Experienced in a lot of games, at playing games. Now is helping out with a friend's game.

Comment History  (120 - 150 of 545)
Dra6o0n Mar 11 2010, 7:05pm says:

When you create the interiors, can you add attics and hidden areas too?
Larger structures usually is more Tenchu styled and has hidden pathways in lots of places for ninjas to sneak into.

For example, proning and crawling under a house is possible with the japanese house.

Not sure how are you gonna implement a climbing system so ninjas can climb on ledges.

Some of these structures have tatami mats or straw mats on the interior floors, and ninjas can use them for many sneaky purposes, and some of them might have a hole or tunnel to hide in.

Also, Tatami mats can block shurikens and arrows.

+2 votes   media: General Hanako Castle Shots
Dra6o0n Mar 11 2010, 7:03pm says:

For cedar trees, the taller they are, the more branches would stick out... So make 3-4 variations of the cedar trees, each one representing a size group.

#1 = 20ft tree, normal tree branches and width.
#2 = 40ft tree, some branches sticking out in the middle.
#3 = 60ft tree, very narrow at the top, many many branches in the middle and lower base.
#4 = huge tree, lots of branches, the top covers a wide area.

Basically, with 4 variations of the trees, #2-4 can allow ninjas to jump on the branches sticking out.

+1 vote   media: Hanako Castle & Anokoku Village Alpha Screens
Dra6o0n Mar 11 2010, 6:58pm says:

All you need is to have the character use the correct posture with the correct weapon and add in more animations, and you got yourself a basic sword combat system.

+1 vote   media: March Gameplay Footage
Dra6o0n Mar 10 2010, 11:38pm replied:

Nvm, its easier to create a "Simple" graphical mode instead while in editor to save resources, and then turn the graphic up to preview.

+1 vote   game: Overgrowth
Dra6o0n Mar 10 2010, 7:15pm replied:

Not overwriting, overriding.

+1 vote   game: Overgrowth
Dra6o0n Mar 10 2010, 7:09pm replied:

will the animating be even more simpler if you can modify the xml ingame somehow? Like creating a new animation and pasting it over the old one temporarily, as a mod?

The normal way has you going through text, but if you organize the animation list for the default commands, and allow newbies to use it ingame, it will automatically replace the selected animation when using it...

Would this be called Overloading or Overwriting (Programmer terms)?

Example: I made a new animation, I save it so it is a file, now i want to replace a walking animation with it.
Instead of going through the longer route, there can be a simple route of a drop down box for "default" animations--- For example, the animation for walking/running, and a overload button to overload your animation over it so it forces it to use the new animation while this "mod" is in effect.

For things like creating new commands and attaching animations to it, those would be entirely new things and will end up using the old fashion way of editing it.

+1 vote   game: Overgrowth
Dra6o0n Mar 10 2010, 7:07pm says:

What can be interesting, is a "Fast" mode button where graphical settings is turned down so you can focus on using the editor without the lag and frame rate being killed.

Testing the game will make the settings go back to normal.

0 votes   game: Overgrowth
Dra6o0n Mar 5 2010, 2:28pm replied:

No I meant ALL of those trees being HUGE... There needs to be some more mixture of trees so not all of them are huge, plus they need to add bamboo shoots, they are also tree-like plants.

Those trees overshoots the requirement of 40ft dangit...
It's like 200ft!

+1 vote   media: Hanako Castle & Anokoku Village Alpha Screens
Dra6o0n Mar 5 2010, 1:04am says:

The Humongous trees makes me think its not Japan anymore...


+1 vote   media: Hanako Castle & Anokoku Village Alpha Screens
Dra6o0n Mar 2 2010, 10:32pm says:

Ask modelers from the communities to contribute, it'll speed up the process faster and all you have to do is credit them for their work... They'd fit in as a third party contribution rather than a group member...

+1 vote   mod: STALKER: The Road to Pripyat
Dra6o0n Mar 2 2010, 10:29pm says:

It doesn't have to be a RTS style, it can take a bit of the top down shooter style if you want a large scale multiplayer shooter...

So its STALKER from top down with fog of war? You use keyboard to move, and mouse to aim, and sniper rifle allows you to aim better... LOL This might just work!

Makes me wonder if a side scroller can work if its dark and uses flash lights...

+1 vote   mod: STALKER: The Road to Pripyat
Dra6o0n Mar 2 2010, 3:55am says:

I'd like the new textures to be used in CoP because I'm getting a bit tired of the blurry medium-high leveled textures and such on my settings... I'd stuck having to use a lower resolution to play with higher textures...

+1 vote   mod: STALKER Complete 2009 (2012)
Dra6o0n Mar 2 2010, 3:50am says:

Porting textures, weather, and basic core system into CoP should be a snap since the engines are practically the same... And probably make the game more optimized too!

