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

Comment History  (180 - 210 of 546)
Dra6o0n Dec 1 2009, 10:07am replied:

The zombies are more of silent hill than resident evil...

+1 vote   mod: Out Of Hell
Dra6o0n Apr 19 2009, 1:35am says:

As for special transformations like Rock Lee's Gate Releases, maybe their attacks can be in two categories:

Normal - Normal strike like usual but powered up to do more damage

Special - Can be used only a few times, deals huge damage, and shows a cool animated scene where you use a super attack on a character (Narutimate Hero or Ultimate Ninja Specials).

The only thing is, that to balance the game, maybe transformation is only allowed after picking up a special item (Well some special attacks are WAYYY overpowered)?

+1 vote   game: Naruto: Naiteki Kensei
Dra6o0n Nov 30 2009, 11:17pm says:

Now that Unreal Engine 3 is free in a UDK format, people could try to "Evolve" their current game, with a sequel maybe...

+1 vote   engine: Unreal Engine 2
Dra6o0n Nov 30 2009, 11:14pm says:

UDK is now free, so if you got enough resources and decide to have that as a stepping stone, feel free to try to gather up a new team and attempt it...

Who know's It might even work out extremely well...

Wait... What engine is the LOTD game based on? Unreal 2.5?
... It's unreal engine 2.0... So it should be possible for you to move it to Unreal Engine 3...

+2 votes   article: Explanation
Dra6o0n Nov 27 2009, 11:51pm replied:

I still prefer the narutimate series though for it's fighting style...

+1 vote   article: Milestone Update #3
Dra6o0n Nov 26 2009, 12:22am says:

Now you need an advanced gibbing system if you want to see the zombies be mowed down...

But a gibbing system isn't needed to animate your tractor to shoot out chunks so you can save resources...

+1 vote   media: The Mortewood Plaza - Combine Harvester
Dra6o0n Nov 26 2009, 12:09am says:

I wonder if you guys ever tried to give us some nice realistic poses using the models, and not screenshots of them laying/pushed about ragdoll style lol...

+1 vote   article: Volumetric heat diffusion skinning
Dra6o0n Nov 24 2009, 9:13am says:

Oh great... Last thing people need is 7 year old screaming at their ears... :P

+5 votes   game: Combat Arms
Dra6o0n Nov 24 2009, 9:12am replied:

It doesn't deserve a 10, because it isn't well developed enough... There's quite a ton of flaws in the game...

At best, 8/10. At minimal, 6/10.

Said flaws are:
- Hackers and cheaters, because they always exist.
- Bugs and apparently broken balance in the game.
- Fail sense of game development into first person shooters, as they focus on the guns too much rather than the player (for customization)...
- Waste of NX on the cash items, so don't bother (everything is time based, not durability like in AVA)...

+1 vote   game: Combat Arms
Dra6o0n Nov 24 2009, 9:09am says:

Free but I personally find AVA to be better for a better reason, at least they don't impart slow movement in the game...

This game tends to side with paid players more, so don't complain if you get killed by a HMG wielding player 10 times in a row, or from a grenade launcher...

They use specialist as a way to overpower you...

Nexon's "Good" Games I'd recommend:
- Mabinogi
- Maplestory
- Dungeon Fighter Online

Other publishers:
- Ijji's AVA, etc.
- Might also be some other publishers that I didn't mention because they are so clouded by the bigger ones... Like Aeria games, which fails for being a "good" publisher...

+1 vote   game: Combat Arms
Dra6o0n Nov 24 2009, 9:03am buried:


Gmod is old now... They come up with crazy stuff but said ideas only satisfies them for a few seconds before they get bored again...
The community became elitist and out of a percentage of people you meet ingame, 30% of em are usually scumbags or minges...

-5 votes   game: Garry’s Mod 10
Dra6o0n Nov 24 2009, 9:00am replied:


.... This page is more of a recruitment page, since there is only 1 person in the team as of now... A lead designer?

Programmers nowadays (including beginner programmers like me) who get into video games are more likely to be in game development, and not likely mod development... The UDK release just presses them further that way...

+1 vote   mod: Fallout 3 Online
Dra6o0n Nov 24 2009, 8:57am says:

I'm curious to see how far they will attempt to progress in this... I lost track of tracking oblivion online mod...

