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Messages - Holey Moley

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856
Devs / Re: EXIT: Rathmor project w/ Ex teaser demo!!
« on: January 02, 2013, 11:09:25 AM »

Woops :doh:

There are a two or three Ex unfortunate bugs around movement in the demo that are detailed here (http://www.swordofmoonlight.com/bbs/index.php?topic=628.msg8405#msg8405)

Long story short, the movement going sideways/backwards is too slow, and the slide moving forward is more than it should be. The bob frequency does not take dashing into account.

These will be fixed by the upcoming SomEx.dll release. Look for it in two or three days.

857
Devs / Re: EXIT: Rathmor project w/ Ex teaser demo!!
« on: December 31, 2012, 01:49:26 PM »
The demo can be twitchy with Sony's controllers...

There will be a proper fix in the SomEx.dll update that will be online in a few days, but the following changes can help make the sticks more linear (less sensitive at the extremes) which will make it less likely to twitch.

Code: [Select]
[Detail]
escape_analog_gaits = .2 .25 .3 .4 .55 .75 .95

The twitching actually happens when the controller sits on a boundary between the gaits causing the gait to change back and forth (probably more because the controller's sensors are noisy than your hands being twitchy.

858
Beginner and other Nonsense / Re: Dark Souls get
« on: December 30, 2012, 03:56:41 AM »

PS: Another thing I found funny. While running backwards from some archers I was not particularly worried about a couple arrows bit into the shield on my back. It seems like having a shield covering your back would protect you from those back attacks but I guess not :rolleyes:

Likewise hitting heavy armor should be identical to hitting a shield... the two are functionally the same thing. It should only be the lucky hit that goes between the joints, or the hit after the armor has been thoroughly damage that lands the mortal blow.

859
Beginner and other Nonsense / Re: Dark Souls get
« on: December 30, 2012, 03:35:01 AM »
We've had a bit of a ice storm here that set in on Christmas night starting with rain and turning into about 7 to 12 inches of snow. I enjoy this time of the year out on the ranch... for these kinds of natural challenges. For a little time each year you get to participate in almost a sport, man vs. nature, that people in the city with urban utilities can only liken to shoveling their driveway. Wood stove and horses tend to sap these days away, but this year, with the usual late December TV lull Dark Souls has also been sapping away my days...

I miss the KF and ST days, but Abyss was pretty weak, as was IV, so I don't know if From' would be able to crank out an honorable addition to these series if it wanted to... and that may well be why it hasn't tried. The DS series adds something different. It feels like a Shadow Tower MMORPG to me, but also like it would be better if it was a more character driven game comparable to the Castlevania series. Demons' feels like Portrait of Ruin with its centralized organization, and Dark feels like SOTN only with a bunch of secret passages connecting bits of the castle at every turn. Personally I would have preferred each zone to just have more organic exits into adjoining areas. And there is what seems like enough content in Dark that it could easily have been spread out into 3 games (2 expansions) if From' would go back to releasing games on a yearly schedule.

That said my main problem with DS is its fatally flawed control scheme. In my mind the series can only be a shadow of itself until it scraps the controls and does something completely different. It bills itself as a hardcore game, but it's controls manage to be even worse than those of ICO, which would be a perfect 10 if not for its controls bringing it down to a high 6. DS has no substance, which is probably good if From wants to spin out as many of these games as it possibly can muster. A game without substance must have tight controls, so DS is something like a 5 out of 10, could be an 8 if it had functional controls. It loses points for me personally in being so shallow while simultaneously more complicated than anything I can possibly imagine, and way more complicated (and obtuse) than any game has a right to be.


The controls have so many problems. In the places were Dark contributes new features to the controls, they are all features with huge potential blowback. Eg. the combos don't always seem to work... and when they don't, instead of leap attacking you do a strong attack, which of course doesn't have the necessary range, leaving yourself completely exposed. There is probably 10 gaping issues such as this, and 10 more more subtle issues with the dysfunctional control scheme. So I won't get into it. Bottom line there has to be a B scheme for players who desire a modicum of precision. Nothing kills immersion like making an ass of yourself and having to berate the game just to blow off the steam telling you to put it down and never pick it up again. Bottom line, if Armored Core had a control scheme like this it would be ridiculed. You can't take a control scheme like this seriously.



