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Messages - mercy

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1
Development Log / Re: Dev Log #66: Shiny Particles
« on: June 12, 2020, 12:46:22 pm »
Nice work guys! Particles look amazing!  Also put into the new engine they look fabulous. Congratulations!

2
Suggestions / USER-EXPANDED SOUNDTRACK AUTOPLAY PER FILENAME PLEASE
« on: April 11, 2020, 02:58:36 pm »
You have too few music tracks and therefore they are waay too repetitive!!

SUGGESTION:
Extend your GameCode so it Automatically Adds extra music OGG files to its list "Loaded-Musics-To-Play-From-Memory" this list shall be EXPANDED with extra OGG music files that the gamer placed into the music folder, so they become: super-mega-amazing user-collected music tracks!

In XPiratez! I have 212 OGG music files. Whatever belonged to the original game.. about 34 vanilla tracks I expanded from various sources - Fallout, etc... - so my music track jukebox collection grew to 212 OGG files.

What the OpenXCOM game 'music engine' does is it seeks the music track name
GMTACTIC**

this is for the Battlescape, where combats are taking place

And it automatically collects ALL the OGG files that are named GMTACTIC and also it reads the extra characters after the last C of GMTACTIC, so it builds a nice collection of GMTACTIC77  =  77 music files for the Battlescape that I built as my dear collection.. 
..and once I'm in those long battles, the game begins to play a music track RANDOMLY selected from the 1.....77  tracks = it picks a number between 1 and 77 , for example 13 and begins playing GMTACTIC13.OGG

This is very very verry nice!

So.. you have citystation.ogg

What I'm suggesting / requesting is, if I collect 6 OGG music files that match the mood of Your Ingame citystation, then Underrail SHALL  detect and collect these file names in memory

citystation.ogg
citystation1.ogg
citystation2.ogg
citystation3.ogg
citystation4.ogg
citystation5.ogg
citystation6.ogg

and At random it shall select ONE and should begin play that ONE song. If that ONE song is finished, it should select the next song in its list and then play the list AD INFINITUM (looping from last song in list jumping to first song in list), while I am in citystation.

This JUKEBOX FUNCTION  = OGG name detection, Underrail should perform for all tracks that are in \Underrail\data\audio\music\

...so  it will be able to build a nice list for my
caves.ogg
caves1.ogg
caves2.ogg
..
caves23.ogg

and build a quick filename list to jukebox-play all my collected OGG musics, because they match the CAVES atmosphere and I can finally enjoy all 24 songs in my CAVES SOUNDTRACK SET, while playing Underrail.

Same for the Underrail location named "junkyard" and all the other places ingame.
 


T H A N K   Y O U !

3
Suggestions / ZOOM PLEASE
« on: April 11, 2020, 01:34:48 pm »
In most games you can ZOOM IN on the Battlescape. Since your adventure screen = battlescape, you have the same place, where the character is adventuring and also doing the fights, we should be able to ZOOM IN on WTH is happening on the battlefield.

In Combat WALLS are completely obstructing the enemy. I need to press the Outline-Reveal shortcut to see the enemy, otherwise I can't friggin' see WTH is going on.  This should be remedied in your game.  At least in Infusion!

The way you do this is to bitmap copy everything onto an opengl PLANE ==> you need to put a TEXTURE on this plane and that texture is the bitmap copy of your current adventure+battlescape screen and you display THAT textured opengl plane.

That plane CAN be ZOOMED freely.  Or you can set it to zoom in SMOOTHLY in small increments.   

This is how we do it in our '32x32 pixel tile'-based game.   If we can do it in a simple pixel based game with small pixel art tiles, I bet you can do it too!

Don't you think??

4
Suggestions / Font Brightness Increase Slider in Options Please
« on: April 11, 2020, 01:16:56 pm »
Your Brown-Orange underrail-signature Font - see this forum's Low Intensity = Hard To Read font

"Help Search Profile My Messages Members Logout"

, etc... - this Brightness is almost unreadable, compared to other UI elements you PROPERLY highlight ingame with good brightness and contrast. Like: Mission history. 

But you completely botch it on the Character Sheet, where everything is LOW-LIGHT LOW INTENSITY dark-brown-orange almost unreadable  ==> FATIGUES THE EYES => CAUSES EYESTRAIN!!

All the ingame texts should be A PLEASURE TO READ! I love browsing statistics and looking for things I missed and I like going through ""walls of text""s in game, when they are properly displayed = with readable brightness.

**Good BRIGHTNESS + **Good INTENSITY: ==> see on top of this page this forums  text, how it has** UNDERRAIL FORUM >> UNDERRAIL >>  SUGGESTIONS
See that text above???  Do you get it?? Are you able to register the **Good BRIGHTNESS + **Good INTENSITY:  of the "text Attachments and other options" when you edit a post here or make a new post ??  Do you see how amazingly **Good BRIGHTNESS + **Good INTENSITY:   it has???

