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Topics - eRe4s3r

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1
A Valley Without Wind 1 & 2 / AVWW2 - Beta Feedback by Meh ;)
« on: December 27, 2012, 09:38:54 PM »
So... played a bit.. and I think I will only post this here once ;P I am basically only touching each area.. of course it starts with controls, how could it not.. given that's whats going to be the negative thing anyone will ever bring up about AVWW2 outside of these forums. And yes, these are not going to be suggestions, they are going to be observations and statements based on them. Take them, or throw them in the trash ,p

#The control scheme is..  is gonna go down extremely badly... and I mean it, on a scale.. 1 to 10, where 1 is no impact, and 10 is kinda-end-of-world. This current control scheme implementation for keyboard is Armageddon.. or 11.

I guess I am late to the party with the whole mouse thing. But to me the reason for not putting it in is a mystery. If you can't think of a way to convert 360° circle area around a character into 8 zones on a screen then I can draw you a little picture how to do it. ;P Hint: 360 / 8 is 45 which means a 45° conical aim zone (with softening towards the border in order to accommodate weird aspects) (with a soft linear dead-zone in the center of the character) would allow for mouse aim in 8 directions. This is also how radial menus work.. by the way. So even less reasons why there is no mouse assisted "aim". Obviously, an indicator "which" of the 8 directions we aim at would be kinda required then, Could be a magical beam of light, or simply a faint control indicator line. Without mouse, the game is for me at least control wise a nightmare. It's kinda funny too, in AVWW1 we need to have a good aiming precision because of 360° of aiming freedom. But here where the lack of required accuracy could make for a relaxing mouse aim in just 8 directions you remove it.. I am baffled.

Addendum: And just so it's clear.. if you don't do mouse anyway, putting movement not on WSAD is like one of the seven deadly sins. I had to rebind all keys because I can not move precisely with arrow keys, the problem is, even on WSAD i can't aim diagonally in any way precisely because I can't hit some of the attack keys while holding the diagonal attack modifier (try doing that while evading shots ,p). I can't see how this is going to be any less insane on a gamepad, to be honest.

#Kind of bugs and some confusing stuff
Big Frame drop when countering lots of spells with AOE attack
I jumped accidently into one of these weird slimey balls of hurt.. and instantly died.. ouch ;P Some warning, please? ^^
I am feeling a bit weird shooting light at stones that hurt me when I run against them  :D What are they even supposed to be?

#Tutorial (minor)
Be less abstruse and much less verbose about what to do. I guess there is also a case here for "less words". The tutorial is very verbose, which drowns out the important parts. Reduce tutorial to proper directional orders. "GO THERE, DO THAT, to achieve PONY" .. basically. Be concise, precise, and demanding. But explain why the heck we are doing something. Like building houses. I have no idea why I would want more resistance fighters for example seeing that I only get 7 actions before what I assume is the end-game, if that's not what happens after the time is over on that castle I am sorry, due to the controls I never got that far. ^^

#Introduction
Yes, the intro is missing for now (beta and all).. but when someone starts a new game, tell them what the goal of the game is ^^

#Motivation
Zeh Item (singular?), they are breaking too fast devaluing the loot, and the life of the character. The impact of losing loot is nay 0 because by the time it may be useful it is already lost anyway. Someone else probably said it already, but suicide runs are the norm in this game. I have no idea what the punishment for death is? But losing item you are losing anyway is not a punishment. So basically, so suicide creep is a rewarding game mechanic. (hey, that's unique, but probably not intended..)

