I play games. Alot.

Comment History  (60 - 90 of 180)
adv0 Dec 24 2011, 10:19pm says:

Wow no Ivan's secret? Oh well, good mods.

+1 vote   feature: MOTY Players Choice - Upcoming
adv0 Dec 13 2011, 6:23pm says:

Dexter much?

0 votes   media: Watching
adv0 Dec 11 2011, 3:52pm says:

Thats more like it! What parts will change color?

+1 vote   media: Great Hall Update [WIP]
adv0 Nov 14 2011, 7:07pm replied:

Actually, Uncharted 3 probably has even more amazing water than killzone 3 already does. It can make your character look wet (even partially, like up to his waist), it has really cool particle effects for water spouts, and even nails the physical and graphical aspects of the ocean. A particular section in a stormy shipyard with moving waves comes to mind, I could totally see that water in this level. Although it would probably take an unhealthy amount of time to replicate. All's im hoping is that it doesnt come off as a rigid pattern across a expansive sea, that always kills it for me when games do that.

Its pretty important though, water is probably one of the most technically difficult things to accomplish in games - graphically, computationally, and programing wise. That and fire, maybe.

+1 vote   news: Aubrey's Art Asset Overview #23 and #24
adv0 Nov 10 2011, 6:02pm says:

This isnt animated yet, right?

+1 vote   media: First Ingame Screenshots of JP Dinosaurs
adv0 Nov 1 2011, 8:03pm says:

As for sharks, sharks detect electricity from biological impulses very keenly - even further than they can see. It is also painful for sharks to take square impact to nose, cause that is where the electric seinsing organ is. Maybe you could incorporate one of these things somehow? Like a small-proximity motion sensor that can have incapacitated/damaged effectiveness? Sprint function for mako (he's the fastest shark in the sea after all!) to keep him interesting. Watch out with tiger, try to keep him interesting despite his role as a midpoint between two extremities. Some ambient, lesser sharks, to keep the player on his toes and provide camoflauge (that would disperse when near the great white to alert player)

For divers- there is an 'anti-shark' device that emmitts intensely uncomfortable sonic frequencies for sharks. With this, it could make the image get fuzzy for shark as you get in very close proximity, making it difficult to tackle the diver (two-edged sword as you can be detected easier). There are also these anti-shark suits that are basically like thin chainmail. They are effective against medium sized sharks and could add a second or two of survivability for the hunter, making him more durable than the other classes (in addition to the fact that he is a badass). This might make you move slower or could be a purely visual explination for hunter's probably better health than others.

General suggestions, would be cool to choose equipment (general or class-spcific) on the boat before decending, especially with the previously mentioned diver equipment. You could balance the equipment by giving it a downside if chosen, or have a limited number of slots. Multiple possible spawn locations for the boat would mix things up for the sharks. Jaws references :D

+2 votes   news: The Anatomy of a Shark Attack ..
adv0 Nov 1 2011, 8:02pm says:

Atmospheric suggestions-
As diver, and maybe you are already planning this, but you could add the diver's mask in first person. Would make it scarier getting attacked from side cause of narrower sight. Sound of breathing through an air tank would make it tenser, though I feel you perfectly captured the feeling of suspense and constant looming.
As for the shark, I don't know what they should feel. Sneaky, I should think. Great whites come from underneath, hence their dark camoflauge/coloration on top.

+2 votes   news: The Anatomy of a Shark Attack ..
adv0 Nov 1 2011, 6:53pm says:

I dont want to complain, everything looks nice I just have one thing about the weapons. I was wondering if some of the ones you have made have totally fixed addons such as those reflex sights. It might be an OCD thing but I find it annoying in certain STALKER mods with new weapons that there are certain things that can't be removed, unlike the vanilla weapons. I understand that you would have to make new seperate scope models and that would be a bit of a time consumer, but it would be really nice to have to either buy or find certain things seperately, else it makes some of the new weapons feel... missfitting with the typcial vanilla iron-sight weapons. It's just a peeve of mine, I spot a M4/M16 variant that is considered new gun because it has bunch of unique addons, I wonder why people don't just create the addons so you can have your own version as opposed to a specific combo that you would have to carry seperately and that is unmodulable.

And for some stuff like the M24 that has a fixed scope like the SVD, can you modify the scope by upgrading your weapon?

