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Messages - CurdyMilk

#1
General / Off-Topic / Re: SVM Reveal Trailer
May 03, 2013, 12:58:23 AM
Hopefully the settings can be customized to provide an old school feel. Definitely not buying it until more information becomes available.
#2
Other:  If the beta is good enough, I would easily pay for it.   If you are going to make people pay, there should be a free offline version to just run around a map so people know what they are getting into.  Otherwise people may think it is a waste of money without actually getting a taste.
#3
Very detailed and insightful!  Your responses were much better than Alex Quick from the Depth team, although watching their videos has given me the impression that it is not entirely a stealth game.  Good job!  I thought it was funny when you contrasted our normally fast paced world (including internet browsers/loading pages) to stealth games. 

But in the big introducing thread you said...
Quote from: frvge on April 04, 2012, 12:10:14 AM
I'm frvge and I like turtles! And Stealth. And programming. And fast websites.

So you like fast pace and slow pace?  hehehe  ;)
#4
I agree with the others on this one.  Trying to remember of the opponent's inventory is part of the mystery and fun.  Keep it the way it is.
#5
General / Off-Topic / Re: The Great Things of this world
February 14, 2012, 06:04:57 AM
Quote from: Farley4Fan on February 13, 2012, 10:46:54 PM
For those of you who follow the NFL (all 3 of you, including me):
http://www.interpretationbydesign.com/?p=6097 Check out the MLB one too.
Hahaha, gotta love that the Cowboys are first on the flow chart.  Nobody likes them anyways...
#6
Dr. Negative, here are some  previous posts that may help you out.  (EDITED because links didn't work)


Quote from: frvge on August 08, 2009, 03:07:46 AM
Quote
1. Vent Size: 128x128
7.Grab height: I'm not exactly sure, but there is a minimum and maximum. All of which use the same animation. Grabbing using the same animation but at differant heights would be more of a engineer job. (Blending from jump to climb up where a 'grab' event is located.)
3. Door Height/width: Single door - 128x256. Double Door - 256x256.
4.Split Jump Width: 192
5. Running wall jump height of vent: Unsure. The height is probably around 384.
6. COOP Height: 512
7. Rail pull height: 96 (From the lege the spy hangs from, to the top of the heighest railing point.)
8. Pole radius/width: 16
9. Zip Line radius: 4

Quote from: frvge on January 28, 2010, 09:59:54 AM
Quote
Spy height should be around 192

Quote
1. Vent Size: 128x128
7.Grab Ledge height: TBD - Depends on the animations we use. However, for now keep the minimum height of things to be climbed on to 64 (for a 'step up') and the maximum to 312.
3. Door Height/width: Single door - 128x256. Double Door - 256x256.
4.Split Jump Width: 192
5. Run up wall jump height of vent: TBD - Depends on the  animations we get. But it will probably be around 384.
6. COOP Height: 512
7. Rail pull height: 96 (From the lege the spy hangs from, to the top of the heighest railing point.)
8. Pole radius/width: 16
9. Zip Line radius: 4
10. Stairs - Steep stairs have steps that are 16x16 and Standard stairs, which should be used more often have steps that are 32x16.
#7
Public Discussion / Re: OMG where's the new stuff?
January 16, 2012, 02:30:09 AM
Quote from: Pusianka on January 16, 2012, 01:05:29 AM
@frvge - each time you say the same thing and each time I tell you that I already am doing that. Besides I just rephrased your motto "it will be done when it's done"(plus it was your idea to start a topic named OMG where's the new stuff?!) :D
Don't worry man, they already had an update recently.  The karma system is gone!!!
#8
General / Off-Topic / Re: Merry Christmas!
December 27, 2011, 06:38:09 AM
Merry Belated Christmas to all!

Quote from: Cronky on December 26, 2011, 05:56:19 PM
-2 lb. Bag of sour patch kids
I got this too, but then my cousin stole them from me when we had our gift exchange game :(  Best candy evarr!!!
#9
Public Discussion / Re: Merc Jumping. Yes? No?
December 27, 2011, 06:34:12 AM
Quote from: Cronky on December 22, 2011, 03:34:51 AM
It feels like tradition. Just one of those traditions I was never part of. Like Hanukkah if I was Christian.
Hanukkah is a Jewish holiday...

Quote from: Farley4Fan on December 22, 2011, 10:18:40 PM
A few things I just thought of.  Jumps were useful for clever mine/trap placement, frag/flare lobbing, and occasionally for getting a look over certain obstacles.  I think the lack of jumping will change the gameplay quite a bit, but not necessarily for the worse.  I guess we'll see.
These are good points.  Jumping was useful in these situations, but as frvge said, it all depends on the map.

My conclusion: 
Necessary?  No.  Important? Yes...only if you want to make it that way.
#10
Mafia is awesome.  But it's more fun if you do it in person so you can read people's faces.  So on that note, it could be difficult.  Plus we don't have enough people. :(
#11
Public Discussion / Re: Teamwork is essential...
October 10, 2011, 05:10:13 AM
Very nice work, although I thought this was nearly completed a couple months ago?
#12
General / Off-Topic / Re: What do you listen ?
September 21, 2011, 02:32:55 AM
This is what I listen to on repeat all day long.  Too bad the original video with tons of views is gone :(

http://www.youtube.com/watch?v=sUntx0pe_qI
#13
Are you saying the cam can only be used to disable a mine, camera, etc. OR be used as a laser to affect the merc's HUD?  I can't see how it would do both at the same time.  The cam should have both functions, but only one or the other should be activated.  Also, there should be a limit to the distance of a laser, much like a poison/ laser mine (maybe longer distance but have a limit)
#14
Public Discussion / Re: Spawn spots ?
August 13, 2011, 01:09:24 AM
It really depends on the mapper.  It is easiest to balance a map with only 1 spy spawn spot, but in some cases a map could have more.  Say there are 2 or 3 locations in a certain map that give no real advantage to either team no matter where the mercs are on the map, perhaps we could give the spy a choice?
#15
Public Discussion / Re: Accessibility for New Players
August 09, 2011, 01:08:26 AM
Quote from: Cronky on August 08, 2011, 10:57:00 PM
Quote from: DreadStunlock on August 08, 2011, 09:46:27 PM
Quote from: Matt2415 on August 08, 2011, 08:20:24 PM
I was just wondering if accessibility to new players is a consideration in this project.

I've played a bit of Chaos Theory multiplayer but I found my enjoyment of the game to vary greatly from session to session.  At times, I would be paired up with a novice player against two skilled and experienced teammates.  In my experience, the most enjoyable games would happen when the teams were at comparable skill and experience levels.

Is there any thought/effort being put into making the game easy to get into?
Matt, just install Xfire and Agent will be glad to guide you. The game is hard when you start on your own.

I might cry. A post from Dread talking about Agent that doesn't sound demeaning or disrespectful. I couldn't be more proud. :'(
thats why I applauded him!  ;)