#Art
I like it so far, backgrounds could do with some more details but overall it's a good change. But then again, games were never about graphics... sadly, they are definitely about animations *cough*

#Animations (Mainly a question)
Is that frame rate for player animation sprite gonna stay like this? (I played that Egyptian women character, I hope that's not all the animations are going to be...) I am seeing my character 99.99% of the entire time. This part of the GFX needs to be the most polished, smooth and pretty thing on the screen....  but I have no idea which char is final and which is not... so this can be a moot point.. or not ;p


#Stuff I need to even play the game properly (beyond controls ,p)
You read it here first GAMMA SLIDER Sunlight + this game, does not mix well, not at all. Gamma slider is needed. Especially since the game is kind of.. low contrasty in places ;p

Dat FONT... is in some areas unreadable because of this weird gradient shading going on. Making text shaded is nice idea, sadly, with a black background, and a to-black gradient. I can't read things very well, the intro, and beta"progress" thingy particularly are extremely.. weirdly.. shaded. And blend to the background better than to the foreground (meaning, it is a better background than readable text ,p). It is in some ways linked to the gamma (or brightness) slider missing ;p

Aside that, I have nothing to add or complain. I can tell you though that lack of mouse controls is .. going to hurt this game. Even if there are design reasons for it, pc players reading "no mouse support" will instantly skip your game and worse, talk about it negatively. To them this might easily appear to be a "catering to consoles" action, and this can earn you much heat on the intertubes very quickly. And I see no reason for that.. it seems like a rather silly thing to be hung up over given that 8 directional aim works perfectly reasonable with a mouse too... better than Q and E

rambling mode = OFF
powering down...

2
Solution Thanks to Stunherald for posting how to sort this the way I wanted ,)

Hi,

duno if you figured this out, but i was just in same position a the "magic" is in "shif+click on Name column" ... so

- Open folder
- Detailed view
- Click on "Date Modified" column
- Shift+click on "Name" column
- profit ! ^^

Yea ... and sorry for exhuming this post but i found it via google on first page, so i guess its good to have also solution here :p

Well, might as well put it here.. I have a super annoying issue.

So I have a NAS, it has like.. 4tb.. but it's mostly single files on the root level and lots of folders (We are talking 1500 files, and 2000 folders). The way I browsed it is by "last change" date in explorer.. the problem comes when you got more than 30 or so files and folders. Because for some absurd reason, if you sort by change date it ALSO changes the order of the folders vs files like it reverses it (detailed below). I want to get to Folder1 which is the "newest" changed folder.

The problem is this
First click on "Sort by Change Date"

file1 (newest)
file2
file3 (oldest)
Folder1 (newest) (WTF??? Folders start after files)
Folder2
Folder3 (oldest)

or like this
Second click on "Sort by Change Date"

Folder3 (oldest) (WTF??? Why are folders on top now?)
Folder2
Folder1 (newest)
file3 (oldest)
file2
file1 (newest)

Now generally speaking, I always want to get to the latest Folder1, not the latest file1. And as you can see, there is no way to do that.

Does anyone have an idea how to fix this? Is there some way to change how Windows Vista / Windows 7 sort by change date, like sorting folders first, instead of files?

3
Off Topic / Best old console games
« on: October 08, 2012, 03:45:16 AM »
Yo.. I am looking for ideas what generally old console games you guys think are must-get. Or were a must get.

To simply give you an idea...

I recently found Phantasy Star 4 - The End of The Millenium and thought it was pretty cool.. and I am simply looking for some other old games outside of the "top 20" lists that I missed. Probably a lot of em.. You can list any console up to GC/N64/PS1 if you still remember any.

I am basically just looking for names of games that you guys think were good or great and should never be missed in an.. say, archive ,p

4
Off Topic / I hate water
« on: August 01, 2012, 06:08:50 PM »
So yeah... I have been kind of cranky lately and that is because my heating installation .. particularly the part that fills water into the heating system decided to spill water for 4 minutes into my ceiling, and cellar, and everything from ceiling to cellar (electric channels). So i had an indoor submarine feel (water running out of lamps is always fun!).

And of course, it happened right smack at the start of the olympics, like literally, I was watching that when I heard the sound of running water where there should be no running water, inside the friggin wall!

