Telling a good story through art has been a passion of mine unmatched by any hobby I could possess. So much so that I have dedicated my life to the development of better ways to tell the stories in my head. This drive, this unending hunger for something greater has inspired me to continue with my work despite the naysayers and bring these tales to the people who want them most. I long to meet individuals who share this same drive. I work with like minded people every day and I am looking forward to expanding my efforts and meeting more people like myself. If you would like to become part of the development in Cure Interactive please contact me. If you feel this same drive them I'm already looking forward to it! Regards, Leviscus Tempris CEO and Founder of Cure Interactive

Comment History  (30 - 60 of 113)
Tempris
Tempris Aug 30 2013, 12:19pm says:

Development is 50% completed! There's a long way but this will pave the way for not only Iron Fist, but for emerging game projects as well! Using an updated Cube Engine 2, Iron Fist will provide more mapping support for map development and include expanded lighting features and new entities to spice up some of the games functions.

New map entities:

dodamage: damages or heals player based on amount and interval

teleport: add variable for map changing and destination within new map load

gravity: changes player gravity based on proximity, distance and strength of field that dissipates based on an interval variable.
Gravity can be used as a push or a pull if you want a shockwave effect or not.

Lights: given a new variable to toggle different types of flares for visual appearance.

Maps will be given a new area variable that allows makers to set defined zones in 3D that let's us define the area name, and area in all 3 dementions .
The new area variables will also have the option to include an image sample to display with the name of the area.

Draw distance will be based on how effeciently The map works. If the game tends to experience low fps over a given period of time it will reduce draw distance to run smoothly. This allows the game to be "smart" about your computers performance.

All these updates will be featured in several other game projects by Cure Productions and Intercooler Games! Looking forward to the new development!

+1 vote   article: Iron Fist Version 1.6 News
Tempris
Tempris May 21 2013, 9:12pm says:

Id say this is mainly a showcase of the maps. :)

+1 vote   download: Iron Fist Version 1.5.4
Tempris
Tempris Mar 31 2013, 10:46pm replied:

I've made the stamina penalty larger in the latest release.. Bugs that still crash the game though... Ill be adding new support and a fresh Engine build too this summer so expect it soon enough!

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Mar 31 2013, 10:44pm replied:

I finally figured this issue out. What I mean is that I know what hes saying, but I'm not sure why it wouldn't work...

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Feb 21 2013, 2:05am replied:

I felt that way also Regarding the stamina and Sprint penalty. I had it set the way it was.due to the massive size.of Destruction Box. As I have already planned on most maps being very large Coilla turned out to be quite small for the Sprint. I was planning on decreasing it or making Coilla larger.

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Jan 23 2013, 5:50pm replied:

Thanks Walciony! Your a great help!

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Jan 22 2013, 11:53am replied:

If you are using alt. I'd tell you to use the start key instead. This will minimize the game and you can enter back in at anytime by opening it from the toolbar.

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Jan 22 2013, 11:44am replied:

The pistol model in question is reserved for a weapon that will be traded after a long slumber. The Laser Pistol is the weapon that will use this model. So that's why the Handgun seems old. Because I don't have a modeler for weapons. Especially not in md5. I'm not sure what the rates are for paying a modeler in md5 or other, but I'm beginning to lean in that direction. If payment is the case I will need to push donations as I'm living off of 2.35$ for the next week and don't have time myself. If anyone could help this would finally give Iron Fist the edge it needs if we can get a modeler it would be great!

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Jan 22 2013, 11:35am replied:

Explain in depth the bug itself. Thank you.

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Jan 22 2013, 11:34am replied:

The penalty is a lose in stamina. Which determines survivalbility in underwater, jumping and maneuverability. A player must keep in check of this.

+1 vote   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Dec 3 2012, 9:32am replied:

Thanks! I've ended development in favor of Iron Fist. This was only sopposed to be a small project, but I have wanted to expand into more gameplay options... For now its dead, but will consider developing it, if I get help...