I'd like to just post a little bit about where I would like to see SOM go in terms of game play with respect to equipment. All based on my observations WRT the DS games. Some of the late PS2 Armored Core games had a system I really enjoyed, it involves the parts being destroyed. This would be equivalent to a piece of your armor breaking in Shadow Tower. Only its not slow whittling... its more immediate. You were hit in that spot, and your equipment is going to sustain significant damage. If it takes a few more like that that piece of your armor will be completely ineffectual...

That's how I would like to see part breaking work in SOM. That's how armor works in the real world. And I realize emulating the real world is not often, or even necessarily usually, the right thing to do in game worlds. But I think in this case it would be far more interesting. What if weapons had 2 stats? One for breaking, and one for dullness. So your weapon gets dull of course... you sharpen it, but it also breaks. And say if its at 50% then the next swing has a 50% chance of the weapon breaking in two! I think that would present way more interesting scenarios too. Add an element of chance...

Likewise if you don't wear a helmet... your head should not be protected by the armor stat of your boots. If you are hit in the head, well lights out. You'll find that this approach radically simplifies things in the defense dept. No longer do you have to factor every piece of equipment into your game's balance.

If your helmet is at 50% then there is a 50% chance that the next hit will go through it. Higher for pierce, lower for smash of course. Then you're mortally wounded unless you have something up your sleeve.

Finally rolling is retarded. It's not worth wasting buttons on, and being invincible while rolling is just cheese. But likewise you can't be expected to control everything when it comes to evasive maneuvers. My thinking is why shouldn't that be something the game does automatically? If you are not wearing a helmet, then the game should automatically have the player flinch when anything is coming towards their head in plain sight. You simply can't put everything into a controller, and I don't see any indication that we won't be playing games without controllers anytime soon. And I don't think anyone would seriously want to play a game in any other way anyway (short of telekinesis)

Likewise jumping. Sometimes a game might not do what you want it to do, but it should try not to do something that is stupid without any reason. For instance in Dark Souls there is a bonfire in the garden hidden behind a wall that is itself on a ledge. I quit using this bonfire because 50% of the time I'd fall off the ledge just trying to walk around the wall. No player would do that on purpose. Is it suggesting that the bonfire is actually a trap? I don't get it. It just seems like bad design to me.

Games should incorporate a kind of AI to make sure the player cannot do nonsensical things. Consider every action instead to be a gesture, or communication to the game, to indicate what the player would like to do, and ultimately let the game make the best decision.


EDITED: I played an MMORPG once upon a time called Megaten (Megami Tensei) IMAGINE, because I felt like if I am going to be serious about a career in games, I have to seriously play an MMORPG at least once. Anyway when you repaired a piece of equipment in that game, there was always a chance of diminishing returns. The better and more expensive the repair NPC at their craft the less the likelihood of the item loosing some durability permanently. I would like to see that in From's games. I don't think a durability system even adds anything at all to games if there is not diminishing returns, and immediate consequences that do not just come from forgetting to keep your stuff in repair. You may as well just play an accounting simulator at that point.

860
Devs / Re: EXIT: Rathmor project w/ Ex teaser demo!!
« on: December 29, 2012, 10:48:48 AM »
Oh yeah :sweatdrop:

Once in-game you can press Esc (escape) on your keyboard to change the "Analog Mode" for dual joystick game play. This feature is so far unique to this demo. The Beta mode (2-B) just inverts the look up/down axis :updown:

If you've tried all of the modes and your controller still doesn't work as desired. Please let us know in the forum so that your mode can be added to future games (it's just a simple matter of editing the Ex.ini file; anyone can do it in fact :thumbsup:)

861
Devs / Re: EXIT: Rathmor project w/ Ex teaser demo!!
« on: December 27, 2012, 05:48:17 AM »
Here (http://www.swordofmoonlight.com/bbs/index.php?topic=628.0) is the announcement thread at www.swordofmoonlight.com :xmas:

It includes a link to this (http://www.swordofmoonlight.net/holy/Rath%20Crags.htm) page where I recommend you look for the demo. The top post has a link directly to the .zip file, also hosted here, but I can't vouch for how long it will be before that link goes dead.