And Oblivion had more than 1 multiplayer mods, there's actually 2, it's just that the origin of the mods comes from a single team... And said conflict between them led to creating a new team...

+1 vote   mod: Fallout 3 Online
Dra6o0n Nov 20 2009, 8:25am says:

Err... It looks like it's made in mspaint...

+4 votes   media: Milestone Update #2
Dra6o0n Nov 19 2009, 10:04am replied:

You do know that technology is much faster than you expect it to develop? With some slow and fast speeds goings on, the results are unexpected.

In less than one year, Euphoria will be outdated already...
In under 3 months, technological advances will be a heap of times better than before... It's just the physical aspect of it being developed, as we humans are too clingy to our money...

and to top it off:
YAY for Open Source industries!
Double YAY for freebies!

+1 vote   game: Overgrowth
Dra6o0n Nov 19 2009, 10:01am says:

This is like someone hacked darwinia, and raped it...

+2 votes   media: SYNTH video game screenshots
Dra6o0n Nov 18 2009, 4:20pm says:

What if there's a version specifically for role players, and meant for multiplayer?

This is so then people can play RPG or just roleplay in any aspect, and manipulate their work, and not having it like gmod where guns, drugs, and alcoholics are involved etc...

I'd rather a roleplay with interesting elements, like exploration or even RPG with life aspects (crafting and constructions etc).

+3 votes   media: Trainmap and Bastion
Dra6o0n Nov 18 2009, 12:42am says:

Just hope this doesn't work like the Modular Combat ones lol...

It's hard to implement a working jetpack everyone likes in a first person shooter... Well Gmod made it work but it takes tolls a ton on the controls...

+3 votes   media: The Mortewood Plaza - Jetpack!!
Dra6o0n Nov 18 2009, 12:40am says:

Ah I got it... For things like Pine Trees where leaves are seen on the bottom, and covers up a lot, use 2 or 3 tri just for the outside and bottom areas... For the top use 1 or 2 tri since players can't really see it that well...

+1 vote   article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:37am replied:

Also, they can add a optimization method where things very very far away won't be rendered to save resources, but may ruin some aspect of it when it comes to Depth of Field...

Maybe a illusion of rendering can work, having it so the game quickly renders what the player sees and semi-renders the things around him (or in this case, unrendering parts of it to save resources).

+1 vote   article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:35am replied:

6 triangles seems a little when you use 1 piece, but since we're talking about hundreds or thousands of plants, we could guess in this formula:
( [Sets of Triangles] * [Number of sets] ) * [Number of plants]

If a plant has an average of 5~30 different sets to form a plant according to it's size, consider the smallest plant using around 5~7 sets of triangles:

5 * 6 = 30 * 100 or 1000 plants... You'd have around 300 to 3000 Triangles or poly JUST for the small plants...

The best idea is to mix 1 triangle with 2 triangle to create a illusion without them all using 3 or greater triangles each...

That means each plants needs to be customized...

+1 vote   article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:30am says:

You can try to see if you can create illusions of it using more than 1 triangles when it is actually one...
Might take a bit of work though...

To create such illusion, lighting and reflection might be needed in it but might also cost resources from those respective uses...

+1 vote   article: Xtreme plant optimization
Dra6o0n Nov 17 2009, 1:33pm replied:

They not only need to focus on a:
Attack <> Parry kind of motion
But what about ambushes or surprise attacks and counter moves?

Aligning attacks to the movement is one thing, but forcing players to use it too much leads to a big gap in skills...

So what I suggest is a quick use Punch or Kick move, that mainly is used to push or knockback a foe into whatever situation you want it to occur, and make it unblockable and unparryable, except these moves are kind of slow so it makes it easy to dodge.

A well put kick on the back of the opponent will send them flying further than you think and works as a way to knock them to their deaths.

Pirates - Kicking and Punching
Knights - Shield Charge and Kicking
Vikings - Tackling, Punching, and Kicking (different uses)

+2 votes   mod: Pirates, Vikings, & Knights II
Dra6o0n Nov 15 2009, 5:10pm says:

Somehow, the usual phrases I read like "we are gamers/passionate/hardcore gamers" ticks me off somehow... Their goal isn't as far as I see them (They see it as a job, I see it as an excuse for example)...

