Comment History  (60 - 90 of 1,034)
DuckSauce Jun 28 2011, 8:27am replied:

It should I believe, you may wanna try and contact someone involved with Desura, from what I know of the ModDB/IndieDB/Desura people is that they're generally quite nice :)

+2 votes   news: Fort Zombie on Desura!
DuckSauce Jun 16 2011, 4:35pm says:

Played the demo today, loved it, really like how it tries not to be your usual RPG and does some cool stuff like dragging energy around to perform tasks.

Bought it on Desura :)

+2 votes   game: Aztaka
DuckSauce Jun 15 2011, 11:15am says:

Looks great and there's a demo! :D
If I remember this I'll give it a go sometime, meantime I'll be tracking.

+2 votes   news: Aztaka Out Now
DuckSauce Jun 15 2011, 2:14am replied:

it looks more like a walk sign to me, it's warning you not to make any sudden movements or the hypnomickey will strike!

+2 votes   media: All Glory to the Hypnomickey
DuckSauce Jun 14 2011, 11:55am replied:

Agreed, I have a thing for spears and this could be my favorite weapon easily :D

+2 votes   news: New Overgrowth a135 video devlog
DuckSauce Jun 12 2011, 1:39pm replied:

Sauce and Pepper

+5 votes   news: Meet the newest volunteer at ModDB!
DuckSauce Jun 9 2011, 4:50pm replied:

I'm well aware that they've done some great stuff with it so far, that's why I became a spearhead in the first place, the sounds were great and I saw some video's where they did some great stuff with sound... but sound alone doesn't make a good game.

While bullseye was great, Running Man was... kind of crappy(ignoring the gun part which was present in Bullseye already) so I have all reason to be concerned about the gameplay here, I'd like to see some posts about what they're doing to make the game fun, not what they're doing to turn it into Life in Space: The Game.

I almost want to say "sorry for being so ungrateful" but I paid good money and got nothing so far, but regardless, I'll be waiting and watching until you guys are ready to unveil Deadlock and it's gameplay in all it's glory :)

+1 vote   news: Interstellar Marines: Speed Of Sound Prototype
DuckSauce Jun 9 2011, 4:08am says:

I'm starting to get worried, stop worrying about non relevant sound details and focus on the gameplay, please.

It's cool that you're spending time doing it, but in the end, it's worthless if the game will suck and I'd rather see posts about what you will be doing to make the gameplay great, rather than anything you're doing to make it more like a movie and less like what the hell it is. A freaking game, stop doing what all the big AAA publishers do PLEASE, you claim to be Indie AAA and you seem to be heading down the same path, I personally am deeply worried for what will happen to Insterstellar Marines if this goes on.

I fear it will become just another fancy AAA game, indistinguishable from other titles anymore, because it takes graphics and other "realism" over gameplay.

This is just my opinion as a worried Spearhead :)

+3 votes   news: Interstellar Marines: Speed Of Sound Prototype
DuckSauce Jun 6 2011, 2:33pm replied:

To name a good ModDB example of Students make something above a crappy flash game for school:

Do you find that reasonable? Anyway, I'm not really defending it since I'm not following any game related course, but I will be following a small one in the future(minor), but the major I follow is based around programming in general.

I'd say, it has it's value if you're willing to go for it and do both game(or mod) development as a hobby and at school, from the hobby you can learn the most imo as you can risk more and make projects you can learn from rather than trying to make up small do-able games for school projects.

However I think there is value to it, because there might be things you wouldn't be heading into with your mod(or hobbyist game) work because you are following your own goals, with the addition of school work, you may face additional challenges, thus boosting the learning experience, as well as the school might be able to provide information you wouldn't catch on to otherwise(though that depends on the course quality)

However if all you do is follow a course, you probably won't get the greatest result, it's usually the most passionate people that spend a lot of time on it that do best, at least from my humble experience.

+3 votes   poll: How do you learn to mod?
DuckSauce Jun 6 2011, 5:13am says:

Oh wow, how the hell you managed to screw up this badly 0.o

+1 vote   news: Achievements for The Trap v1.3
DuckSauce Jun 3 2011, 5:16am replied:


Pretty much yeah, though I see this poll more as a "Would you like to be a rich guy?" except you could be yourself and be rich, so the poll remains strange.