I recommend editing the following code into the [Adjust] section of the Rathmor Ex.ini file:

Code: [Select]
[Adjust]
pc_walk_speed_multiplier = 0.5
pc_dash_speed_multiplier = 0.7

;edited: for difference in dash
fov_frustum_multiplier = 1.35

This will make the PC walk at the speed of a man. It may seem like a slow pace to you, but it takes time to walk several meters. Go outside and try it :smile:

Anyway the adjustment is mainly to make the walking locomotion provided by Ex (do_sway) appear more natural. Once trying that out you might want to undo the changes or adjust things as you like. The motion itself can also be adjusted but that is beyond the scope of this post.


Now I don't exactly expect anyone to do so. But if you are a responsible and good and decent human being, you will help us gather some numbers about whether or not two particular menus work for you. SOM has only one single remaining game ending bug that can make the Take X item? and the in-game Save Game (event triggered; such as when examining a save point) menus unnavigable...

Ex does some magic to make this work for most users (computer setup wise) but unlike possibly every other fix, this one is only a bandaid. It also has the negative side effect (when necessary) of making these menus clunkier than others. Unfortunately I've had at least one report of the fix having no effect upon the menus. I can't exactly understand how that is possible, but it seems to be the case.

Regardless this is definitely a bug that needs to be fixed. But it's a rather intractable bug with no obvious fix. I'm confident that a definitive fix will arrive eventually but in the meantime it would be good to know just how many people are affected by this, and potentially helpful to see if they share anything in common.


You can comment on this blog without registering with website. Please comment to say you tried the demo, and tell us if you were able to pickup items and use the save-point, which looks like a giant skull (it's pretty hard to miss)


PS: If you are experiencing this bug and are resolved to finish the demo. For some reason clicking on another window makes the menus just work the next time you press a button. We love From Software as much as anyone here, but SOM is a monument to buggery. Make no bones about it :love:

862
Devs / EXIT: Rathmor project w/ Ex teaser demo!!
« on: December 27, 2012, 05:30:03 AM »
Alas a December release is not in the cards for SomEx.dll (ver. 1.1.1.5) but you can try out a new demonstration of a Sword of Moonlight game in the works tentatively entitled “Rathmor” incorporating a “nightly build” of the update.

What happened? Well everything is ready. Except a last minute performance killing bug in the GNU (for Win32) libintl library reared its head. A workaround will be found before what will hopefully be an early New Year’s 2013 release.

The demo is a standalone game, however it includes all original artwork (so that you will not have to download anything much that already comes with SOM.)

Rathmor’s demo does not use libintl. But a second bug (one of SOM’s) can make the demo difficult for some users. Follow the “Forum Discussion” link below to obtain the 150MB (288MB expanded) download, information, and updates!

See the next post for vital information...

863
Beginner and other Nonsense / Re: Dark Souls get
« on: December 21, 2012, 01:14:04 AM »

EDITED: I noticed that all of the (presumably) free software library licenses are printed in the back of the game manual. It's shocking just how much of commercial software nowadays is built on the back of free open-source software libraries. You get the impression that probably sooner than later commercial games will be built entirely out of free software.

864
Beginner and other Nonsense / Dark Souls get
« on: December 20, 2012, 10:04:12 PM »
So I found myself at the mall the other day while out shopping for the holidays and ended up walking out with a copy of Dark Souls.

I looked for it in the pre-owned games. Since it seems like it disappeared from store shelves very quickly I assumed it was a typical From' game with a way too small initial pressing that would end up being hard to find in the bargain bins and demand a higher per-owned price. There were older pre-owned games that had stickers just about 10$ beneath the stickers on the new games.

I looked and looked, and couldn't find one, then I turned around and there was a 20$ Greatest Hits version, new. I thought this is probably a promotion for the recent expansion which I've heard about. Though I couldn't find a new full-price expanded version anywhere, it may be a DLC only thing for all I know, assuming I didn't imagine it.

