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162
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Community / DevLogs / Re: DieCrypter - Co-Op Tactical Stealth Action
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on: February 10, 2013, 04:05:18 AM
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Please, remake the main menu. It's totally unreadable. You shouldn't use the spaces between letters like this. Especially not when there are multiple menu options on the same line (or at least that's how it looks).
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164
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Developer / Design / Re: Tight gameplay
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on: February 09, 2013, 02:15:14 PM
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You asked me if I'd actually played it - an insult I'm sorry but I didn't mean that as an insult. I meant that as an honest question. But ok, here's why I think it's a great FPS: It has varied and deep movement system - strafe jumping (and bunny hoping in CPMA), rocket/nade jumping, plasma climbing (that one is not really suited to the deathmatch gametypes, more useful in Defrag, but still a nice thing)... A few but very distinct weapons each having their specific use. Good maps which complement the movement nicely + editor (and therefore lots of great community maps). Modability (CPMA, Defrag, Urban Terror, Tremulous). And then, it's not just about good aim. It's about item control/timing, using the right weapons at the right time, listening to the enemy pickups, knowing the spawn points, predicting what the enemy will do next.
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165
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Developer / Design / Re: Tight gameplay
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on: February 09, 2013, 06:26:14 AM
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God, shut up. Yeah, great argument. Can't you even describe what is wrong with it according to you?
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167
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Player / General / Re: Sunday, start of the week?
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on: February 08, 2013, 04:14:32 PM
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In Czech Republic and Slovakia monday is the first day of the week and it has been like that for quite a long time. It makes sense, you know. Start the new week/school/work with the "first day". Why should the week start in the middle of weekend. That just doesn't make sense.
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168
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Developer / Design / Re: Tight gameplay
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on: February 08, 2013, 04:01:07 PM
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Quake 3 can be raped for jackassing around. I don't think it is healthy to call that a decent competitive skill. If you look at its pro scene there were complaints that not all of the tight platform-jumps worked for everyone. One major factor is that the game runs in variable step, best for responsiveness but worst for solid mechanics. It means for example a player with lower fps can perform higher jumps since the linear intervalls between the updates last longer, and the calculations get less often quantized to the next possble machine-digit. Depending on the implementation it can also be the other way round, but knowing id they stick to the simplest possible things whenever possible. Doesn't the simulation happen on server? I thought that the client simulates the game too, but the server has the final word.
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169
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Developer / Technical / Re: Light simulation thing
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on: February 08, 2013, 06:30:40 AM
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Why don't you guys blur the resulting light? That way it would look smooth and overally better (especially at the low-light areas).
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170
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Developer / Design / Re: Tight gameplay
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on: February 08, 2013, 03:40:18 AM
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I honestly think that you are just wasting time on making clockwork-perfect game because seriously noone gives a shit. It's either fun or it's boring. Floating-point error will not change that. Quake 3 uses floats and it's the greatest multiplayer FPS of all time. As long as bridge2rail works it's ok 
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172
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Developer / Design / Re: Tight gameplay
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on: February 05, 2013, 05:05:03 PM
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trapthem looks more fun to me; if i wanted to play super metroid i'd play super metroid, not some clone of it. I didn't mean a clone of Super Metroid. I thought that what J-Snake had in SMTac was just a placeholder art, or was I wrong? I don't mean that what there is in SMTac currently is better than TrapThem now, but with more polish, more features, levels etc. SMTac could be a really great game (at least if it switched the Super Metroid theme with something original) and much better than TrapThem.
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173
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Developer / Design / Re: Tight gameplay
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on: February 05, 2013, 01:36:20 PM
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J-Snake, I don't understand why you chose to make TrapThem instead of SMTac. SMTac looks way more fun even though there is only movement and some shooting shown in the videos.
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176
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Developer / Technical / Re: Anyone using GLT, OGLPlus, OOGL, etc.?
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on: February 05, 2013, 01:22:29 PM
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They aren't hard to write but it takes a lot of time to write and debug properly. If you don't really need something special which cannot be done with an existing engine, then it's a bad idea to write your own engine (unless you don't want to make games but engines, then it's ok ofc).
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177
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Developer / Design / Re: Tight gameplay
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on: February 05, 2013, 11:14:58 AM
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I was asking Graham about what he meant. That said, I don't think that console games have input-lag with gamepads. But they definitely have input lag in the PC version with kb+mouse. I thought that this was done to make the game play the same on PC as it is played on consoles (which is just dumb). I totally hate mouse delay (Quake-like instant mouse movement is so much better).
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178
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Developer / Design / Re: Tight gameplay
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on: February 05, 2013, 10:43:34 AM
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For example, 3d designers - all the time - make random decisions about enemy behaviour (and level design etc), without considering all of the consequences. Then there are all these corner cases and stuff. The designers try to make controls that give the experience they want, but end up with something imperfect, because they are trying to solve so many challenges at once. Can you give some examples?
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179
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Player / General / Re: Bulk data storage
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on: February 05, 2013, 09:49:24 AM
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I would understand this if you were making a movie but if you're only making Let's Play videos then it's just dumb to store RAW+WAV source files.
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