+1 vote   game: Green Nation
Tempris
Tempris Apr 15 2012, 6:57pm replied:

Thanks for the kind comments! No, we are using the Cube 2 engine. It says so on the right. Actually at this time there isn't much us in this project, I did this at the age of 15 in high school for fun. I haven't done much work on it for a while. I just don't have any more ideas. But I am thinking of a full single player campaign and new weapons and updated physics. But other than that not much is to be done.

+1 vote   game: Green Nation
Tempris
Tempris Apr 15 2012, 2:45pm replied:

Hey its me... If you have any ideas for reconstruction the folder organization then throw them at me, but dont try to do so yourself, not that I dont think that you can, but because I dont want you to go through the hard effort for nothing. :)

+2 votes   game: Iron Fist
Tempris
Tempris Mar 30 2012, 1:54pm replied:

Hey! Nice to hear from you! If you are speaking of Version 1.4.7 then yes, the images are alike 16 bit and the models are messed up, but that was due to time, resources and needing to get a finished product out the door for people like you to find and get involved. The entire reson behind 1.4.7 was so that people like you would lend a helping hand, thank you. If you see the screenshots here, you will find the game is taking on a very different shape. If you can, please get version 1.5 from the SourceForge SVN. If you can not, please email me so that I can give you directions, If that doesnt work, Ill upload 1.5.0 in a zip some time.

+2 votes   game: Iron Fist
Tempris
Tempris Feb 20 2013, 11:30pm replied:

Perfect! I already have a set of 17 images, but that's even better. I will use a dynamic fade along with your suggestion. Currently all images for the new art have seventeen variants. But using the source code to achieve this will also be cool.

+1 vote   media: Idea!?
Tempris
Tempris Feb 20 2013, 11:27pm says:

Rank will be saved via an encrypted checksum that will be undisclosed. Rank is increased with your points in game. By what kinds of kills you collect you gain different points. These are added to your rank at the end of a match. This is applied to a point system that determines your rank. As your rank increases you will have the chance to add amounts of points to your player stats. This will include Agility, Speed, Stamina, Strength, and Special. The Special category refers to each player class. Each class.has a special ability. The more points applied, the stronger overall skill that class gains for that player, and can be used between classes if needed. You may see a player's rank via any name display such as the scoreboard or teammate info. There will be a menu for rank viewing and stats.as.there are also names for each. The rank however is temporary as I am looking into changing and updating the rank icons and titles.

+1 vote   article: New Art Assets from Jahooba!
Tempris
Tempris Feb 20 2013, 11:12pm replied:

Oh and also its in the banner above in the description.

+2 votes   game: Iron Fist
Tempris
Tempris Feb 20 2013, 11:11pm replied:

I always do. Especially since I haven't the time to really get into the bulk of the game at the moment. Since a lot of this is assets and art content I want to get a modeller involved with the assets and give iron fist the look it needs. Thank you for the comment however. I do reject your notion. However. Since iron fist uses mostly red eclipse. but I have included several features from several cube games. Since I have called it a hybrid in an attempt to merge my favorite aspects of each cube game into one while also developing new ones.

I always state in the game credits Red Eclipse as well as.the license info and documentation. The general readme also includes reference. If you do not find any there then I will fix that. Otherwise that should be covered.

+3 votes   game: Iron Fist
Tempris
Tempris Feb 11 2013, 12:13pm replied:

Wow... Simply wow. Did not expect such a great response. Thank you! I did ramble a bit but as I've said it's all work in progress. I love your suggestions! Would you be considerate of a map making in Iron Fist? Just wondering. But yes I am working on developing the maps in the game as well as creating some more.

The story line has been completed well beyond what I discussed but of course I will have that posted as well.

+1 vote   media: Updates and So On for Iron Fist
Tempris
Tempris Feb 2 2013, 1:23pm replied:

Awesome! Glad you did! Iron Fist was always a cool name in my opinion! Haha!