Anyway the cash register person informed me that there was a pre-owned version in the store, and asked me if I'd rather have it. I did tell them I was looking for a pre-owned, but something tells me the store makes more money if I buy the pre-owned. Anyway I have an irrational thing about buying Greatest Hits or whatever version, just because the boxart is always scarred in a way that I find intellectually insulting. And I am not even a collector kind of person. It just seems wrong to me and not something I want to encourage or have to think about when I go to play a game. So I took the pre-owned since it was not Greatest Hits...

The clerk had to walk over to the pre-owned area to retrieve the box, and I admitted that I was surprised the box was not among the prominently displayed games (it was in the bottom area setup like a book shelf, probably alphabetically sorted, but I did not think to look) and I explained that I reckoned the game was popular and would fetch a higher price (it was like 18$) and was a little taken back when the clerk explained that while it is a popular game, it is often returned immediately because most people find it to be too difficult to play. Needless to say I had to do a double take at the idea of "being too difficult" being a legitimate reason to return a game. Though I do remember at least one occasion when we were kids returning a game that was just absolute rubbish, so I reckon there must be a no questions asked return policy. To be honest I'm surprised returns for non-defective products is even a thing in this day and age. You gotta hand it to retail.

Anyway I reckon I will put some hours into this game before New Years just because television in the US is an absolute wasteland during the holidays. I don't really have time to mess with it right now due to Ex being in a crunch, but I did take a peek at it this morning. I kind of expected Dark Souls to be an improvement on Demons' Souls. If nothing else the concept of having a more open environment sounds liberating in theory. But I'd just hoped that From' would have more experience with the new format for Dark Souls. So far though I've found it to be incredibly underwhelming and definitely a leap down from Demons' Souls. It feels like only DS players are expected to pick up and play Dark Souls. If I'd not played DS I might not even have the attention span to bear with Dark Souls beyond the plain drab tunnel vision as hell opening area.

The elaborate creation myth freak show nonsense is as random and pointless as can be, and the dialogue and setups couldn't be any more goof ball... in other words feels like Demon's Souls. Visually the presentation is still nowhere approaching realistic. Every single surface bears a white glint that couldn't be less understated and might as well be pixie dust. I can't wait for the bricks to start climbing the walls :drool:

I made myself a curly haired hunter. The other costumes I couldn't bear to look at. The hair styles even worse. Demon's Souls had few equipment sets but at least they were iconic enough for the most part, if not accessorize-able.

I will stick it out, but its just boring boring boring. I don't know how King's Field could come to this. It's like a noble patriarch has died and the inheritance is just being pissed into the wind by his hedonistic clan of know nothings and no tastes :thumbsup:


Yeah but whatever. If you have any advice for a person with little patience and even less time taking a stab at Dark Souls for the first time your input is welcome :evil:


PS: Probably my #1 peeve about these games is not being able to pause the game. Basically a quit to the title screen is required. And having to unplug my freaking PS3 to play it offline! That's nuts. Some how it looks like the copy I picked up is French Canadian... unless all NA copies were labeled in French and English. I'm actually kind of surprised that US games are not labeled in Spanish (Mexican; if there is a difference) and English nowadays. Anyway if I could I would've liked to play in French with English subtitles so to not have to suffer ridiculous video game vocals (in a language I can comprehend) but my guess is to do that I have to put the PS3 in French mode, and then the subtitles would be French too, which is more than I am am willing to put up with for this game. I'm just glad my PS3 uses the Japanese control scheme so that the dash/roll button is X instead of O :rainbow:

My bet to how a Quebec game ended up in Arkansas is the video game stores probably redistribute their pre-owned game wealth. Still French Canadian in Arkansas is weird, but I don't suppose that's a detail the retail chain could be bothered to deal with.

865
Beginner and other Nonsense / STICKY: Smiley Hunter
« on: October 09, 2012, 07:41:16 PM »
Let's face it, there are a lot of really really ugly smileys out there on the internet. But I am a big fan of smileys. The trick is just finding the ones that get their message across while being pleasing to look at.

Ever since I've been administrating websites I've kept my eye out for well done smileys. You could even say that I am a bit of a collector of smileys. Anyway I found my first new smiley for a long time just now :thumbsup:

I just nick the things wherever I find them devil may care. And I just thought it would be a good idea to ask everyone that ever comes to make a home here to join in the great smiley hunt with me/us here :1zhelp:


Credit where credit is due. I inherited the bulk of these smileys from websites I've either inherited or had been forced to take over (for lack of any other takers) over the years. I won't go into gory detail. That's just a nod to anyone who knows what I am talking about.


