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  (60 - 90 of 113)
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, 5:46am 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
Tempris
Tempris Jan 14 2013, 2:30am replied:

Thank you. As the head of Cure I like to personally know and thank everyone who is interested in Iron Fist! I also extend a thank you on behalf of Walciony, our SFX and map tech. If you could, I'd like a moment of your time to hear what you like and don't like about Iron Fist, and how you would like to have in it.

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

Thanks guys!!!

+2 votes   download: Iron Fist Version 1.5.3 SVN 1-10-2013
Tempris
Tempris Jan 10 2013, 3:34am says:

Some news to everyone! Many updates have been added to Iron Fist to include many bug fixes and server enhances. At this time a bug has been introduced making the player spawn with flak and handgun. Unfortunately this is leading to a glitch that causes the game to crash. I will be keeping everyone up to date with the latest build and the features to come.

+2 votes   game: Iron Fist
Tempris
Tempris Jan 9 2013, 2:48am says:

Anyone who is interested:
I am developing a way to apply an .avi video to an OpenGL texture for use as a splash screen at the beginning of the games startup. I'd like the Cure Productions logo to be displayed and then explode as the Iron Fist logo appears out of the flames and explosion. If you, anyone can do this and is interested I'd love the help. If not, I'd appreciate any help in finding a program that I could use to layer videos and use green screens to combine into a usable video intro.

Thank you everyone who has kept up with the project! The next release will be great. :)

+2 votes   game: Iron Fist
Tempris
Tempris Dec 29 2012, 10:31am says:

All bugs and issues can be posted at: Moddb.com
As well as any mods, teaks, or general ideas.

+2 votes   game: Iron Fist
Tempris
Tempris Dec 29 2012, 10:20am says:

If anyone could help with shader rendered water droplet effects for exiting water I'd love some advice, thanks!

+2 votes   game: Iron Fist
Tempris
Tempris Dec 29 2012, 10:13am says:

Quick note, Anyone with ideas post them! I make Iron Fist not only for myself, but for all who play it. I may not include all suggestions, but any ideas will be appreciated!

+2 votes   game: Iron Fist
Tempris
Tempris Dec 29 2012, 10:06am replied:

All very good recommendations! If you find anything else that would be worth a look and try give us a heads up any time! I've worked on similar concepts in the past and have wanted similar ideas in Iron Fist. So I'll be adding the third person camera support with original 3rd person view for editing And time trial and will be having a switchable camera shoulder view that can be adjusted with a key bind. The trip wires would be nice with a one use only that devolves the device once it's been tripped. As far as mines go I think that the trip wire will be the secondary and the proximity mines will be primary all in one weapon.

I'm developing a chainsaw weapon for the game, only problem is that it crashes the game upon usage. I'll need to debug it promptly.

I've also completed a beta for controller support which I will be giving to Revelade revolution as well.

Another new feature is the reintroduction of prone view without scopes, meaning that the player literally seems to squint as they bring the weapon up to their face. This will be done with a new version of iron sight. Iron sight is an old mod that brought weapons up to the players face while zoomed in. Along with the already present weapon recoil it will feel quite like commercial games out there.

+2 votes   game: Iron Fist
Tempris
Tempris Dec 9 2012, 6:36pm says:

After the release of Shakedown I would love it if everyone can post all the bugs they encounter into the comments here or you can email me at cureproductions@live.com. This will be for development on the Fixme Edition!

+2 votes   game: Iron Fist
Tempris
Tempris Dec 9 2012, 5:43pm replied:

Thanks! Just bookmarked the link! Will be adding the font in!

+2 votes   game: Iron Fist
Tempris
Tempris Dec 9 2012, 5:40pm replied:

Iron Fist (Version 1.6.0) "Detonation Edition"
-Adding new maps
-Introduction of Tesseract lighting
-Addition and testing of Syntensity and Bullet Physics

+2 votes   game: Iron Fist
Tempris
Tempris Dec 9 2012, 5:37pm replied:

Version 1.5.4 "FixMe Edition"
-server debugging
-bug fixes (HUD shadow bug, chainsaw bug, server disconnect bug)

+2 votes   game: Iron Fist
Tempris
Tempris Dec 9 2012, 5:36pm says:

Iron Fist:
Version 1.5.3 (Beta 3) "Shakedown Edition"
-Added Poison feature that eats up health over a period time, limiting your health.
-Helmet/screen television styled static for spawning, low health, and SpecTV
-HUD glitching for low health
-Added Chainsaw and Gamma Ray weapons.
-Updated Napalm Thrower effects
-Updated sound effects for stamina alerts, and poison
-Sounds behind walls and objects now decrease in volume
-Some particle effects updates
-Added slideshow for menus
-(working on Controller support)
-(polishing weapons effects and balancing, mainly Gamma Ray)

+2 votes   game: Iron Fist
Tempris
Tempris Dec 7 2012, 9:27am replied:

Look out for controller support!