Well, power I got back, and my heating works fine (heh) sadly, the room right beneath that ingeniously placed heating installation is ... ruined. Walls are all stained, and a nice weird "wet concrete" smell is abound, one I can't find the source (which means it's behind the wall ~.~)

So yeah.. just wanted to write that off my chest.

5
Off Topic / I am free! I dropped Firefox for good.
« on: July 10, 2012, 06:58:59 PM »
:D

Now this gonna be a short and epic pointless off-topic topic.

I dropped Firefox in exchange for Chrome (with lastpass and adblock+)

This was not a hard decision. First off, a new Firefox update completely broke the CSS for nearly a dozen of sites, including ArsTechnica and many other high profile sites. Secondly, Firefox had broken layouts everywhere mainly because it couldn't cope with Adblock+ and it's frame removal.

And these things combined finally pushed me over today.

And the transition is painfully easy, Chrome imports all my bookmarks, Lastpass handles all my passwords. I am finally browser independent. If crome pisses me off I can just go to some other browser then. But to me, Firefox is dead. With version 13 onward they forgot what a Browser is about, that is the user, and not adding pointless features that nobody needs while breaking compatibility with sites again and again. And let me repeat myself, but a browser that can not display all websites properly has absolutely no place on my PC.

the last notch in this was that I have an android phone, and you can imagine the rest. Try getting Firefox bookmarks or your browser profile synced across devices ^^

6
So... will there ever be some NPC Interactions and memorable unique NPC's ? ;p

You know, Interaction, as in, they do stuff (like saying something) when i hit "use" (which is the Inter in action ,p) ? As it is now while there is a great many monologues in the game there is not a single dialog in the sense that 2 people say something, 1 being me and choosing a reply or dialog opening. Particularly rescuing NPC's feels pretty lifeless and emotional detached than it should be from the sound of it. You don't even see the NPC in question really and he's just suddenly there in your settlement and alive and happy.. and exactly as blank as anyone else in that settlement.

My point being, right now I feel the game lacks this emotional touch that it should have. You know, the world has shattered we fight for survival of mankind, but it never feels that way really. Now it may appear that this is just a small thing but to me "chilling" in between the "shooting" is a very important aspect of a game, chilling meaning exploring characters, background stories or just random gossip. Right now the game is 100% shooting. (I don't count menu based crafting as anything but preparation to shoot more and harder).

Because I am rethreading old GC games I came across Tales of Symphonia and was reminded there what really misses here. That is, characters I care about.

The system of "switching" into other characters literally destroys the immersion for me. If all characters are just "respawns" then all I do when rescuing them is adding more respawns. I am not rescuing people with a story, but a gameplay bonus to be used. And I can't for some reason stop seeing it that way ever since that was introduced.

So what I am essentially rumbling about is whether there'll ever be some more to the game than just shooting, crafting and exploring endlessly? Characters to meet and talk to, do things for, get hugs and gifts or evil stares and poison in food etc.? Background stories, secrets (not talking about secret missions, but unique rare locations with unique rare events/characters in them ,p)

And what about the obligatory side-kick who comments my actions and failings and keeps track of my mess ;p ?

Essentially, right now the game is a very fine side-scrolling shooter but I am not feeling the story :o

Mhh, yeah, wasn't sure where to post this. So here it goes anyway :D

7
Now excuse me for being overly blunt on this, but i am kinda sleepy and just remembered something that bugged me, and i always forgot to post about it so far...

So.. imagine you are a new player.. and you start the game.. and you roll a character.. and that character has 9000!!!!! HP --- sorry, meme got me ;) anyway, 4000-6000 HP. And you think, weee, nothing is gonna hurt me with that many HP!

So now you walk out and see you have 6000 HP and you know how to increase HP to 12000 and so on.. except..
We are displaying this as % .... and worse, spells display damage in HP instead of context sensitive % and enemy take (even at LEVEL 1) about 25% of your HP

Am I the only one thinking that this is not only opaque but just plain weird and makes no sense?

