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Messages - Ruro

#1
Public Discussion / Re: Twitter
July 01, 2010, 05:48:21 PM
Good thing i already watch the twitter feeds, but whitout a registered account :P (God forbid registering for twitter, i hate it and facebook and .... well you get the general idea...)
#2
Public Discussion / Re: Visual feedback on HUD
June 26, 2010, 02:43:41 PM
Oh my... this thread turned out to be a huge block of flaming, just great. And since its been proved that there is no need for this indicator then just drop the idea and close this damned thread. But it would be appreciated to hear out ideas or do something useful instead of bashing each other, which doesn't leads anywhere.
#3
Hehe and they didnt punch Dan Paladin (the Castle Crushers guy :D ) Also here is an other indie "related" video from Mega 64
Indie MAN :
http://www.youtube.com/watch?v=u4XLiXWkUn4
#4
Public Discussion / Re: Visual feedback on HUD
June 25, 2010, 01:53:35 AM
Quote from: Cronky on June 24, 2010, 10:33:13 PM
Quote from: Spekkio on June 24, 2010, 10:26:40 PM
Why did this thread turn into people whining about sucking at stealth?

Bottom line: you aren't going to be able to put an automatic indicator that accurately represents whether or not a human on the other side actually notices you.

That's never been the solution since the beginning of this thread. He wanted an indicator to tell you, as a Spy, if you were in a dark spot. Like Single Player Splinter Cell.

It's a useless idea, but didn't have to do with it reading if the Merc saw you or not. That's just the cause and effect of what he believed the indicator would do for new people.

"If it says I'm hidden, then the chance that the Merc will see me is lower than if I stand somewhere where it tells me I'm NOT hidden".

That kind of thing.
Yep THATS the point. Even if its useless its still something to be appreciated. I already got that there is no way to tell that anybody actually saw you (But the game could still tell you that someone is aiming at you or not. Like some kind of a spy sense...damn just forget it...)
Quote from: Spekkio on June 25, 2010, 12:18:29 AM
QuoteEven a noob would realise that the crosshair changes colour when you damage people. It's not like it's hard to notice.
Braiog seemed to have a lot of trouble with that concept back in the day... maybe it's him under a different name!

I am WHO ?  ??? srsly dont confuse me with other ppl im just someone with a shitty idea who came here and (be damned for it) proposed that damn idea. Maybe i should suggest the implementation of a plasma gun next time. At least then i will be rdy for the flame that would come after that proposal.
#5
Public Discussion / Re: Visual feedback on HUD
June 24, 2010, 09:07:13 PM
Well im left without words then. If there is no possible way to see in the dark without nv even by adjusting brightness and/or contrast then i dont why so many ppl keep saying that they are doing that... must be an other method of trolling... Seems like i need to discredit almost any ppl that i meet in CT, cool. I hope that the PS community will be somewhat better. 
#6
Just thought that i post this little nonsense from Mega64 :D
I just laughed my ass off from seeing this, and thought that i share it here. (After all this IS an indie project)

IF YOU'RE NOT INDIE, F**K YOU from MEGA64
http://www.youtube.com/watch?v=617lGZjYyNo
#7
Public Discussion / Re: Visual feedback on HUD
June 24, 2010, 07:13:34 PM
Quote from: CurdyMilk on June 24, 2010, 04:36:30 PM
Why don't people just play the natural way with natural lighting?  I have never changed the brightness because some of the fun in the game is lost.  It isn't as scary or realistic  :(
I never changed the contrast EVER in these kind of games. Its just plain stupid, but as long as someone gets something beneficial from changing the contrast brightness or whatever they will just do it... for example they will just put the brightness to max so they dont have to use night vision goggles :P

And for the record i played CT, but whatever man just call me a noob because you are uber-pro, and i have an opinion. And if i sit in a totally dark corner and got shot without any damn vision turned on or even any light source pointing at me then that means that im not in darkness even if i see it that way...

Seems like this discussion just raised a damn flame war and didn't lead to anything. Just lock this thread and lets get over this coz there will be no common ground for this discussion it seems.
#8
General / Off-Topic / Re: E3
June 23, 2010, 04:41:58 PM
Quote from: Cronky on June 23, 2010, 10:04:07 AM
I'm finding myself torn between skepticism and nostalgic excitement for the new Twisted Metal. While I believe the series was fun, I don't actually think the game was ever... Good.

After watching the linked trailer I'm almost afraid that they may have gotten rid of my favorite part about the series... the wide variety of Characters. Each with their own (albeit thin) story on why they are where they are, and what their fates are after they win. (Mr. Grimm, Axel, Ghost, anyone remember those guys? ...anyone remember any other character than Sweet Tooth)

Well i remember Axel alright(the picture of two really big tires are burnt into my mind :D ) from the first ps1 game. Maaaan that was fun, running each other over and shooting rockets at each other in the splitscreen multiplayer...
And holy mother of god a new Deus Ex! The trailer looks awesome and its universe is starting to look like something thats inspired by GITS SAC. I just hope that it its not a watered down Deus Ex like the 2nd was...
#9
Public Discussion / Re: Visual feedback on HUD
June 23, 2010, 03:39:24 PM
Quote from: Spekkio on June 23, 2010, 02:20:56 PM
Example 1: There is no way to account for the human factor in this. Some people will look right at you and not see you while others have a better eye.

