This member has provided no bio about themself...
As for controls, at least for the gamepad, you still have LB and RB open which could be used for slo-mo, LB for walls and RB for blocks.
Currently you have to Jump(RT) then press and hold Jump(RT) to activate slo mo. Just before you hit a block, you have to release the button your holding and tap it again after which it's not easy to do a follow up.
However if you were to use LB and RB and add a kind of release tapering timer of 1 second (you have slo mo for 1 sec after release)
You could Jump, LB, Jump, LB, Jump, LB etc.
You could easily alternate between the buttons and have a fluid action if timed right. Each time you see the platform you just release LB, before you hit it and use that second to comfortably get your finger on RT and ready to press.
If I was planning a wallrun I would just jump of a platform, hit LB + Left, release it and know that when I press Left Trigger I will actually do the action.
I just think this way it'll be a lot less easier and maybe even more natural. Having it on the same button also makes me use it accidentally when I don't want to.
Just small heads up with regards to those fuse boxes, you can kinda kick and permanently destroy part of the connection which makes it impossible to progress further.
The slow mo thing later in the game, just doesn't do it for me. Spend a dozen of minutes on it and it still didn't feel right, couldn't even figure out how to make a blcoks beneath you materialize. You cannot press jump because your already using it as an example.
Having it mapped to the same button makes it worse, especially when so many buttons on the gamepad are unused. All that I could get to work sometimes is the wall run.
You can also abuse it to get way up high by just spamming LT and RT. I kinda think they should be temporary creations which auto expire, as to not make that mechanic completely take over the level design. Atm the feeling just isn't there.
Another thing would be the wooden blocks getting blown up and no way to "reset" or redo that part of level. Once the last ones get blown up you kinda stuck again.
Apart from that it feels pretty good and interesting.
Even though I seriously wanted to take that cellphone and see how far I can throw it and see it getting smashed.
This is pretty fun, just needs more players.
And more executions, deaths, sounds.
A - Shoot (Select in Menu)
B - turnaround (back in menu)
LB - Previous track
RB - Next track
And a reset to defaults option in menu.
*Game doesn't properly support XBox 360 controller configuration. Even though XBox controller has been the standard for years now.
*Introduction text moves too fast, not enough time to read.
Needs a "tutorial", by that I mean just instructions on what buttons to push. For instance first level if you fly over the platform text must popup telling you to press "x" button to turnaround.
Just played chess with someone online, and it's easy to miss a move made by them. You also can't go back and view the history. Not sure it'll spam that chat, but what if you got a message that said what got moved to what square.
Your not the only one, the problem is no one seems to be able to host or are able to forward their ports. There was also no feedback when trying to connect.
There was also few issues, that has just been fixed with 1.1
I suggest going to the groupees website where Rooks Keep is currently being sold and to use that chat room to find people to play with. It's the most likely place you'll find people that just bought the game. And a means to test if the server you hosted is actually working.
To host a game I think 55001 must be forwarded. And when you Host a game, under the server tab, you must check the "online battle" box.
If all else fails, use Hamachi.
And if there's people out there that can host dedicated servers, even just for a small while to get the ball rolling, go for it.
There is a Desura download link here:
It's indeed a great game, and it can only get better.
Just hope this game takes off locally in South Africa, so that I can have some people to play online with. LANs are gonna be awesome though.
Ah figured it out, I have, you must use the SlimDx x86, not the x64 one.
Even if you have a Windows7 64 bit...
Doesn't work for me even though I installed these:
These must be installed for Dead Meets Lead to work.
- .NET 4.0 framework
- SlimDX January 2012 End User Runtime x86 or x64
I downloaded the indiedb version.
Quickly tried making a custom map for it, but there's simple too much functions and features missing. For instance you can't put resource files inside the mapfile itself. It simply doesn't work.
Wish there was official 2.5 LAN support...
Just a curious question, does the map editor work with this version?
Gameplay Video here. Although low quality...
Having a similar problem, the demo itself downloaded but the dependencies download is stuck at 57%
On another note, I think it's time for an icon change kinda like The Ball to show that the Sanctum is it's own game now :)
Before more people think they still require UT3 to play this.
Don't have to make the multi-player portion revolutionary and competitive.
Can for instance give the other player control of a little flying robot with a small gun and the ability to take control of a turrets. Kinda like a little helper to take out the odd enemy or two. Would allow the odd casual player to call his friends for a bit of assistance.
That and give modders the ability to make their own maps and set up their own waves etc and you have yourself a game with some replay value that you can enjoy with the occasional friend.
Maybe then in the further future when sufficient interest is shown, you can take the game as far as you want.
Just a quick thought on multiplayer balancing. The more variables there is the more ways there is to "balance the game". For instance:
cost/cooldown/summon delay/summon threshold
Add a summoning time to some of the monsters and give the human team a "visual warning" for when a powerful monster is about to popup.
This could also be used as a counter measure to stop people summoning too much of the same thing without relying too much on forced cooldowns.
For instance if a player summons two balls in a row. The first one will be near instant while the second one will take about 2 secs to fully appear giving the human players a bit more time to react to "cheap tactics".
Something like this would force players to be less spammy and to be more diverse in order to be able to suprise their enemies.
Just a samll note, it's really hard to see when your gun is busy overloading, in the shadows you can see it clearly, but in the light it's mostly guess work. You could use that little circle thingy on the gun to indicate when it's overloading.
How many level are there btw?
Just missed level13 by two monsters...
Can only get to lvl 11 then it becomes impossible.
Those lighting towers are too expensive, slow and doesn't do enough damage for their price.
The normal turrent glitch now and again where they just don't shoot at their targets or just takes too long to turn.
There's also an issue with their range, If you plant two turrets on each side two blocks away from the edge, one will be able to shoot the enemies, the other one will just stand there.
Will it have LAN support?
never knew savage2 had a trailer. See they also mention jereziah and ophelia.
I'd have to agree, steam is the way to go. Sure they'll pocket some money, but you'll get huge exposure and the amount you sell will more than make up for it. Just think of it this way, when you open steam and the update screen pops up, you instantly get a million users that are aware your game exists.
Only downside is your gonna have to compete with all the other games on there.
Parachute looks weird when you look up, premature parachute deploy is a problem, wish I could "undeploy" it and kill myself. Would be alot quicker.
After a level if I know I haven't reached my disired goal, but still want to check how much I scored, I don't want to wait too long for the score to pop up.
I enjoyed Halflife2, was fully immersed and couldn't put the game down. It was awsome.
That's all that matters, I enjoyed the game and it was memorable. Back then I didn't care about game design etc. It was just fun.
The main problem is games are like magic, once you know how the trick is done it'll never be the same.
The pistol feels very weak and feels like it has a mind of it's own sometimes. Tapping one key repeatedly as fast as possible and doing almost no damage isn't much fun. Only suggestion I can make atm is improve the damage a bit and give it a burst fire effect. That way you have a second to lift up your finger and either fire another shot or attack with the sword, will make air juggling also a lot more pleasant.
Also can you add gamepad support?
I suggest reading the readme for this one. The controls take some getting use to.
PS. Need to do something about that moon in the backround, it could be improved upon. Looks blurry and has squares for clouds.
Ah that explains it, programmable mouse...