+1 vote   game: Iron Fist
Tempris
Tempris Dec 3 2012, 9:35am replied:

Yah, I know... I was only trying to fuse the theme into sauerbraten to get what we have here. I even have a full scale map detailed with an entire layout of how I planned on having the main Base. Perhaps I will continue development, but for now I'm working on Iron Fist and until I get a better understanding of the cube engine I'll stick with what I have here. The cube build is old and will have to be replaced. Thank you again!

+1 vote   game: Green Nation
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 Dec 3 2012, 9:20am replied:

Thanks for your comment. Im always looking at what the future holds and I see alot in the upcomming years! Im working on Joystick integration. Im working with SauerJoy Mod, but the code is old and needs refreshing, something that will take me quite some time to accomplish. Also I have tried a Ximput Mod for the game but unfortunately the game wont reconise it completely and requires driver installing and more work to get the controller connected to the game. There are programs that map a game controller to key bindings, but those arent always the best and often dont work. So I'm going to be sticking with the SauerJoy Mod until I can get it working.

***If anyone reads this and can help with revamping SauerJoy to work with the new Cube 2 Base contact me imediatly...

Anyways I'll be posting updates about the development for each version and try to keep that as my primary focus. (Thats quite funny considering with technology everything never stays the same.)

+1 vote   game: Iron Fist
Tempris
Tempris Nov 29 2012, 12:20pm says:

And dont let me forget the "Viscous" mode as well!

+2 votes   article: Iron Fist (Shakedown Edition) Update
Tempris
Tempris Nov 29 2012, 12:19pm says:

Durring the development of the last three months I have decided to expand on many of the current weapons and the arsenal itself. Introducing a new set of power ups such as jet pack, invisibility, agility, and reintroducing the parkour effects from Red Eclipse, but in new conditions, with specials such as weapons boost.

The poison system in the game will be altered with the introduction of class based gameplay. A "Supplier", the ammo/health/poison jock will be a much needed asset in the game, they will not be able to carry weapons more than 1 plus grenades, but will have their own uniqe set of weapons they can use, meaning more inventory all together. The standard "Foot Soldier", pretty much the usual. The "Armour" being the tank will be larger, take more damage, but have slower movement and limited agility with the power-up. The "Sniper", or "Recon" will have low health, a regeneratable invisibility sheild (of course not forever lasting and long recharge), but have higher agility and speed.

Many new weapons as well! Ill be posting up data on those soon also.

+2 votes   article: Iron Fist (Shakedown Edition) Update
Tempris
Tempris Nov 28 2012, 1:54pm replied:

I am very open! Id love to have you on the team! Just shoot me a message whenever you can! Ive tried responding, I guess it hasnt reached you.

+2 votes   game: Iron Fist
Tempris
Tempris Nov 28 2012, 1:32pm replied:

Thank you. I've worked long and hard on even the smallest detail of the effects to bring a better visual experience. Every aspect of each particle has been examined multiple times until they've reach perfection. It quite funny. In my opinion the effects have only begun. I have so many ideas to bring them to their best. Many new changes will be along with the new release as well. I will be expanding the development into many new weapons and power ups. Along with three redesigned teams and four player classes. Each with their own balances. I will also be reintroducing many old aspects of the game that have been lost to time. I work hard on each detail. The way sounds react with materials and map geometry, how the HUD reacts to new conditions and how the physics of each player interacts with their environment in different states. This next release is setting the stage for the most in depth development of the game yet, introducing the class gameplay plus team based advantages, disadvantages, and themes. Clan based gameplay will also be available after some time. Being able to friend players into a clan and see if they are online so you can team up or play against each other will be unlike anything. Being able to select from a bunch of stock icons and any color combination plus submitting your own to be added to the next patch or release. I'll work on making it downloadable on the fly. But I'm getting too detailed. Thank you for you comment. I develop for the player!

+2 votes   game: Iron Fist
Tempris
Tempris Oct 29 2012, 4:02am replied:

Here is the license for the models:

"The included hudgun models are hereby released under the CC-BY-NC (Creative Commons Attribution Non-Commercial) license. See Creativecommons.org for more info. Please contact Geartrooper for permission for uses not within the scope of this license."

As stated by Geartrooper.

Then again, I have the same deal, and trust me, noone wants to look ripped off, origionality is always desired.