Well if you are in absolute darkness in a corner and they look at you without any gadgets you should be invisible or almost invisible. If you get an indicator that shows you that you are in a dark area or you are not is really helpful in my opinion. But then again i found out that all of this is just useless, because almost every damn user will just turn the gamma to over 9000, and shoot you in the face in a dark corner...I would so love to see a lock on gamma options but then they will just turn up the gamma on their screen...
#10
Public Discussion / Re: Visual feedback on HUD
June 22, 2010, 09:42:01 PM
Quote from: Cronky on June 22, 2010, 08:43:15 PM
...As for the blood trails... Yeah I just shot out two Ideas that were stupid. THE POINT of that one though is that there should be a difference between Health Stations and Teammate healing. (Unless there already was one... doesn't seem like it though)

Well mercs could place a mine on the health station thats the only real difference.
The Mw2 cross like detection is a bit overpowering in my opinion because you could even hit a bunch of ppl behind a wall with a system like that and they would have no way of retaliation. The sound of something being hit while getting blood splattered seems the best way in my opinion. but there is no perfect solution for this unless its tested out in the actual game.
#11
Public Discussion / Re: Visual feedback on HUD
June 22, 2010, 06:23:08 PM
Quote from: AgentX_003 on June 22, 2010, 06:17:16 PM
Quote from: Ruro on June 22, 2010, 06:08:56 PM
Quote from: tigaer on June 22, 2010, 03:05:30 AM
You could just shoot into ceilings and shit to find spies. No.

Why do i visualize something really cool when i hear that? Like shooting a glass ceiling to have shards scatter on the spy's visual camo and making it visible (just think GITS anime tank fight at the end if you dont understand my appreciation for this). :D
Also the blood splatter is an OK solution for this. Also the red cross thing is pretty balanced if it only turns red when you actually hit something but i agree that it can be unfair when the merc just shoots randomly and succeeds.
Also no life counter and no death message? Thats awful. You wont even know that you killed someone and believe me it will just add to many ppls frustration instead of their adrenalin level .... 

Umm you fail sir, you haven't even looked it says who killed who.. but in a more productive way.. look at the first screen shot on moddb of the mercs visor and ull see it.  EPIC FAIL, gg kthxbai.

Because pre-alpha screenshots are just like the full product. Thanks for going off topic...
#12
Public Discussion / Re: Visual feedback on HUD
June 22, 2010, 06:08:56 PM
Quote from: tigaer on June 22, 2010, 03:05:30 AM
You could just shoot into ceilings and shit to find spies. No.

Why do i visualize something really cool when i hear that? Like shooting a glass ceiling to have shards scatter on the spy's visual camo and making it visible (just think GITS anime tank fight at the end if you dont understand my appreciation for this). :D
Also the blood splatter is an OK solution for this. Also the red cross thing is pretty balanced if it only turns red when you actually hit something but i agree that it can be unfair when the merc just shoots randomly and succeeds.
Also no life counter and no death message? Thats awful. You wont even know that you killed someone and believe me it will just add to many ppls frustration instead of their adrenalin level .... 
#13
Public Discussion / Re: Visual feedback on HUD
June 22, 2010, 02:45:06 AM
Quote from: Cronky on June 22, 2010, 02:10:40 AM
Project Stealth's Setting... I assumed was kinda Futuristic from what the spy looks like, but could believe present day. (Military Covert Ops Soldiers with High Tec Suits vs Mercenary Squads)

Damn how i would love it to be some kind of a realistic cyberpunk setting :P Also the spy could have a full body pulsing green light just like orbital frames in zoe... damn look at me blabbering nonsense...
And i dont play games to win, that plain stupid in my opinion (and the mentality of always wanting to win gives birth to cheaters who i really damn despise and hate)
#14
Public Discussion / Re: Vaulting
June 22, 2010, 01:59:15 AM
Quote from: Cronky on June 22, 2010, 12:59:50 AM
-CT had some times when it just would NOT register a grab spot on a wall or something similar. To which you just jump at an area for a little bit looking stupid, then move an inch over and figure out it works now.

I noticed that too. Just try running sideway and grab onto a vents edge with a jump you will fail and just look like some kind of an acrobat who jumps sideways for attention.
The thing i really fear is that the controls would work too "perfectly" and the spy would just stick to anything that can be grabbed.
#15
Public Discussion / Re: Visual feedback on HUD
June 22, 2010, 01:52:02 AM
I actually got a normal and fair feedback on my post, wtf am i dreaming? Is this really the infrawebs? :D
Well about this whole learning curve : its really about the map design i think. If you have like a tons of objectives which can unlock an other tons of objectives then yea its fun but it really strains your brain to play on a map like that when you just want plain fun.
Implementing some kind of minimap to the corner of the screen helps out in a way that its harder to get lost. With a map button and lets say a ping option like in an RTS you can even signal your mate to get to a position.
Also box hiding in mgs? That sound damn fun! Somebody already suggested empty trash containers and such for hiding spots in this forum as i recall it.
By the way what do you guys think about a dmg indicator (like a red splash at the bottom of the screen when you get hit from behind)?
Also this may be a little off but whats the setting for Project Stealth? I mean, is it present days, or alternative future?