in or what event you're doing.

I think to make it have more appeal, the art style would need to be smoothed out in some way. However, I'm not an artist, so I haven't a clue as which direction to go either.  :P

14
Even in anime, there's a diverse array of art styles that creators use, so it's not really all the same. Between two different series like say, Cowboy Bebop and One Piece, you have two completely different types of art styles, yet each of them fits their respective settings and overall themes.

And then there's that walking animation stuff.... huh. Nice. Why don't you just work a bit of smoothing out that animation? Right now he looks like he is stomping WITH PURPOSE, which is cool, but if I imagine that stomp with storm dash, I'm gonna start giggling a bit. And while you're at it, what would a pre-industrial in that style look like? Ice age is pretty baller, but I think it's a little overdone.

15
Hmmm, it feels like it's missing something. The colors on the sprites seem kinda bright, in contrast to the games darker palette. We'd just have to see what it would look like in-game to get a better feel for it. As for the head, how much can the guy de-cartoonize the thing? I'm kinda curious to see what would turn out.

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