Why aren't we displaying health in HP - divide all health, damages, regen and everything by thousand round the off-numbers, and keep it at that?

Whats the difference between 4000 HP and an enemy doing more than 900 damage and 4 HP and an enemy doing 1 HP damage? Except that one is unreadable after level 2 and the other is still perfectly readable at level 40)

If you answer "but then we can't do less than 1 HP damage" i answer.. yes you can.

Divide health into blocks

|####| <--- 1 block with 2/4 HP soak left  (obviously don't display it like that, rather as
##
##

Or something smaller and even more subtle...


Problem solved.

And it would allow for something even more awesome (the smart people might already realize) now we can apply resistances per block, make bosses with variable resistances depending on HP block stage, apply resistance individually, stack resistance and even apply different resistances for each "full" health block.

And better, advancement would have a tangible advantage, besides giving more health, some stuff could add more blocks, and even soak stages or extend regen ranges (at level 1 regen could be limited to that 1 block, and you need to find item or craft it to unlock regen of the 2nd block.. etc)

Now i don't claim supremacy on the idea, nor that its a good one, my main point is this, the current health system allows nearly no advanced stuff on enemies, like armor on health blocks, or soak where you have to damage 1 block entirely so that it doesn't regenerate again etc....

Am I just weird? Anybody else feel like this? I just think, there should be no gameplay that makes no sense, and this current health / damage system makes no sense to me.

Edit. Obviously this applies to the mana display and system equally.. ,p

8
Off Topic / Why wrong FOV is not a small issue
« on: January 25, 2012, 08:32:55 AM »
Explained by a proper game art school - one that most AAA developers never visited

http://www.youtube.com/watch?v=blZUao2jTGA (Part 1)

http://www.youtube.com/watch?v=S1XsPYPGcl0 (Part 2)

Coming up again, because of the absolutely terrible Darkness II FOV fiasco

I am cross posting this over various forums so don't be shocked to see it popup elsewhere..

9
Download http://www.arcengames.com/forums/index.php?action=dlattach;topic=9266.0;attach=4254

hehe.. i just couldn't resist.. i can haz made new fireballs first you need to edit the relevant entries in the particle xml file found here AVWW\RuntimeData\Configuration

Code: [Select]
  <g pattern="Fireball">   
    <p name="Fire" y="10" offs="-2, 2, -2, 2" mov="60, 100, 170, 190" rot="0, 180, -0.5, 0.5" diffuse="0, 0, 0"
       fade="1, 1, 0.75, 0.5, 0" sca="2, 1, 2, 1, 1" anim="50" infront="45" emiss="0.00001" shad="Normal" ondeath="2" perframe="1" />
   
  <p name="Fire" y="10" offs="-2, 2, -2, 2" mov="60, 100, 170, 190" rot="0, 180, -0.5, 0.5"
       fade="1, 1, 0.75, 0.5, 0" sca="2, 1, 2, 1, 1" anim="100" infront="45" emiss="0.00001" shad="AdditiveDouble" ondeath="2" perframe="1" />

  <p name="FireDedicatedGlow" y="10" offs="-5, 5, -5, 5" mov="8.0, 15.0, 170, 190" rot="0, 0, -0.5, 0.5"
       fade="1, 1, 0.75, 0.5, 0" sca="0.5, 0.8, 0.75, 0.5, 0" anim="95" infront="45" emiss="0.01" shad="AdditiveDouble" ondeath="2" perframe="1" />
  </g>

Replace particles.xml parts with this /copy paste is OK, just be sure it is all as it should be..) (the fade part is likely ignored by the game for now, but do it anyway, because its for mental note that these effects need a fade value ;p

So the attached rar contains 2 directories with V1 and V2 of the effect (different sprite animation), only 1 can be used at the same time, choose which one (V1 or V2) and copy BOTH fire_dict png's into AVWW\RuntimeData\Images\Particles\Fire and overwrite