-1 votes   poll: Who would you rather be?
DuckSauce Jun 2 2011, 3:24pm replied:


+4 votes   poll: Who would you rather be?
DuckSauce Jun 2 2011, 2:35pm says:

I voted for myself, but if Alt were an option, I'd vote him:

Who wouldn't want to have his own orbit?

+2 votes   poll: Who would you rather be?
DuckSauce May 30 2011, 1:44am says:

Sounds like what Mount&Blade does, but then all the quest stuff taken out and it's all procedural.

So, it's been done before, but only half arsed.
Good luck :)

+1 vote   feature: Quests? QUESTS!?!?
DuckSauce May 15 2011, 12:21pm says:

Haha that was awesome :)

+1 vote   media: A Different kind of a quest
DuckSauce May 12 2011, 12:13pm says:

Dark, will the player have something to light the place up?

+1 vote   media: New Environment
DuckSauce May 11 2011, 10:43am replied:

I see you tried to explain it a bit, but it's really the same as what's in the video...

"When you are trying to convert a value to an integer and set it to 1.9, it is still 1."
Yeah I saw that in the video... what's the point of this telling us this though, I'm not even sure if every programming language will roundown integers when casting, but assuming they do, it's pretty much common knowledge you could find with google instantly.

How does that information relate to what he's doing though?

"when using integers, you can end up with a reversed Y Axis"

Uh yeah, -y is reversed y, even floats can be reversed like that... again, what is the point of this information? It does not tell anything useful.

"You also have the ability to devide the force between multiple moving objects while having them move the same way as the same amount of force being applied to only one object, and it uses the same Processing Power as only one moving object."

That is actually kinda bad when I think about it... but barely noticeable, guess that's where part of the "fake" comes in.

As for the same amount of processing power... yeah I got that too from the video, why repeat all this information? Additionaly I find it hard to believe that it's the same amount of processing power, how did he measure that? What I would believe is that the processing power required for one object is so low, that multiple objects won't have a noticable impact.

-1 votes   tutorial: Optimizing Physics (updated weekly)
DuckSauce May 11 2011, 9:04am says:

Yeah, it seems nice, but I can see the difference from advanced physics... the physics objects don't interact with each other, perhaps he still needs to do that, but it's an important part of physics interaction.

Secondly, no I won't excuse his language for that reason, english is not my first language either, that doesn't mean I'm raping it up this badly.(I find it really hard to believe someone can misspell Axis into Achsis unless they were just randomly hitting letters, if they are really someone that works with physics, he must have seen that word written properly somewhere o.0)

I would however excuse his language if it's not in his interest to learn it, while it's an important language, I know I don't want to learn stuff properly just because people think I should, I knew what words he was using/trying to use, though I still don't quite get...

How the hell does it work? And why did you make this a tutorial, when:
A. It's not a tutorial... he just tells some things and shows it, but doesn't go into detail how it works, making it useless.
B. You didn't make it, nor explain it so it becomes a tutorial.

Sorry for the heavy critique here, but if I'd still be writing mod news post, I know it'd be ****** if an useless article is popping my article off the front page, so please, turn it into something useful, or get it gone from the front page, for the sake for the mod developers that could use the attention.

+2 votes   tutorial: Optimizing Physics (updated weekly)
DuckSauce May 10 2011, 4:10pm says:

Someone set us up the bomb!

+4 votes   media: All your base are belong to us
DuckSauce May 10 2011, 4:10pm says:

Haha sweet :D

+1 vote   media: The Witcher - pacman
DuckSauce May 7 2011, 4:45pm replied:

Remember me? From GraviNULL, added you on steam way back, we talked for a bit then.

If you guys make the switch, contact me if you want some help with smaller tidbits about UDK, been using it for a bit so I can save you some documentation scouring or code digging, so if you wanna talk hit me up on steam sometime.

+4 votes   news: Mapping progress and possible engine switch
DuckSauce May 7 2011, 4:43pm replied:

Hate to jump on you here, kamikazi, but that really was rude.