For some odd reason, I can only use either Static lighting or Enhanced Dynamic DX10... Using the other ones and restarting Stalker will crash the game... I'm suspecting some kind of problem with dx9 on the windows 7...

+1 vote   mod: STALKER Complete 2009 (2012)
Dra6o0n Feb 28 2010, 5:48pm says:

The zombies needs to be vulnerable to stumbling and getting back up...

Zombies should react differently to different attacks, like blunt heavy force should knock it over and it can get back up.

Piercing attacks aren't effective to stun or knock them down and that includes bullets...

So if they are tough enough, a shotgun could "knock" them off their feet but still alive because you didn't blow their brains out...

+1 vote   media: NMRiH Alpha Build Gameplay Video #2
Dra6o0n Feb 27 2010, 5:31pm says:

What about tiles? In Edo Japan, the roads inside these large places consists of rocks rather than dirt road... And having these rocky areas in alleyways and such as pathway allows for footsteps to be heard better.

+1 vote   media: Hanako Castle Pre-Polish Quick Flythrough
Dra6o0n Feb 27 2010, 5:29pm replied:

Isn't it better for the worker alien to release a smog for it to run away or plan a attack? Smogs are basically smoke screen...

+1 vote   news: Friday Update - Lerk Reveal
Dra6o0n Feb 24 2010, 11:58pm replied:

To explain this post, I meant that there are game breaking functions where your able to leap far distances and cut the work needed if you know how to abuse the controls... In multiplayer, if all they do is summon on you, all you need to do is know how to get around and gather items and free your allies. -_-

+1 vote   news: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 24 2010, 11:55pm replied:

If they go professional and made it half RE5 and Intense Action, they could pull it off if they balance the animation and movements, etc.

They basically have to deal with a huge expectation from people, not in the modding community anymore, but with the worldwide community...

+1 vote   news: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 24 2010, 11:52pm replied:

Err, is that a joke?
A professional release would include a ton of rework, like not letting the player move around the map 3x as fast using the run jump ability over and over again... A professional release would include better, smoother, fluid animation that actually connects to make the game feel more professional.

To go professional means you must strive over a certain line of expertise in your profession.

+1 vote   news: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 24 2010, 11:49pm says:

Well this is surprising for a mod that didn't have a super great animation, but probably pitched in the other elements to balance that out...

Did anyone know that you can repeatingly jump to move around faster than running?

+2 votes   news: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 21 2010, 9:45pm says:

The real ambiance would be set up throughout the environment then, because you can't have one track with sounds in a area that might not make sense, like electrical sounds when there's nothing but pipes, glass, and metal in the area...

You'd wanna create many different generic ambiances for different areas, and have them activate at random when a player comes near, to sync with a main ambiance.

+1 vote   news: Friday Update - Build 137 and Sound Montages
Dra6o0n Feb 20 2010, 1:30pm says:

That... Looks like java...

+1 vote   news: Initial Animation and Scripting [HD Video]
Dra6o0n Feb 13 2010, 7:43pm replied:

make a gameplay video to see how much force a close up shot can do...
Maybe play zombie blasting by blasting their body as far as possible off of a roof...

-1 votes   media: The Mortewood Plaza - Dual Sawn-off Shotguns!
Dra6o0n Feb 7 2010, 9:28pm says:

I could be interesting if you could take the shove aspect from l4d, add in huge hordes of zombies that can cut you off from navigating, and then you'd find shoving zombies a bit useful to get away.

+1 vote   media: The Mortewood Plaza - Combat Shotgun
Dra6o0n Feb 1 2010, 3:58pm says:

I think the spark engine doubles as a great fps horror genre too, because it has a lot of potential with lighting and whatnot.

+1 vote   news: Prop Artist Bill and Spark Editor Update (Build 135)
Dra6o0n Jan 31 2010, 1:56pm says:

to make it more simpler, allow the health bar size to be adjusted by the player, since low resolution monitors will have it bad lol...

+1 vote   media: The Mortewood Plaza - Health System
Dra6o0n Jan 24 2010, 9:50pm says:

Maybe I should've pre-ordered NS2 over Overgrowth... Oh well...

+1 vote   news: Spark SDK (Build 133) Released
Dra6o0n Jan 23 2010, 12:48pm says:

I suggest that if you want to take it further, try using IDE's to put it all together and organize it.

+2 votes   game: dead
Dra6o0n Jan 23 2010, 2:24am replied:

For HL2 Coop mods a bit like this, try Obsidian Conflict. Too bad that one isn't updated much, but is still a decent mod if it has enough content to last a few months...

+1 vote   news: Sven Co-op 11th Anniversary Update, Video
Dra6o0n Jan 18 2010, 7:38pm replied:

A swamp would be neat, having tricky muddy swamp waters to slow you down.

Possibly something like quick sand, but in reality quick sand doesn't really exist, you can get out of a "quicksand" pretty fast in real life.

+1 vote   news: Terrain updates
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