+2 votes   game: Iron Fist
Tempris
Tempris Feb 1 2013, 10:52pm says:

Recently revamped "Deserted" map with more areas and better bridges. Also added the flashlight into the game. And have been animating all the HUD notifications. So far so good!

+1 vote   game: Iron Fist
Tempris
Tempris Feb 1 2013, 10:47pm replied:

Haha! I creep people away!!!! Fun!

+1 vote   game: Iron Fist
Tempris
Tempris Feb 1 2013, 10:45pm replied:

Not a bad idea. I'll be working with the game mode. It will feature it's own unique set of textures only for use with the game mode maps. It will feature for the first time in a game mode postFX use with computer/virtual reality theme. It will basically be a revamped time trial game mode as I don't see anything in it right now. But if it had a much different visual quality I believe it would be more appealing. I've never done work like this so it will quite interesting. I like the rotoscope so for an early concept may work.

+1 vote   media: VR Training Concept
Tempris
Tempris Feb 1 2013, 12:48am says:

All sideways. Oops. :/

+1 vote   media: More controller support in Iron Fist 1.5.3
Tempris
Tempris Feb 1 2013, 12:48am says:

Thank you!

+1 vote   media: Iron Fist Version 1.5.3 Flashlight Revamp
Tempris
Tempris Jan 29 2013, 12:17am says:

You really get to know how I am by this video. :)

+1 vote   media: Updates and So On for Iron Fist
Tempris
Tempris Jan 29 2013, 12:14am says:

Great idea! Thanks! That means more particle effects design!

+1 vote   media: Alpha 1 Flashlight Concept
Tempris
Tempris Jan 28 2013, 11:28pm says:

God. What a great image of me above. Wow. Everyone have fun pointing that out! :)

+1 vote   game: Iron Fist
Tempris
Tempris Jan 28 2013, 10:54pm says:

Thanks for your feedback with iron fist. If there is anything you'd like in the game let us know. I'll be creating a thank you list in the credits. Just email me at: cureproductions@live.com and let me know what you'd like your name to be in it for the next release.

+1 vote   member: SeriousDoom
Tempris
Tempris Jan 28 2013, 10:28pm says:

Please remember this will not be any part professional. Sorry if that disturbs you.

+1 vote   media: Updates and So On for Iron Fist
Tempris
Tempris Jan 28 2013, 8:21pm says:

Uploading a rather bizarre video of myself talking about the various changes and future improvements to Iron Fist. As well as a ton of rambling on about all sorts of stuff so looking forward to everyone's comments. This is my first video and is not rehearsed so like or dislike. It's all good!

+2 votes   game: Iron Fist
Tempris
Tempris Jan 28 2013, 7:37pm says:

Thank you!

+1 vote   media: Iron Fist 1.5.3 Controller Support
Tempris
Tempris Jan 28 2013, 7:37pm says:

I'll be working with new uses of the postFX also. In the creation of this game type. Any postFX you'd like to see?

+1 vote   media: VR Training Concept
Tempris
Tempris Jan 28 2013, 7:35pm says:

Great! I love it when work that I've already seen completed in the past hits it big again! You can exepct VR Training (Virtual Reality) game type in the next release!

+1 vote   media: VR Training Concept
Tempris
Tempris Jan 28 2013, 7:33pm says:

Good to know! I always liked it myself, but it clipped itself to anything you were directly pointing at, not an actual light source. I'll be reimplementing it just because you mentioned your own comment regarding its usefulness. I liked it better since turning up gamma is a waste of time and also looks terrible on nearly every color level. Thank you again.

+1 vote   media: Alpha 1 Flashlight Concept
Tempris
Tempris Jan 19 2013, 3:39pm replied:

The latest build for last week or two is up. Check it out.

