Rxanadu's forum posts

#1 Posted by Rxanadu (508 posts) -

@jeust said:

Thanks for sharing your life experience with us! Cheers

I would also like to add that it's interesting to see you were able to foster enough of a connection with people online -Steam friends, even- they were willing to help you out in a time of true crisis. This must say something significant about your character as a person.

It actually encourages me to play with some people online or talk more on forums.

#2 Edited by Rxanadu (508 posts) -

I came into this game as someone who's played a ton of Borderlands, and I found almost everything (from the menus and other bits of GUI to the act of firing weapons and melee attacks) to be cumbersome in comparison. I like using the jet boots to traverse around the world, but the world itself is unappealing.

For the majority of the time I spent playing yesterday, I played as a guy with a minigun. That seemed great, but his secondary fire seemed to be a shield of some sort. This would be more useful had I not been shooting at hordes of ant-like creatures that only rush the player and don't have any defenses against someone firing at them from an elevated position.

After a few hours playing as minigun dude, I played a support guy so I could play as a guy with a turret, because of course I would. After I laid down a turret using the game's clunky controls, I just stopped.

Overall, I just wanted to play more Borderlands rather than play more FireFall. Which is why I'm downloading Borderlands 2 again as I speak. I think I'll play as the Psycho character to switch things up this time.

#3 Edited by Rxanadu (508 posts) -

Here's my test results. Not sure if I can trust them, however: I was pretty tired when I took the test.

#4 Posted by Rxanadu (508 posts) -

@turambar said:
@razielcuts said:

A game Jeff, and Vinny </3, should QL is what!

I'm sure Jeff and Dan will do it justice.

I was surprised by how respectful they were during the One Piece quicklook.

That QL actually made me sort of curious about watching the anime. If only the guys that made the game as "Spider-Man as a pirate" or something, I may be a bit interested.

#5 Edited by Rxanadu (508 posts) -

Final Fantasy games: I kinda want to play Lightning Returns due to its faster-paced combat, but it's still JRPG combat

Rogue-likes: the concept of playing a different version of the game every time you played it, but I just don't get into playing games for high scores

RTS games: I liked the first mission of Dawn of War, but I'm actually scared of screwing up where to place all of my resources.

Persona series: I like seeing others play the series, but I found getting Social Links to be to scummy for me. Being the "yes man" for all of these characters made me feel like I was using all of those guys.

#6 Edited by Rxanadu (508 posts) -

@rolkien said:

Anime is my poison, I enjoy the shit out of wrestling but Anime does things to me. It's like a drug.

This, but without the wrestling part.

#7 Posted by Rxanadu (508 posts) -

Patrick seems to work harder than the entire SF staff combined. It's kinda nuts actually.

Giant Bomb's articles are almost all from Patrick. It's shocking how that's able to happen and why I always wonder if they're hiring any interns/permanent staff. With Patrick and Alex on the East Coast, they can't even use the excuse of not having enough space in their main office. Would be awesome if GB got someone in Japan/Germany/etc. to cover events in other areas.

Hopefully, it's not an economic issue...

#8 Posted by Rxanadu (508 posts) -

@razielcuts: I agree. It's always good to have someone with some insight in some area of expertise outside of your grasp telling you what's what. Just look at the 8-4 Play podcasts: the best shows have long-time vets from the game industry just telling people about their experience making games. Hell, the best time at GB for me is E3, when they just bring guest ranging from Jonathan Blow and Jenova Chen to Cliff Bleszinski and Adam Boyes on for hours at a time just talking about their takes on what happened during the conference that day.

#9 Posted by Rxanadu (508 posts) -

Now I get the feeling news from both of these projects is going to fall off within the next month. You should know this well, @fattony12000: we were on two GB Community game projects that failed before a running prototype was working. Everyone ran away from the projects because they weren't held down to the project. It doesn't help that, most times than not, game jam projects are abandoned after about a week after the jam.

I don't want to be the Negative Nelly, but after the last two "Let's Make a Game GB Project" failures, I've lost a lot of faith in this community to actually put their money where their mouth is when it comes to creating complete games as a collective. However, I do want these projects to succeed; I just doubt the GB community will come to actually contribute in a meaningful way.

This sounds a bit ironic, seeing as though I've been working on the other Windjammers clone by cleaning up the code, changing the controller input for those who don't have Xbox 360 controllers for their PC, and changing the look of the main menu for the game. I guess, as a member of the GB community, I've already proven myself wrong.

#10 Edited by Rxanadu (508 posts) -

I've been going through the scripts and cleaning up the code, but I don't know what does what. I'm currently going through the PlayerController script, and I'm trying to make the code more portable. This includes placing repeated code in their own functions, reducing the size of other functions, placing comments where explanations are necessary, removing unused variables, and replacing hard-coded values with private variables.

For example in your diveClamp script, you have a lot of values for clamping where the player can dive(?). Speaking of which, I'm not quite sure what the sphere is used for in the game. I assumed it was the player's hand, but it didn't function that way when I was testing it out with my controller.

I also noticed the situation with the ball "disappearing" numerous times. This could be due to your constant use of collision detection rather than trigger detection. The "ball" is colliding with both the trigger on the player and the character controller when it's caught by the player. When that happens, Unity's built-in physics tend to go wonky, causing events such as the disappearing ball you commented on earlier.