+2 votes   game: Revelade Revolution - Zombie Survival
Tempris
Tempris Oct 28 2012, 7:45am replied:

Holly Crap! Yes! I rarely have anyone offer to help. Im sorry that this reply comes at such long delay as I've been spending what time I do have on the development. Shoot me an email at cureproductions(at)live.com. I always welcome new developers. Hope you haven't given up. I really need people. Ill be releasing a test of the new Beta 3 version after I polish up the Gamma Ray and Other Weapons.

Thank you in advance, Tempris.

+2 votes   game: Iron Fist
Tempris
Tempris Jul 3 2012, 9:14am replied:

No problem. I have been waiting for a question like this for a while. Please keep in mind that iron fist is in early development as it is based on technology that is constantly changing. Both bullet physics and Tesseract will up the requirements for the game immensely. So that is on hold until I find a cheaper way to use them without having every player have to get a new computer. But for now Iron fist must find its own place in the cube games.

+2 votes   game: Iron Fist
Tempris
Tempris Jul 2 2012, 3:11pm replied:

Honestly, I loved RE when it was Blood Frontier. The direction was realism and something different, and while RE will always be different, it will always lack the realism and direction that I loved in BF. Thats why Im using RE, because there is no better cube game to work from than RE. Im not taking credit for thier part, but I am thankful that it is open source and has given me the chance to do something with myself. I have always dreamed of releasing Iron Fist in its prime, and as the years pass, that day gets closser.

I hope that I have explained enough what the main differences are of IF and RE, and what it means to me. I also would like you to take a look at the about menu of Iron Fist. It clearly states that IF is a RE hybrid. Meaning that it is a stand alone game, but at the same time is a project spawned from RE. It is not a game coded straight from the engine itself as I do not wish to reinvent the wheel, but to use it in a way that other will not. IF may not be origional as of yet, but for now it will be that alternative that others can play.\

Im still learning this on my own. Thank you for your interest.
-Leviscus Tempris
--Cure Productions

+2 votes   game: Iron Fist
Tempris
Tempris Jul 2 2012, 3:10pm replied:

The way to look at IF is not how it differs from RE, but how its goals do. Iron Fist is intended to incorporate bullet physics as well as Tesseract lighting. these two things alone will cause the game to only be limited to the computer itself and the art content within the game.

There is soon to be a new release. No it may not look much different, but its the first step into the campaign development that is bocoming a priority. As I have told others, until the multiplayer part works, there is no hope for a campaign. Now that the game has been tweeked into what it needs to be for now, the campaign is becomming a more of a center stage concept. Its not a priority, but it is being developed.

In the end the main goal is to bring realism, without loosing science fiction characteristics, while making a cube based game with all of the best features from Tesseract, SandBox, Syntensity, and others. To bring about a cube game to show what can be as the computer catches up with it.

+2 votes   game: Iron Fist
Tempris
Tempris Jul 2 2012, 3:09pm replied:

There are not many lines between RE and IF that are very clear. First of all is the fact that IF has an actual story line plus a specific theme that it is being geared towards. As the development of IF is dependant on its stability as has been the main theme of the last few news posts. With this in mind it is needed to keep the game as is each step at a time to ensure that all updates and changes allow for the game to be both stable and playable.

For the most part IF and RE will seem the same though they are very different in several ways:
->Gameplay geared towards a more realistic physics type with changed controls to make game play more enjoyable and beleivable.
->Updates to particle effects allow for more than RE does, allowing for better effects. Examples of this are the more realistic and more detailed fire/smoke effects of the players on fire, debris, and fireballs. Also every weapon has more details in this aspect. Pretty much eye candy, which in my opinion RE is lacking. Yes, they do so for game performance but...
->Iron Fist is not intended for only performance, it is also intended to be very detailed and graphic.
->Iron Fist also incorporates many aspects that RE does not: fall damage, drown damage, helmet HUD (soon to be updated), commercialistic campaign mode with unlimited saved games, unlimited saved player profiles, all new player rank system that is saved upon each intermission, adjusted weapon variables for more realism (such as heavy grenades, not ones that fly forever), removal of unneeded/wanted mutators that just dont feel right (vampire and resize are both very annoying and are not realistic at all).
->Everything in IF has a purpose and can be explained. In RE's resize gamemode, players can grow and shrink with damage, which can not be explained in a realistic manner.

+2 votes   game: Iron Fist
Tempris
Tempris May 1 2012, 8:28am says:

Thanks for the invite! I have a few ideas for the thirdperson mod if you would like me to help. What compiler are you using?

+1 vote   game: Broken Shield
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