Screenshots follow shortly

V1 is smaller more compact and doesn't "billow out" too much


V2 is larger and with large billowing smoke cloud trailing the fireball

10
Off Topic / Nexus 2 - Jupiter incident Sequel! - needs you
« on: August 16, 2011, 09:48:01 PM »
Most Wanted Entertainment announces Nexus 2

News source: http://www.bluesnews.com/s/124595/nexus-2-announced

Yes, the sequel to Nexus the Jupiter Incident is no longer just a petition, the developers are seeking funding, and its your chance to support them!

http://www.games-plant.com/nexus2/

games-plant is a public-invest kind of thing, you pledge support (ie, money!) but you always get something in return (full game for one) But naturally, this is an investment.. nobody knows how it turns out. Still if you liked Nexus 1 - here is the 1 chance in this world to see Nexus 2 ;)

Quote
Most Wanted team up with GamesPlant to bring Nexus 2 to fans

Hungarian game developer Most Wanted Entertainment have announced plans for a self-developed sequel to their highly-rated space RTS Nexus: The Jupiter Incident, with the company partnering dedicated crowdfunding site GamesPlant to supplement their own financing.

"Nexus 2 is a very special project for the company", said studio owner Mike Horneman. "Nexus was our first game, and we still have many of the original team-members on board, with full plans in place for what we'd do for a sequel".

Launched in 2004, the game was highly acclaimed as one of the best spaceship battle games ever made, and continues to attract fans even to this day.

"We re-launched the original Nexus on Steam a while ago, and even now we see a substantial amount of new players buying the game each month", said Horneman. "We have a very vocal fan base, and know that there's a large number of people out there who would love to see a sequel made".

MWE are looking to finance the project with a mixture of its own funds supported by crowdfunding.

"We're happy to put a large chunk of our own resources into making Nexus 2", said Horneman, "but realistically we cannot fund the whole project ourselves. So, with GamesPlant, we can offer all our fans out there a chance to be part of the Nexus 2 project. The more you pledge, the more you will benefit; from digital pre-orders, through special boxed editions and your name included in the game, right up to profitsharing; everyone can be a part of this."

The GamesPlant site allows users to "pledge" funds to projects, with the money only actually deducted if the project meets its start criteria. If Most Wanted's Nexus 2 plan succeeds, it will be the largest game ever started on the site.

You can find more info on the game as well as the funding details here: http://www.games-plant.com/nexus2/

About Most Wanted Entertainment
Most Wanted Entertainment is a leading Hungarian game developer studio dedicated to creating games that appeal to a broad audience on all platforms. Founded by industry veterans back in 2005, Most Wanted has completed more than 20 titles since its inception, including Joint Task Force (PC), Mystery Tales - Time Travel (Nintendo DS), Mechanic Master (Nintendo DS), Ghostbusters (mobile phones), or the best mobile casual game of 2006: Magnetic Joe (Nintendo DS, iPhone, mobile phones).The studio currently employs over 30 talented and experienced developers.

Read more: http://www.mwent.hu/

About GamesPlant
GamesPlant is a crowdfunding platform specifically for games projects, whose aim is to break the old funding mold in the games sector wide open. Developers no longer have to rely on publishers liking their ideas and who then control the financing; with GamesPlant, developers can now test their ideas on the market and, for example, acquire the funding for a demo version or the whole game from a large group of Internet users. The fans gained through this process become real champions of the project and also serve as an important sounding board throughout the development process.

The added value for games fans is that they receive exclusive rewards for their support, and many developers will also include their fans if a game becomes a real hit. With GamesPlant, users can also directly influence which titles appear on the market, thereby ensuring that the games respond to their needs. This means they are no longer mere consumers, but play an active role in the creative development process.

Read more: http://www.games-plant.com/ 

11
Off Topic / Giving away .... all given away!
« on: April 21, 2011, 11:50:45 AM »
Hi there ;) As golden potato "owner" apparently i got a LOT of extra game copies to give away (this somehow magically appeared today).

