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Pxtl Aug 29 2013, 6:41pm replied:

I mostly thought about Android because of the various no-name Ouya-like android stick devices like the MK808 and uHost 2 and Dell's upcoming Ophelia that are becoming popular as emulators. That's a pretty fringe platform though.

+2 votes     game: KarBOOM
Pxtl Aug 29 2013, 11:19am says:

Since you're going cross-platform, any plans for a Android/Ouya release?

+2 votes     game: KarBOOM
Pxtl Aug 26 2013, 7:39pm says:

... thought about an Ouya port? 4-player split-screen would be nice there.

+2 votes     article: Quizz Ball Released
Pxtl May 15 2012, 11:01pm says:

This is really interesting - part brawler, part Armored Core, part Super Smash... any plans to go beyond 4 players? It's not like PCs are hard-limited to 4 controllers like consoles are.

+3 votes     game: Megabyte Punch
Pxtl Mar 29 2012, 10:38pm replied:

It's a SpringRTS game. The community has always been a bit insular. Hard to get the word out.

+3 votes     article: Zero-K v1.0.3.9
Pxtl Dec 8 2011, 1:59pm says:

Does this game support local multiplayer? Can I hook up a pile of gamepads and play kick it oldschool with some IRL friends?

+2 votes     game: KarBOOM
Pxtl Feb 1 2011, 1:35pm says:

Wait, what? No big release announcement, no download, just *boom, it's on Kongregate!*


+1 vote     article: SpaceJunk is now playable on Kongregate!
Pxtl Feb 1 2011, 1:33pm replied:

The intent isn't to unify the visual style across the whole game - that would require throwing out too much content - but to unify the visual style within each context. So the turrets all look like each other, and every unit within each lab matches the other units in the same lab. Thus, the labs function kind of like factions. Stealthbots look like other stealthbots, and shieldbots look like other shieldbots, but stealthbots and shieldbots look completely different.

+1 vote     game: Zero-K
Pxtl Nov 25 2010, 9:09am replied:

This happens because of two reasons:
1) Gundams do have some odd stances and motion that Smoth tried to capture.
2) Spring does not support importing animations. Animations must be hand-coded in a scripting-language. This means that instead of doing your animations in a 3D graphics program, you're writing rotations and translations in a text-file. Often modelers will work around this by posing the model and then jotting down the coordinates, but that's hardly an optimal workflow... and sometimes, it shows.

+1 vote     media: Scouting is a lonely and dangerous occupation
Pxtl Sep 20 2010, 10:41am says:

"Ever since the franchise, a Gundam based traditional RTS was never commercially made and I know there are millions of fans who are dying to see this. The closest thing was a fan-made Starcraft 1 project: Gundam Century, which was very well made, much respect. I hope to create this project for the community, by the community, and fill this much desired demand. "


What's wrong with GundamRTS? Is it too unorthodox with the TA-like unit movement? Economy too complicated?

Not to rain on your parade - I mean, if you want to make this, of course you should - your work looks great. I just don't get why you aren't contributing to Smoth's project instead of re-inventing the wheel. Smoth's game is even based on a free engine (Spring).

+1 vote     mod: Gundam Galaxy
Pxtl Aug 30 2010, 5:10pm says:

So, will the settings be the seven virtues? Or the villains, maybe?

+1 vote     article: Guess Which World
Pxtl Jul 27 2010, 12:13pm replied:

Copperplate Gothic?

+1 vote     media: Menu_v1
Pxtl Jun 25 2010, 4:58pm says:

Aww, it's the C64 Gridrunner and not the PS1 1v1 CTF GridRunner. The other games all look good though... but I already filled up my indie gaming queue thanks to the recent Steam sale.

+1 vote     article: Summer Indie Action Pack
Pxtl Jun 18 2010, 3:57pm says:

Didn't realize you were working on Gravinull too. Mad props.

+1 vote     member: Guessmyname
Pxtl Jun 18 2010, 3:55pm says:

Long-missing feature, and with the flood of indie developers using MODDB to promote their games, segregating them is a good move. Not that I'm complaining, I love reading about indies as much as I do about mods... but they don't need to be intertwingled.

I'm left wondering about things that muddle the line - when does a game move from being a mod to being an indie game? The Spring engine is particularly befuddling, since it functions more as a modding-platform-without-a-base-game than it does as an engine... but it's also hard to call the games for Spring mods (even if it does do so, internally).

Is the distinction primarily going to be commercial vs. hobbyist/OSS? Or standalone vs. mod? Or free (and not ad-supported) vs. pay? Or free (incl. ad-supported) vs pay?

+1 vote     article: IndieDB vs ModDB Changes
Pxtl Jun 14 2010, 1:39pm says:

After reading the comments I suddenly feel very, very old.

+2 votes     article: ├ćON FLUX Episodes released
Pxtl Jun 6 2010, 2:06pm says:

One thing is that most anti-blobbing measures become ultra-tedious. Spring mods suffer from annoyances of maintaining proper build-spacing, unit-spacing, etc... and a well-spaced army gets most of the combat power of a blob with none of the disadvantage other than the micromanagement of maintaining safe distances.