But brass tax if you look at the smileys available in the post form here its pretty obvious the kind of smileys that are welcome here...

A) The circumference of the round head if there is one needs to be about the size of an average line of text, which incidentally is the same size as all of the other smileys here. They can vary by only about a pixel. If the smiley is not head based it can have a bit more lee way.


B) The background needs to be transparent. There are a number of not featured smileys that are not transparent. These need some work. If you post a smiley here please doctor the background to be transparent first if it isn't already and you know what you are doing.

C) Generally it's best if the lines are clean. I prefer personally the hard black outline and solid colour smileys, but as long as the head size is appropriate for embedding in average height text its hard to make a smiley too ugly.

D) Smileys expressing derogatory and intolerant positions toward others are not welcome here and should not exist in the world. You know these when you see them. Likewise for violent and unjust smileys ... bottom line ugly smileys are not welcome whether they are ugly on the outside or inside :tongue:

E) That said there is a grey area that is perfectly acceptable. Like we have an angry smiley in case you want to rant at corporations or some other faceless evil out there in the world. And you are welcome to be cheeky as long as keep everything impersonal, or at least passive aggressive :evil:


All smileys will be available on demand in the form of a .zip file. Allow time for processing :saint:


PS: Be sure to not miss the additional smileys in the popup window on the post form. Just click the [more] button below the featured smileys :thumbsup:

866
PS: On a related subject. I was giving the SOTC HD remake a try this morning. And it featured this really obnoxious faux old English (thou art) that every US American port seems to have going on nowadays.

How long has this been going on? What compels localization staff to do this? I'm assuming it's the same dialogue as the original release since the Ico dialogue (what little there is) did not have any of this that I recall.

My original copy of SOTC was Chinese, with the option of Japanese or English subtitles, and the English subtitles were very good I think. None of this hokey nonsense ruining an all around well crafted game, that even has enough class to realize that the occupants of fantasy universes do not speak English!!

Speaking of which. I've always played games in Japanese until very recently (obviously the games I played as a young sprite were not Japanese) and my favorite thing about that is that I only partially understand it, so that the sub par writing that games almost always have is not inflicted upon me. Maybe Japanese games have brilliant writing, but somehow I doubt it! It also leaves a lot of room for interpretation (and its twin sister imagination)

When watching the opening of SOTC I almost had the feeling that it would've been a lot better if the writing was not subtitles but was instead just a narration telling the player what is going on.

Anyway faux old English is very bad. If you want to do real old English with subtitles more power to you, but this stuff needs to be stopped. Here's looking at you Demon's Souls :rainbow:

PPS: I thought the writing in Johnny Park's Wicklow demo was pretty solid. You don't usually see solid writing in video games for some reason. Though I am no authority because I have only played a few games in English in a long long time, and I am sure most of them were ports of Japanese games, which we can all expect will get little shrift in the script dept... even if they are highly anticipated games like SOTC.

Maybe we could make DIY games really good by making a random language generator that is more based on intonations. Of course not all games will take place in fantasy universes, but if a game does it should do like Ico and SOTC and go the tasty route.

867
Beginner and other Nonsense / King's Field "Ancient City" title screen
« on: August 30, 2012, 02:43:39 AM »
I saw this (attached) for the first time today :eek:

I hope the organ theme wasn't butchered too :doh:






868
Devs / EXIT: A hand is a terrible thing to waste.
« on: August 30, 2011, 06:50:41 PM »
Let's make some room for this massive image...










Quote from: Die Roboter

Ok, if not for nothing to pin a tail on August has been an exceptionally eventful month; but instead of sounding off on this and that, I would like to take this time to highlight a heartwarming story.

As you may have heard, earlier in August the Master of Arena part models were for the first time shown the light of day after being filed away more than a decade ago. While they are slowly recuperating and  acclimating to life on the outside we are taking steps to prepare for them a loving home here with Sword of Moonlight...


And so we are very much in need of volunteers to put names and faces to each and every precious one. All you need is a computer and PlayStation gen Armored Core game disc in order to start lending a helping hand.


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