+1 vote   game: Iron Fist
Tempris
Tempris Jan 15 2013, 5:47am says:

If you haven't already voted please do so! I am always open to new ideas and would love a more updated census of how everyone is liking the game so far!

+2 votes   game: Iron Fist
Tempris
Tempris Jan 15 2013, 5:46am replied:

Thanks! This could be a fun addition to Iron Fist!

+2 votes   game: Iron Fist
Tempris
Tempris Jan 14 2013, 1:50pm replied:

In fact Iron Fist includes many developing maps. I was wondering if you could take a look and give any suggestions and perhaps even begin modding the existing maps. There are 5 maps hat are finished: Homebase Coilla warehouse deserted and any of the obviously good looking ones are done. One map that I have high hopes for is Concrete Jungle. This will feature an expansive top-down multilevel city type map that I think will turn out to be quite excellent.

+2 votes   game: Iron Fist
Tempris
Tempris Jan 14 2013, 2:33am replied:

How does a lean option typically work? What keys are usually used?

+2 votes   game: Iron Fist
Tempris
Tempris Jan 14 2013, 1:37am replied:

coop is already implemented. Thanks to Quin for his work on Red Eclipse's missions gamemode of version 1.2, the game has this already. At this point further development for online play is needed as player connetced to a host are kicked somehow. Iron Fist will be posted here in it's Shakedown Edition for others who are interested to help improve online reliability.

At this time players have the option for up to four team members while playing the campaign.

Ps, I can't figure out how to approve comments, but the guest one is mine. I forgot to log in that time.

+2 votes   game: Iron Fist
Tempris
Tempris Jan 11 2013, 3:05pm replied:

Sounds great! The finalized version of Iron Fist should be released around a week from now. You can begin to make campaign maps, if you want to create a custom one or even a concept one. I'll be fixing some bugs with the campaign. For some reason the enemies keep respawning forever. That can be a major pain and keeps players at the beginning depending on how many enemies are in an area. But as for the campaign I have a good idea of how it will work. So look forward to more info as the games developed. Thank you.

+2 votes   game: Iron Fist
Tempris
Tempris Jan 10 2013, 3:32am replied:

To that effect, anyone who is interested in working on a splitscreen mod is welcome to add suggestions for the new HUD design that could work well with this idea.

+2 votes   game: Iron Fist
Tempris
Tempris Jan 10 2013, 3:27am replied:

This would be a cool option, but in order to do this it will require a new HUD. If the development continues as planned we could see a split screen mod in the future.

+2 votes   game: Iron Fist
Tempris
Tempris Jan 9 2013, 3:01am replied:

At this time we are working hard on updating the cube engine and all it has to offer. We are creating new addons and features that will expand the game in its appeal. Such features include a new update and introduction to prone and weapon zoom, adding the iron sight concept mod, and adding material based footstep sound effects! Gravel sound? No problem! Want a metallic sound or glass sound? Go ahead! I believe this will be quite fun and it has already been added to Coilla, which has also been updated for all gamemodes and includes a lava arena center as well.

As far as the campaign fear not! We have added the saved campaign menus with unlimited save and naming with auto alphabetical listings. After a few minor updates to the campaign mode it will be opened up to map makers to create custom campaigns and will feature extended missions menu for user made campaigns that can be submitted here.

Anyone who is interested in working on the campaign I already have a general concept for each levels and how the game will progress. If you are interested in the campaign development, ie everyone, then feel free to let us know here, Iron Fist is intended to include a full, 3 part campaign series with extensive levels including an alien survival guide that players can use to decipher encrypted alien texts to find hidden areas and weapons and items throughout the game.

As the campaign is developed a state save will be added to be able to save your progress exactly as it is, meaning if your in a firefight, and need to get off, just save! Your game will be loaded just like you never left! This has been added to sandbox, and I would be very interested in applying this to Iron Fist when enough players want to play the campaign.

Thank you for your interest! It will be worth the wait!

+2 votes   game: Iron Fist
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