+3 votes   news: Mapping progress and possible engine switch
DuckSauce May 7 2011, 4:39pm says:

About a year or two back I was still pirating games, but as I was working on mods and knew a bit more what it was like making games(and I got older) I grew a conscience and ever since I could buy games online instead of just in a local shop I've stopped pirating games.

I pirated because I couldn't buy them all and some I couldn't buy even if I wanted to(Mount&Blade and other indies only available online), now I've even bought some of the games I used to pirate(got M&B and Warband for €15 each, that €15,- is probably more than I'd have paid for M&B back when it was in beta).

I think it's not ok for people to pirate games to:
A. Try them(that does not mean play them through full and not buying obviously)
B. If they can't buy them(money/can not buy)
C. DRM issues, but you bought the game, so I don't see why you wouldn't get a pirated version to get rid of DRM, you bought it, you shouldn't have to suffer.

Perhaps there's a few other good reasons but I think most other reasons to pirate a game are just lame, DRM can be a bitch, but I still think it isn't a good reason to pirate(unless it's reason C above).

If you really think it's ok to pirate, you should try your hand at game development, if you manage that and still think it's easy, try making something from scratch like the Overgrowth team is doing for example, a whole engine + game, see how you feel if you could pull that off and then people pirate it.(Overgrowth isn't really "out" yet though, but still)

Because it's hard work and even if it's a game by a large company, realize that there may still be passionate people working for it, that aren't like the money grabbing publishers that might be funding their games.

Think about the people behind the game, if you like it, buy it, if you don't just don't, don't pirate under silly reasons like: "Yeah it's ok, but not really worth buying", if that's true, don't bloody pirate it you dip.

+3 votes   news: How can we lower game piracy?
DuckSauce May 7 2011, 10:01am says:

From development perspective I say:
Source is so incredibly outdated, UDK is a different engine and while offering new advantages it may have it's downsides, just like Source does.

But, I've been using it for a fair while, so far there's nothing I couldn't do with UnrealScripts and doing it was always much easier than with Source's source code.

It also has a sexy editor and a variety of incredibly useful tools, that are just more up to date than Source's, assuming Source even has them.

From the perspective of the fans/watchers/players, you could get more players playing it... or less, I suspect it will be more, but there may be people out there with old outdated pc's that can't update because they may not be as well fairing as others out here, that's sad but...

I say go for it, it's a great engine, the requirements to run UDK games isn't insane, so you won't lose too many followers I think, but I recommend first trying to set up a basic version to see if the grappling and stuff can be "ported" over without losing the feel, otherwise you may be best sticking with Source, since the feel of the grappling is gonna be important for this kind of game I'd say.

+4 votes   news: Mapping progress and possible engine switch
DuckSauce May 4 2011, 5:10am says:

haha excellent read Vino, let us know what happens next :D

+1 vote   news: The Cookie Caper
DuckSauce Apr 23 2011, 2:52pm says:

Quite nice, enemies looking great too.

+1 vote   media: Surrounded
DuckSauce Apr 18 2011, 2:39pm says:

Haha, lovely :D

+1 vote   media: Henceworth Concept
DuckSauce Apr 18 2011, 2:39pm replied:

Thanks for the explanation, that clears it up :)
As for the ticking, I'm pretty sure that even for a very past animation, it shouldn't give too much trouble, at least not for AoC.

Because the sword will still be going in one direction, so the line shouldn't be changing much, if the blade is making "really" fast sharp curves in it's trajectory, maybe it would be a problen... I don't know, I'll let Zack answer that.

+1 vote   news: Developer Blog #1 - Hit Detection
DuckSauce Apr 17 2011, 4:52am says:

Just want to get a bit into the way it works here.

Do you have a socket on the hilt of the blade and the tip and just trace between that? But how do you trace often enough to get that sweet of a result(that in between ticks thing?)

Well I'm not making anything with realistic sword tracing, just curious in how it works as a fellow developer :)

+1 vote   news: Developer Blog #1 - Hit Detection
DuckSauce Apr 13 2011, 3:55pm says:

This is looking rather nice.
Great end joke :)

+3 votes   news: News in April [Medieval Brawl and other drama]
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