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CMDKeen Oct 23 2015 replied:

So that was a throne room? Huh, I thought it was some kind of a space temple... Either way I'm really digging the interior, very stylish. I wouldn't even mind too much getting assimilated by something nice-looking like that!

+1 vote   media: Walloping's Cube
CMDKeen Oct 5 2015 says:

I would back it in an instant, but unfortunately Kickstarter makes it impossible to pledge for me because it doesn't accept my payment credentials. Is there any other way to pledge?

Either way, good luck with the campaign!

+1 vote   news: Battleship Commander is on Kickstarter
CMDKeen Aug 5 2015 replied:

I was also reminded of Arma and its problematic menu system. Dslyecxi is a well known and respected Arma player who's been pointing out the flaws of the system for years. The linked video is concerned more in general with the flaws of the engine rather than solely the menu itself, but it might still be relevant.

From my own experience playing Arma, the context menu starts to get unwieldy once you have more than three or four options since you spend a lot of time scrolling between the options to get to the one you want. It's also a problem when you are in a rush for any reason, since it's easy to accidentally select a wrong option.

+1 vote   news: One Button To Rule Them All (Well, Actually Two)
CMDKeen Jul 5 2015 says:

In regards to terrain generation, you guys should take a look at this:

+2 votes   news: Developer Summary - 4th of July 2015
CMDKeen Apr 28 2015 replied:

I think this is a great idea. Community DLC, User-created DLC, or any other name to stress it's paid content and separate it from mods. The word "mod" has grown to mean something free made in spare time as a hobby, and making some of them paid and some not is bound to create outrage and confusion.

+15 votes   news: The uncertain future of paid mods
CMDKeen Mar 27 2015 says:

Wonderful! It's good to know we'll be able to play the game this soon. The only thing I worry about now is that I'll notice the opening of alpha too late and won't get an item of my own :D I really like that idea, by the way, great motivation for backing but no ingame advantage or unique items.

By the way, will the game be released outside of Steam once development is finished, or will it be Steam-only? I would much prefer to avoid Steam if possible.

+2 votes   news: Cogmind Release Schedule
CMDKeen Mar 10 2015 says:

Holy hell, now that's some great background art. Art money was definitely spent very well!

+1 vote   media: New Scenario and Mod Screens
CMDKeen Feb 17 2015 replied:

This is not about RCS engines, but doing RCS with main thrusters. You can the right thruster (and only that thruster) on to turn left and so on.

+1 vote   media: Engine RCS
CMDKeen Feb 15 2015 says:

I also liked F and P the most, so I'm glad to hear you've chosen these two! I really like the way F did the robots, making the robot icons so large helps in recognition at a glance too, even for newbies since the guns, drills and legs are very easy to recognize. Of course, a mass of robots may blend together, but it's hard to say how much from the screenshots given.

I think the biggest advantage of P is not the robots but the walls. In all other tilesets they are either too distracting or don't look like an actual obstacle (like the "glass pane" walls in A). P does them really well, though, solid but not grabbing attention, as they should be. Its doors also looks quite well. I think I would love to see F as robot design and P as the environment...

I wonder how will items fit into all this, though. So far we've only been shown a key...

+2 votes   news: ASCII vs. Tiles
CMDKeen Jan 29 2015 says:

Does this mean fully automated attack drones can now be built?

+1 vote   news: Update 01.067 – Voxel hands, Terminal weapon control
CMDKeen Jan 29 2015 replied:

ASCII is great for clarity, but I find letters too familiar to properly convey any ingame meaning. Capital D just fails to tell me there's a dragon I should be afraid of, because I'm too used to seeing it every day. Identifiable shapes are indeed very important, but so is keeping it simple I think and almost all styles presented feel unnecesarily detailed to me. I would love to see something with the clarity of ASCII yet unique and easy to associate with the symbol's meaning, but I may be wanting too much here, haha.

Ah, it would be nice, but it seems there's already enough on your plate. I wonder what the chainsword style would look like if used for the tiles, though... if that's possible at all.

+3 votes   news: Tileset Concepts, an Open Poll
CMDKeen Jan 28 2015 says:

All the tiles feel either too retro (as in late 80's) or too cluttered for my tastes. I really, really like Linus Chan's work on the guns, though. It's a nice improvement on the original ASCII but still remains very clear and easy to read.

+2 votes   news: Tileset Concepts, an Open Poll
CMDKeen Jan 12 2015 says:

That altar creature is strangely adorable. No wonder it is worshipped enough to have altars built! :)

It's amazing to see how much detail you put into these civilizations, and especially how graphical URR is for an ASCII game. It's becoming a true Dwarf Fortress game in its own right, purely by being so lovingly and intricately crafted. I can't wait to see where it will be in a year.

+1 vote   news: 0.7's procedural graphics, and a mysterious altar
CMDKeen Oct 4 2014 says:

It's amazing to see the various parts of random generation intertwine and form a lively whole like this. The way everything blends together feels much better than even in DF :)

Why do crossbows share their skill with bows instead of guns, though? Both crossbows and gunpowder weapons are pretty much point and click in usage and fast to learn, while bows are unique and take years to use effectively. Is there any special reason for this?