+1 vote     article: The Blobbing problem
Pxtl Apr 25 2010, 8:56pm says:

This looks like Crack Dot Com's Abuse. Any relation/inspiration?

+1 vote     article: Booster Trooper is now available on Steam!
Pxtl Mar 16 2010, 10:45am says:

Will you be including character selection a-la Hunters DS, or will it be a Samus-type suit for everybody?

+1 vote     game: Incursion-Black Sun Falling
Pxtl Mar 6 2010, 9:46pm says:

Uhm, you should probably post to moddb that you're up to 0.85 - I'd no idea there was a new OA.

+1 vote     article: OpenArena Weekly Update #2
Pxtl Jan 7 2010, 10:56am says:

Holy crap, Rocket Birds looks awesome.

+1 vote     article: 2010 Independent Games Festival Finalists
Pxtl Nov 27 2009, 9:50am says:

Looks more directly related to the Difference Engine, the prototypical Steampunk book, in which an important event in the book is a race of steam engines.

+1 vote     article: Steam Racers 3.0 Released!
Pxtl Nov 27 2009, 9:48am replied:

The big problem with a 4gb requirement is that 3gb is the limit for 32-bit OS's, so you're putting a massive userbase right out there.

+1 vote     article: SYNTH 1.0 BETA NOW RELEASED (MAJOR UPDATE)
Pxtl Oct 13 2009, 9:42pm says:

Holy crap this looks awesome... and you know one of the reasons it looks awesome? It looks like it's about _combat_. That's why I'm playing games, for the action. It's not an MMO. It's not yet-another-Elite wannabe where I spend 80% of the game farting around space looking for things to mine. It's a space fighter game. I don't think we've had one of those since Freespace 2. I want the Unreal freaking Tournament of space-fighter games.

Please let this be as awesome as it looks.

+1 vote     game: Naumachia: Space Warfare
Pxtl May 12 2009, 2:03pm replied:

I'm pretty sure that multiplayer is impossible - it's not something you can retrofit.

There is a multiplayer clone of Dyson called Quantum, but it looks utterly fugly and half-assed when you put it side-by-side with Dyson. Still, it's a solid implementation of Dyson's gameplay in Java, with multiplayer.

+1 vote     game: Eufloria
Pxtl Sep 25 2008, 10:16am replied:

Haven't fetched the release yet (PURE crawls on my PC) but I developed the launcher - unless Argh has renamed the file, it's in the Program Files\PURE folder and is called Pxtl.AppLauncher.exe. It was developed so that he would only have to put one icon on the desktop - I don't know if he put it in the Start menu.

It's only in Windows, since it's a VB.NET 2.0 app.

+1 vote     article: P.U.R.E. RC3 Release
Pxtl Sep 16 2008, 2:57pm replied:

The documentation is a little chaotic, but start here:

That's the Spring engine homepage. Also try the forums and the various chat-channels in Spring's IRC.

Essentially, there are several tiers to Spring modding - the most trivial is just editing text files that control unit stats and build lists. Spring mods are just renamed 7zips, so all you need is Notepad and 7-zip for that.

Also there is Lua scripts, which involve understanding coding in Lua and Spring's Lua API - PURE does a lot of this, but for a Total Annihilation style mod you don't need Lua, since the engine has built-in support for all TA gameplay (which it was originally built for.

For units, you model them in the modeling program of your choice, but don't animate - instead, you do the model as a heirarchy of parts with a shared skin, import that model into Spring through Upspring, and then script the movements of those parts with Spring's second scripting language, BOS, which is then compiled with COB.

Really, just go to the wiki and start reading, and hit the forum and start asking questions.

+1 vote     game: P.U.R.E.
Pxtl Sep 16 2008, 8:19am replied:

That's a weakness of the Spring engine - Spring uses a clone of TA's old scripting language for animation. That means that animation is hand-scripted, as in you have to literally write-out each rotation of each part as a loop. No nice IK-based 3D modelling software to help you animate.

However, there is a guy working on getting MD5 support into Spring. At that point, guys like Argh will be able to improve their animations.

+2 votes     game: P.U.R.E.
Pxtl Jul 17 2007, 8:12am says:

I've been having a problem: I've been trying to play some mods against bots, and can't get it to go. I've been trying Superheros, BFGTag, and Bouncy, and none work. Is this a bug? An impossible feature? I ask because the main game seems to have working bots. What gives?

+6 votes     game: OpenArena
Pxtl Jul 4 2007, 7:33am says:


No, it's obviously based on Aardappel's Cube engine (notice the editor shot in the top-right-corner, and that Makke is involved). Can anybody explain what this brings to Cube besides kiddification? I assume the main Quake-like game of Cube has been removed.

+1 vote     article: Platinum Arts Sandbox Beta 1.1 Release - Create While You Play!
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