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Messages - DesiQ

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1
I don't want to crap on user contributions, but there's an app for this.

http://www.snakebytestudios.com/projects/apps/cursor-lock/
Oh fancy! That works a lot better than AHK's ghetto way of capturing the mouse.

Just thought I'd let you guys know that this will hopefully not be needed for ver. 1.008! :)
And this is good news too. :3

2
Everyone runs into that exact problem multiple times at the beginning. First you come to a red slime that wont take any fire damage so you look around and find the lightning (air damage) spell.

Then you come to another one or 2 that wont take fire or air damage so you have to find the spell workbench deep in the dungeon and obtain spells with other damage types.  Water, entropy, whatever as long as it isnt air or fire.
I skipped this, actually. 8) I made an autofire toggle macro and went to make a cup of coffee while my guy spammed the slimes with whatever weaksauce spell I started with.

I am grateful that the devs made it do at least a little damage, rather than forcing me to go through the whole song and dance about spelunking through the caves.

3
Just wanted to bump this up because even though you can now magnify the dungeon schematic, the links between rooms don't get any bigger. No matter whether it's at 100 or 400, the lines that show exits between rooms are still 2 pixels by 6ish pixels, and that is way tiny.

Do you really need those larger?  You can easily tell the relationships between rooms just based on their position alone; if there were no little lines at all, it wouldn't make any difference to the ability to read the map if you know their patterns.  I could make the lines bigger if it feels like a need, but I didn't think it seemed like one.
I am a very literal-minded person and I need to see the connections; I interpret two squares stacked on each other as two independent rooms. So yes, if you could make the connections appear larger that would be very nice indeed, please and thank you. :)

4
AVWW Brainstorming / Re: Ideas for exploration enhancement
« on: April 29, 2012, 04:13:44 AM »
To add to this conversation: On entry to a building, if I can't see a stash, I will almost always immediately just leave.  I might go one door in if a stair or something looks to cover 5 or more rooms, but otherwise, I'm outta there.

I REALLY, REALLY want nothing to do with wasting MORE time trying to find stashes, secret missions, and the like.  I would expect a lot of other players feel the same way.
The same for me, yes. In fact, I wouldn't complain if cruft like destroyed rooms and empty hallways and empty rooms were removed altogether; they may as well not exist already, to all intents and purposes.

It also bothers me that buildings are so large inside. A outbuilding with nine layers of rooms, seven of them being destroyed and inaccessible? I think building interiors should be sized appropriately for the kind of building they're supposed to be (maybe just have Small/Medium/Large building dungeons in the same way you have Surface and Underground dungeons?), since it would mean that you'd be okay with ducking into a storage shed because you know they're only a screen large and usually have some handy stuff.

5
Because of that, and because of the importance of multi-continent (remember this game is not balanced for just the FIRST continent) enchantment improvement, the entire upgrade system was toned toned down to a reasonable 'nice to have' instead of a major component of the overall gameplay.
And may I say that the change worked, and I spent my first upgrade stones today. I had been hoarding them until I had a better idea of what was going on, and ended up with a stash of about 380.

6
I like the recent change of having bosses drop something (Upgrade stones). I wish it was enchant containers though, or if there was some way to trade in upgrade stones for enchant containers.
In a related note, I wish it was possible to transmute two Enchants of the same type to get one Enchant back with its attributes randomly rolled, like you can do with Ember Gems in Archanoth's Torchlight Overhaul mod for Torchlight 1.

7
Nice find!

There are so many. ;__;

8
Yeah, this could be an extension of Arcen's existing practice of utilizing community feedback to rapidly iterate--taking the most popular visual alterations and codifying them=free labor, plus everyone's happy (well not everyone; this is the internet).
Nope, everyone would be happy. Having texture pack support would mean that everyone could run whatever texture pack they wanted, just like in Minecraft. Even Terraria can use texture packs (unofficially). It would really depend on the complexity of the textures, though. Minecraft textures are easy since at its simplest, a cube of sand just gets the same square texture on six sides. Terraria's textures are much more complicated since there are different patterns of dirt to break up the look of large areas of dirt, textures for the area where two different materials meet, corner caps, with and without grass, and so on. It would be the same for AVWW, I imagine.

9
To be fair, AVWW is not what I play when I want that kind of challenge. For me this is a pretty relaxing game, with enough bullet hell to keep it interesting.

10
Just wanted to bump this up because even though you can now magnify the dungeon schematic, the links between rooms don't get any bigger. No matter whether it's at 100 or 400, the lines that show exits between rooms are still 2 pixels by 6ish pixels, and that is way tiny.

11
I would say that anyone who likes utter unpredictability in their games should like this one. A penchant for permadeath doesn't hurt.

My favourite gameplay moment ever came from Far Cry 2, playing on Hardcore difficulty with Iron Man (permadeath by honor system) rules. I was happily driving along when I heard an engine rev up behind me. I had a look to see if my pursuer was a car, or a technical with a mounted .30 cal or what — and when I saw that it was a technical with a mounted grenade launcher I swore and veered off the road into the jungle. You haven't known gaming joy until you've careened down a narrow, winding jungle track while a volley of grenades obliterates a stand of saplings just a metre away from you, and catching just one grenade means that you have to hit Delete on your own save file.

After about a kilometre they finally hit a tree, and I doubled back through the jungle on foot to give them some presents from my shotgun. And from that day forward, I walked everywhere in Far Cry 2. :P

12
AVWW Technical Support / Re: Steam demo mess-up
« on: April 28, 2012, 06:40:01 PM »
Ah, I was about to post about this, but I see it's a known issue.

13
I wonder if there is support for texture packs, or if there will be in the future? I think a minimalist, more abstracted style would suit this game quite well.

14
A Valley Without Wind 1 & 2 / Re: Thanks for proper tooltips
« on: April 27, 2012, 04:41:45 PM »
Well, if you have prerendered pictures, of course it would. But how hard could it be to just make a text overlay, rendered on the fly?

Turns out: extraordinarily hard.

In my mind it shouldn't be, since in every instance where they used a picture to represent a key, there was text immediately following or preceeding it. You might be thinking of dialogue text floating above a character's head in point-and-click games, but in Skyrim the text never follows anything around the screen. It always stays in the middle, or gets stuck in a predetermined spot in the inventory screen and so on. And like I said, text was already being placed there anyway, so what's the pain? It's just form before function, since PC gamers aren't picky about how keys are represented anyway; lots of games have used a simple "Press [Space] to jump" prompt. No biggie.

But yeah, Skyrim's controls were not ported over well. I and many others got stuck the first time we opened a container and couldn't close it again.
> Press E to open.
> Press E to close (doesn't work).
> Press Esc to close (doesn't work).
> Press Space to close (doesn't work).
> Mash buttons on keyboard.
> Finally discover that Tab closes containers. TAB, REALLY?!

15
Oh maybe it's because I'm running CoordMode relative to the screen and not relative to the active window. That was necessary for me since if it was relative to windows, then basic MouseKeeper would trigger in folder windows, browser windows etc.

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