+1 vote   news: Religions and cities and currencies
CMDKeen Sep 5 2014 says:

That actually isn't that bad! Especially Sean's voice, considering you had to voice a young female dragon yourself. It's not release worthy, of course, but it's far better placeholder material than you could find elsewhere.

SinKing has a good point that big blocks of text in the tutorial are pretty boring. They are fine in the rest of the game where you can find interesting information on the game world and the plot, but in the tutorial, players want to start playing already instead of having to read several paragraphs. If you can, show and don't tell. If you can't, make the text short. Very short. A couple sentences at most. Also, several short hints are better than one larger block of text.

The new phone is a really interesting addition, but I could see it become annoying after having to deal with it for some time. Including some key shortcuts may be a good idea here.

+1 vote   news: Tutorial Map and other Goodies
CMDKeen Jul 17 2014 replied:

Whoa, didn't expect to get it right! I only thought of player rotation because of that giant "4SALE4 sign turned 90 degrees.

+1 vote   media: Krazy
CMDKeen Jul 17 2014 says:

Those are some strange angles in the picture. Let me guess: 6 DOF player rotation and ship rotation?

+2 votes   media: Krazy
CMDKeen May 17 2014 replied:

Yeah, it's more convenient to have the video here, but if the problems persist, there may not be much of a choice. Maybe try contacting the staff about it?

+1 vote   media: World Editor Preview
CMDKeen May 16 2014 replied:

Aw, that's a shame. Is there any probglem with Youtube, apart from it not being a ModDB video?

+1 vote   media: World Editor Preview
CMDKeen May 16 2014 says:

I just watched the whole video again. You can't stop me! =p

+1 vote   media: World Editor Preview
CMDKeen May 14 2014 replied:

Eh, I'm still not convinced the video compression isn't hiding the details. The realistic normal maps are very subtle, and even in 720p the compression artifacts are noticeable.

+1 vote   news: World Editor Preview Video
CMDKeen May 13 2014 replied:

Perhaps it's the combination of the subtlety of the effects in combination with the video compression that makes it so hard to see? I watched it in 720p fullscreen and it definitely helped, though it still seemed somewhat flat and unnatural. Perhaps can only really be seen when playing with the engine...

By the way, what about displacement mapping? (like in except less pronounced) It seems it would help with materials that have lots of height variation, especially at grazing angles, like or

+1 vote   news: World Editor Preview Video
CMDKeen May 12 2014 says:

Really great editor, the ability to customize pretty much anything and see how will it look in the game looks really handy. The only thing I'm missing is not seeing a preview of the object you are trying to place.

Does the engine support normal, displacement and specular maps? The city is looking great, but livening it up a bit with these techniques would go a far way to making it look comparable to modern games.

Also, seeing the Shield Liger in the city really changes one's perception of scale. I knew it was big, but not that big!

+2 votes   news: World Editor Preview Video
CMDKeen Apr 25 2014 replied:

Every single time I think I can't possibly become more amazed by an engine, I get proved wrong. Really, this would be hard to believe if I didn't see the proof right before my eyes.

+1 vote   news: Beam me up Scotty!
CMDKeen Apr 25 2014 says:

This is beyond amazing. Just yesterday I was wrestling with ribbon trails in NeoAxis and wished there was an easy way to do it, but all the possibilities Dragengine gives are unbelievable. I really can't wait to put my hands on it!

By the way, does the damage readout screen in the Liger actually correspond to how much you shot it up, or is it just a texture?

+1 vote   news: Beam me up Scotty!
CMDKeen Apr 2 2014 replied:

Maybe I am. Hard to tell. xD

+1 vote   news: This update goes under the skin
CMDKeen Apr 1 2014 replied:

That moment when you accidentally push the minus button instead of the other one..

Things are looking great, both the zoids and the new scattering techniques. You are right to call this superior to AAA engines in some ways. It's a miracle you haven't been assimilated into one of the companies making engines, but a very happy miracle for the indie community. :D

+2 votes   news: This update goes under the skin
CMDKeen Mar 29 2014 says:

Somewhat misleading. 4000 times almost nothing is still very little and withstanding two pounds of dynamite is still not much significance for an object with so little momentum. Also, it may be the best solid insulator known, but the best insulator is still vacuum, because it entirely stops conduction and convection.

+1 vote   media: Dump Mk3
CMDKeen Mar 29 2014 replied:

I highly doubt many people know that Tyrannosaurus was closer in time to the 21st century that to Stegosaurus.

+1 vote   media: Dump Mk4
CMDKeen Feb 7 2014 replied:

My goodness, I have seen you do many amazing things, but this one took me completely by surprise again! If there is any game with the right to be called a voxel game, it's Scrumbleship. The amount of detail is simply mindblowing.

What do you expect the performance hit of the shadows to be once you are done? Will there be a way to downgrade shadows for slower computers?

+3 votes   media: Softshadows
Last Online
Nov 22 2015
Czech Republic Czech Republic
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