Maybe it's because the current game industry is dropping like crap...

0 votes   article: On The Future Of Panic
Dra6o0n Nov 15 2009, 5:08pm says:

I think zombies should be able to crawl as their advantage... The lower posture allows them to hide their faces so in the dark their eyes aren't seen by survivors...

Zombies needs a sort of ability to drop on unsuspecting survivors from a higher grounds, in a sort of "dive-bombing" posture to land on them and grabbing them.

+2 votes   article: On The Future Of Panic
Dra6o0n Nov 15 2009, 5:05pm says:

The thing I don't like about these kind of mods is that it's too specific with certain skills when it comes to certain sides of the team... Humans must be accurate to score headshots, and zombies must be rapid to close the distance...

There doesn't seem to be any more aspect for both teams to use to their advantage...

Plus I doubt people would like better variants of zombies, since they all want slow shamble ones (to shoot through the head), they usually think on the human side because that's normal for them...

The lack of new abilities or even strategy brings it down for me, since you can't play it in any other ways (because doing so usually = death).

0 votes   article: On The Future Of Panic
Dra6o0n Nov 13 2009, 1:58pm says:

Good thing this game doesn't exactly count as a mmo thus no monthly subscriptions for it.

+2 votes   game: All Points Bulletin: Reloaded
Dra6o0n Nov 13 2009, 9:26am says:

It fun for a while, but gets boring when all you have is a pseudo RE5 movements and your foes can manage to move perfectly fast throughout the level, and everyone CAN JUMP... That's what broke the game a bit... People being able to jump...

Climbing is one thing, but being able to rapidly jump forward to help you gain a distance is a bit unrealistic... Monsters can't really bunny hop too since they might lose speed over each jump.

There needs to be some adjustments, like weapons actually feels strong and you really feel overwhelmed, so it makes the weapons feel more important than running around the map, jump kicking everything...

Monster needs spawn adjusting, but it might be dependent on the pacing of the game.... I'm thinking of a 10 minute long round but the makers probably aimed at less than 5 minute round...

+1 vote   article: The Haunted: v3.0 Final Released!
Dra6o0n Nov 12 2009, 11:03pm says:

biomechanical ai, they say? Basically its rag dolls with a ton of math in it's physics and calculation for the ai...

+1 vote   article: Why we are not using Euphoria
Dra6o0n Nov 10 2009, 10:17am says:

Unfortunately, some people will end up leaving HL2 for UT3 mods and games but some may return lol...

I stopped playing HL2 Mods once I'm able to access and play other new games...

-2 votes   mod: The Mortewood Plaza
Dra6o0n Nov 7 2009, 1:10am replied:

Only the really really really popular mods from makesomethingunreal.com seems to be able to do it, The haunted still needs a lot of work before it can be close to that.

0 votes   article: The Ball Stand Alone UDK Demo
Dra6o0n Jul 25 2011, 2:55am says:

The only problem I see in creating game development for a mobile device is that controls always suffers for it in the long run unless you are creative enough to use it...

A third person shooter that has similar to joystick or keyboard and mouse will suffer somewhat because you will be limited in those touch screen interfaces in mid battle...

The best solution is probably converting it from a TPS to a Third person strategy.

Think Fallout, with movement and stuff decided by environments...

It is a neat idea since players will be required to plan things out, but the "fast pace" gameplay will be compromised.

Maybe adding some context sensitive buttons for zombie events would be handy?

Like Resident Evil 5's way of limiting controls so the gameplay becomes challenging in it's own way.

+1 vote   game: Desert Zombie: Last Stand
Dra6o0n Mar 23 2011, 1:29am says:

Now all you need is tweak the AI to some extent so they have different "reactions" according to the environment.


Shocked - When you approached them out of nowhere, instantly, it makes them fumble and not able to react because you took them by surprise.

Curious - When partial sighting occurs, and/or they hear you from afar, but don't know who it is exactly. They Cautiously approach the area they think you are at and investigate it.

Alert - When a npc already knows there's a opponent around, but does not know where he is, he'll search around the place and will not be possible to take by surprise.

