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JimineyWhiskers

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Everything posted by JimineyWhiskers

  1. i like to define actions and then group them up. for example, i would define a "PlayerControl" group with inputs like MoveUp, Attack, etc... actions can all share the same input buttons (keys.up, gamePad.X, etc...). thing is, you just need to handle which actions are on or off and add the ability to turn them on or off - then you never have to limit yourself to specific inputs, you can define your own. when you go to a menu, disable PlayerControl and then enable MenuControl for example. Then you can define is an action is pressed or triggered, triggered would take a frame (or more) to register, pressed is instant. make sure you call your poll update first. edit: Also, you could dedicate a thread to polling input if you're seeing cycles take longer. input is usually easy to make thread-safe as you only ever need to query it anyways. could even go as far as to store a list of inputs between clock cycles and instead of checking the current state you check against a collection of previous inputs. then you could utilize this to query for inputs like combos, etc..
  2. I think Kyrise's looks really good and natural. Good tree variance and placement as well as the foliage. it's not overdone and that's what I like about it. Definitely a good example. Edit: I also remember always putting signs on my shops/structures to denote them. I think it works more in your favor if you can simply flavor the structure and its surroundings to let it speak for itself.
  3. Plus, expect a surge of community driven resources once the project goes open source.
  4. Oh man love the graphics, looks very fun and animated!
  5. Nice promo and good luck with your games, I have an iPhone so I can't participate but I like your visuals!
  6. Enjoy man, hope you and the fam have a good time. Where in Florida? I lived in Tampa & Orlando for a couple of years - hopefully you get some of the classic Florida paradise vibe. Also don't be shocked when you realize that freshly squeezed orange juice isn't a common thing in Florida, which blew my mind when I first moved there.
  7. It looks like in the trailer there is an optional "pro" type controller that looks pretty generic compared to common controllers which is cool. I could see people not being a fan of the default control scheme - I wonder if when they detach if they can act as Wii controls? That'd be interesting.
  8. Yeah I went into the reveal with low expectations and what they unveiled I feel is pretty exciting. Ultimately, we were presented with a tablet that can run Skyrim HD on battery & with game controllers. Sold. Most high-end tablets are $600+, if this thing's price is $399 or under, that's an AMAZING deal in my opinion. Granted, tablets are multi-purpose but I'm sure Nintendo will have a suite of apps available for the Switch. I actually haven't been this stoked for anything Nintendo in a loooooong time. Edit: @Crest I would hope that their proprietary OS is much more lightweight than any other tablet OS. Android / Windows alone is a bottleneck for mobile devices. This one, built form the ground up is honed in on the games (hopefully) so I would imagine it's far more optimized for gaming experiences.
  9. I'm not sure how I feel about the design itself, like the '+' & '-' buttons, seem a little out of place and the controller layouts look a bit odd to me but I'm fascinated by the design at the same time because it looks like it can support holding the controller two ways. Really my main concern is the power of the console, I feel like I'm ultimately going to treat this as more of an accessory rather than a console in the long run. Edit: I also love the bit where the group of guys quickly set up at a park bench and bust out NBA, looks like it will really change how games are played together.
  10. Nintendo Switch. Advertising with Skyrim? Sold!
  11. Yeah my edit had nothing to do with RDR, all about GTA, just not trying to get into the GTA arguments is all! Thanks guys, yeah really exciting stuff! @Azkanan I'm a designer, never thought that'd be my position as I come from a programming background but I love it. @Marsh You're right, never such thing as being too safe with this kind of stuff, and I'm not trying to lose a job over something people will know eventually lol
  12. Sorry man wish I could say more but for now, hey, it's announced xD Thanks man, much appreciated! Yeah I've been told haha, trust me I wish you guys could know it all but we gotta keep the suspense rolling Definitely don't wanna be in hot water
  13. Edit: Gonna play it safe here
  14. So stoked as this is my first project out of school. The journey has been incredible so far, can't wait until we release this damn game!!! Hope you guys are as excited as we are. Can't really talk about the game but if you wanna know anything about the process ask away - I've learned so much in my ~2-3 years here.
  15. Ah I see where I made the disconnect! Makes total sense, percentage based stats = bad, I think we're on the same page, apologies for misreading that
  16. That's a pretty interesting feature, having the names hidden. I like that a lot actually - it encourages dialogue with NPC's.
  17. I feel like if done right, percentage based stats can actually be pretty damn fun and challenging. Some friends and I used to play an MMO called Rohan: Blood Feud. My favorite part of the game was crafting different builds./ Each class had a starter tree and two elite trees which you could choose one at level 50. The skills were interestingly set up, for example, a templar was a white elf class that used magic attack % to apply melee damage to opponents. You could get a buff that would raise the stat by 25% for some duration (like 30 minutes or so). What made it fun was deciding how to allocate stat points every level up. As a templar, if I spent more stats on INT, my magic attack would go up and my buffs would be more effective for offense. On the other hand, I could put some more in WIS for better heals since I'm technically still a healer (White Mage -> Templar). What this resulted in was people running pretty different builds of the same classes and honestly, it was balanced pretty friggin well. The good thing about percentages is that it allows you to work with smaller numbers everywhere else. A max level character would have a base stat leveled at around 500 lets say. With buffs, that number would grow and if you had an attack spell that said "Apply 150% of your INT as damage" you would fiend over getting that stat boosted as much as posible if your role was damage. I'd actually much rather prefer this system, especially for skills since using percentages for them allows your skills to scale with your character.
  18. That's actually pretty impressive to be able to recreate music from memory/ear. I feel like anyone who is musically gifted must have some ability to do this.
  19. You would have to merge all of the server-side logic into the client somehow then restructure it to support being a server & a client. No idea what the source is like, but I'm willing to bet that this is no easy task, unless you can launch the server and hide it but that's messy and hacky IMO.
  20. Very impressive, love the world view grid.
  21. This thread is one of the best threads I've seen in a long, long time.
  22. Awesome stuff, @QuoteFox, great addition to the community!
  23. Found some of my old stuff. 8 badges, Mew, Gyardydos, PIkachu Lvl 62+... wow
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