I am looking here to see if anyone might want those select few (i am trimming down the list ,p).

sent - Half-Life 2
sent - Half-Life 2 - Episode 1
sent - Portal 1
sent - Team Fortress 2

Please only post for one of these if you really intend to play them. And yes, for some reason i only got 1 hl2 episode 2, and 2 of everything else except Portal 2 (you can see now, i am trimming out to get a nice clean complete package) , so these things are what i have too much.

These are apparently FULL versions of these games. For free and without time limit ;) However not "re-giftable" and stuck to your steam account/email

To install and use them they will be linked to an email address and a steam account, for that purpose i ask you NOT to post your email address here in this topic. Just that you want game X and i will pm you. I will update this post if/when all games are sent to someone.

12
Ok so i am 3D-Artist besides sprucing up effects and being a smart-ass about graphics ;P So i made new shiny scene, extremely shiny scene.

And the following link is to said scene on my DA account
Desert Asylum MK2 - Day
http://ere4s3r.deviantart.com/art/Desert-Asylum-MK2-Day-204643945

If you want to see it in Full 1920x1200 resolution press Download in the right corner, DA scales the image to your browser resolution otherwise.

Feedback would be welcome.

I am kinda proud of my rendering and am looking for feedback, not just on DA (which is always incredible slow to get any sensible feedback) but also here.

So yeah ;)

13
AI War / So how does one build a survey ship?
« on: January 11, 2011, 07:34:36 AM »
ok, i admit, this is probably a complete ROFLMAO question, but how, where, and what? Fallen Spire quest is active but how to i "gain" access to the survey ship? is it a adv lab unlock? Do i get it from the asteroids?

Reason i am asking is that i had a very unlucky start (2 turtles at DIF7 ~.~) and would like to know beforehand what the "alternative" win method involves?

Is it already in .65 ? ;P

14
Mods & Modding / [GFX] [MOD] Explosion Revisions 512x512 with overglow
« on: January 11, 2011, 06:29:14 AM »
Well here it is!

Download -> http://filesmelt.com/dl/Explosion_Effect_revision_by_eRe4s3r.rar

This mod does the following things (and has 3 modified sprite animations)

Revises sprite effect Explosion\Large -> Adds glow, makes it fainter/shorter
Revises sprite effect Explosion\Large2 -> Adds glow, makes it stronger (than Large)
Revises sprite effect Explosion\Small -> Fainter, smaller and glow

These 3 effects work "together" - Please note, its not overglow nuclear effect style, but if you have thousands of ships dieing you can expect an "adequate" effect level that will make this event noticeable even in far zoom.

Below how it looks scrapping a fleet of 600 400 ships in CLOSEST zoom - notice that i did not change the grenade explosion (which is a really cool effect and looks pretty nifty as is without glow)



This time there are no Attachments anymore - its 8mb+

Install the folders inside the rar to here
AIWar\RuntimeData\Images\Explosion - make backups of Large, Large2, and Small.

15
Ok, this has its own topic because its a different idea and effect level.

This does make the animated effect itself larger (512x512 instead of 256x256) adds an extremely nice looking nearly dynamic overglow. Which i can sadly not show on screenshots that well (its an volley effect that swells up and swells down) its VERY subtle and VERY not in your face on single or 1-40 hits

The "hit" hotspot is about the same size (differently animated) than the green swirls from before but now added (in the extra pixels ,p) is an overglow that is subtle but gets stronger the more ships shoot the same place, this adds an entire new graphical level to the effect. It also thus makes the "hit" effect much less all overglowing

Please test it and don't judge just by the screenshot ;P



This is internally V6 so don't wonder where the file name comes from ;)

Same place as the other
Copy the PNG files to
AIWar\RuntimeData\Images\Shield

Note that due to the increased sprite size the effect does actually get smaller compared to my previous V1 to V3 in my other topic.

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