Kinda Metal Gear Solid style eh?

Also, sound waves shouldn't go through objects quite easily unless its a thin object, like multi-story floors.

+1 vote   article: New Overgrowth a123 video devlog
Dra6o0n Oct 22 2010, 2:01pm says:

How come some of the swinging animation looks odd? Like slashing downwards with one handed but it looks like your fapping your wrist instead of moving the arm?

+1 vote   media: Gameplay Features Demonstration
Dra6o0n Sep 1 2010, 11:50pm says:

As good as the development on Sven-coop 2 can be... The source game engine must be hellish to work with, since many programmers decided to move onto newer and more "efficient" engines, or to create their own.

But nonetheless, Source will work, ONLY if you are experienced to make it work, like Valve. Otherwise, you'll end up producing something extremely buggy and disastrous! D:

+1 vote   article: Final Sven Co-op 4.5 Release Countdown
Dra6o0n Jul 7 2010, 12:16am replied:

If you look for freelance animators they could offer it at a even less price for the same quality... >_>
I know they are out there, hiding.

+1 vote   article: Initial motion capture tests [HD Video]
Dra6o0n Jun 13 2010, 1:20am says:

Hopefully, you guys will work on making the gameplay more smoother to view, because most of the time, the green trapar can blind your screen if you do flips or something... Maybe find a way to hide the particle effects when your camera is too close to it or something.

It can be a bit cool if you can enable a optional fixed camera onto the LFO, so if you flip upside down, your camera is upside down.

I'm pretty good at analyzing games, but I think I also realized that I can't program or model/animate as well because of that (I think i found my weakspot). I'm good at "seeing" it, but I can't really craft it... LOL, maybe this is why computer programmer is boring me... I prefer to test and analyze games over making them (even though I have a ton of ideas in my head).

+1 vote   article: Lift News 26 - Lift needs testers
Dra6o0n Sep 28 2009, 11:59pm says:

Wonder if there's also play dead zombies...

And Ankle Biters that clutches onto your ankles and won't let go until you shoot it in the head...

+2 votes   media: The Crawler Concept Art
Dra6o0n Aug 11 2009, 6:41pm says:

Soft armor variants for Camouflaging, should be use of leaves covering soft armor, to hide the user in the environment. It would be interesting if branches can be taken from trees and bushes to be used as tools to extend and camouflage even further... Then throwing those tools away just as easily when attempting a ambush.

+2 votes   article: Armor Types in Overgrowth
Dra6o0n Aug 7 2009, 12:07am says:

Fun if you can set up a commander mod = controlling zombies thru ai?

Supply drop = Spawn zombie group
Artillery = Viral outbreak (more zombies but more naturally hidden)
UAV = dark clouds covers the sun and light... Allows scanning of survivors?

+1 vote   mod: Zombie Mod
Dra6o0n May 7 2009, 7:18pm says:

For good racing map, i suggest you make a ancient underground ruins with mazes and traps and maybe the timer can trigger once you've taken the item from the altar, which triggers a deadly trap that can seal you in!
No need for checkpoints to increase timer but maybe pathing can be different and escaping comes in a variety of paths you choose and each one is connected to the exit.

The the player didn't leave the exit in time, the ruins collapses and means death.

Since this game has character using ninja like moves, obstacles can be the basic wall to wall jumps, long jumps, dodging traps, and outrunning a giant rolling boulder...

+1 vote   article: Overgrowth race course demo - HD Video
Dra6o0n Nov 3 2008, 11:16pm says:

All these customization... So Oblivion is going Gmod?

+1 vote   mod: Oblivion Customization Mod
Dra6o0n Oct 17 2008, 7:29pm says:

You may need to tweak the zombie's health and ability when making a zombie mod, since your mod is more closely related to dead rising zombies.

They should be able to be knocked down at least, as zombies withstanding a hit on the head with a guitar seems un-plausible. Should look at Zombie Survival's (Gmod) zombies that gets back up, although its a player model.

+1 vote   mod: The Mortewood Plaza
Offline Since
Mar 16, 2015
Canada Canada
Member Watch
Track this member
Comment Statistics
Posts per day