Any case, nice work.

+4 votes   mod: MISERY
adv0 Oct 31 2011, 7:28pm says:

This idea.
It is genius.

+1 vote   mod: Dino Crisis 1 Source
adv0 Oct 31 2011, 7:21pm says:

Will it be possible for this dude to grab you by the chest?
Nice pictures btw, I can just see myself freaking out to this!

+1 vote   media: Anatomy of a shark attack
adv0 Sep 23 2011, 8:17pm says:

Hey, this looks amazing, but i was wondering - would it be technically feasible to change the texture of the gun (even only a bit) depending on the condition of a gun, for the purpose of visually illustrating its condition?

+1 vote   mod: MISERY
adv0 Sep 7 2011, 7:57pm says:

Haha this looks nicer than SC2! It looks like what warcraft 4 should be. Amazing art.

+3 votes   media: In-game screens
adv0 Sep 7 2011, 7:36pm says:

Its great, I only wish there were better trees.

+1 vote   media: Park (WIP)
adv0 Sep 7 2011, 7:21pm says:

Hey, will the unseen be black and turn to that semi translucent style once its been explored?

+1 vote   media: HL2: Wars code progress 21: Updated Fog of War
adv0 Sep 7 2011, 7:13pm says:

Now all you need is mist hanging around the ground, heh. You must have some master coders with you, good job.

+1 vote   media: Sunshafts and Color Correction
adv0 Jul 23 2011, 1:39am says:

So, what are the plans for the egyptian faction?
Awesome idea, btw. Good old AOM, what I would give for a sequel!

+1 vote   mod: Age of Mythology ~ Antique Mythology
adv0 Jul 18 2011, 11:19pm says:


+6 votes   news: Source Shader Editor plugin released
adv0 Jul 18 2011, 11:15pm says:

Good luck with all that. Don't worry, most mod developers rarely have their mods at the top of their to-do list. Just remember, sometimes you don't realize how much you enjoy doing something in till you start working on it and you realize you can't stop when you are in the middle of it.

+2 votes   news: Taking a Step Backwards
adv0 Jul 13 2011, 2:11am says:

Great looking planet, but rarely IRL will a planet have a green atmosphere. Or gases that manifest as green. Not that that really matters.

Anyway, great engine. Would be awesome if you perhaps included a few more planetary phenomenon. Like northern lights and other stuff.

+2 votes   media: Alien planet
adv0 Jul 13 2011, 1:29am says:

Stoner expression lol.
In all seriousness, great work.

+3 votes   media: Catfish
adv0 Jul 9 2011, 2:00pm says:

Did you happen to see this in walking with dinosaurs XD
Great thing to include.

+1 vote   media: Liopleurodon
adv0 Jul 9 2011, 1:58pm replied:

Hahaha. Very nice.

+1 vote   media: Electric eel
adv0 Jul 8 2011, 4:38pm says:

Nice! Wait, do you make like a model every day or two?

+1 vote   media: Electric eel
adv0 Jul 8 2011, 4:39am says:

Sexy. Very sexy.

0 votes   media: NanoHud
adv0 Jul 8 2011, 4:37am says:

This is awesome, but is it compatible with complete?

+1 vote   download: AtmosFear 3 for CoP
adv0 Jun 30 2011, 1:44am says:

Awesome concept. Good to see it develop so nicely.

+3 votes   game: Depth
adv0 Jun 24 2011, 3:47am says:

What mod is that?

-1 votes   media: Anvil
adv0 Jun 13 2011, 9:48pm says:

I think a perfect solution would be to have a few in game options for the HUD. But please add the ability to turn it off totally.

+1 vote   media: HUD(maybe)
adv0 Jun 13 2011, 9:45pm says:

The scene planning is brilliant. That green light is perfect.

+3 votes   media: Crash Site
adv0 Jun 10 2011, 1:14am says:

This game looks like it took the manpower of 50 people to make. Nice. Just wondering about the gameplay, will we find ourselves walking around trading, finding or buying things, inventory system or no, length/kind of campaign, different characters to play as, or no? ect. Or can someone direct me to where they have info/features on that?

+7 votes   game: Overgrowth
Offline Since
Jun 23, 2015
United States United States
Member Watch
Track this member
Comment Statistics
Posts per day