Yeah.  We need that intensity in the game PUT onTO regular orange-brown Underrail text.   

To make the large amounts of TEXT in Your Game PLEASANTLY Readable.

T H A N K   Y O U !

5
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 17, 2018, 11:53:49 am »
Urgh..        This one didn't score in the visual department.

6
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 15, 2017, 11:18:23 am »
[..]For those who just can't wait to get to explore the Black Sea themselves, here's a short video from the recent internal testing that we've done (this is NOT a trailer). It does contain some spoilers, though we tried to censor the important stuff, so be warned.

https://youtu.be/qHXG2SCMEGk

Anyway, that's it for now guys. Let us know what you think.
- = negative, + = positive


+ Awesome animated water effects! Had to zoom in and rewind multiple times just to look at the beauty you created.

- Shotgun SFX should be one big BAM! Not this weak, automatic rifle sound thingy. This way its "MEH!.." and not satisfying at all. :(

+ Electric attack SFX (monsters) is much better for example than your "shotgun"

- "Rock Blasting through" sound (ends with rocks falling) is very loud and frightening, tone it down PLS.

+ New graphics is surprisingly nice!

- At elevator the text is nice green, but your dialog selection option BG highlight should be toned down or be something else, like a low opacity green color BG or a much more faint  orange w. low opacity!

- Handmaiden attack physical feedback: you should have "player character-hit" animations. Player character standing there like a rock, while he is being hit by the Handmaiden takes away from immersion! Even fallout had hit-hurt-reel-back animations. 

- Single shotgun sound is also weak, if that's what is shot during Handmaiden battle.

+ Very nice room illumination effect when the machine is turned on and it switches on the lighting.

- Gun + grenade explosion sounds are weak overall. They should have that "OOMPH!"  Review the awesome DOOM 1 or DOOM 2 sounds please from the DOS/4GW Extender era!

I you want your weapons to really sound good and have an "OOMPH!", I can make your sound effects go BOOM, if you agree to send me your current ones - even if you send just one weapon sound file to try me out: PM meHere is my sound effects portfolio for OpenXCOM.

+ Nice Jet Ski graphics and sound effects!

7
Development Log / Re: Dev Log #52: Jet Skis
« on: April 28, 2017, 10:00:26 am »
Jet Skis are truly a unique addition to isometric game. Not even Fallout 1-2 had Jet Skis. :)  Awaiting completion.

Congratulations for these innovations!! 8)

8
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 09:58:39 am »
To_an, these are beautiful modifications. How will you make it available to players? Compatible with upcoming DLC.

9
Suggestions / Re: Remove level cap.
« on: December 29, 2016, 03:51:17 pm »
No Level Cap-feature attracts sales!  MUST HAVE

10
Suggestions / Re: Pets/minions
« on: October 14, 2016, 03:25:49 pm »
Ideal Pet System:

Dungeon Siege-like, you can get - free it in a mission from a dungeon - or purchase one and feed it and watch it grow. It levels up by getting XP from battles, also you can feed magic items to your pet to make it stronger. Your pet gets more and more dangerous, until the end, when in the final battle you have a super powerful pet.

It was major fun watching a baby pet eating up magic rings and other magical items and watch it grow. The baby pet 3D models were super cute.

11
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 11, 2016, 08:29:02 pm »
Those new environments and models look great.

Nice work new 3D artist! :)  Congratulations on the expansion! Let's see you all then and after the DLC patches. ;)

12
General / Re: Copy of Underrail Given Away With Wasteland 3!?
« on: October 09, 2016, 05:08:23 pm »
Underrail is waay better than crappy Wasteland 2 or 3.

13
General / Re: Introducing our new "developer, probably not spambot"
« on: October 09, 2016, 05:07:36 pm »
Thanks alot guys for such a warm welcome!

It's a great experience being here and working along with this very talented team.

On the other side, I'm not allowed to say so much about upcoming things that we're woking on, however I hope that I will justify your expectations.

Let's wait for the surprise, shall we? :)

Do You have a portfolio website?

14
General / Re: So, is the game officially *done*?
« on: September 29, 2016, 05:05:02 pm »
Don't worry, will we are waiting for the Freelancers to finish it up, we are working on the new thing. It's gona be goood, cant wait for the reaction of you guys :)

It is take 2 weeks to draw some pictures, how long we will need to wait more??? 6 month is silence???

Obviously we needed to wait this long, because the content update is significant has lots of new features that required a lot of work.

15
General / Re: So, is the game officially *done*?
« on: September 24, 2016, 08:52:47 pm »
Don't worry, will we are waiting for the Freelancers to finish it up, we are working on the new thing. It's gona be goood, cant wait for the reaction of you guys :)

Awwww man, dude I'm too stoked as it is. What the hell do you guys have planned, I swear I will ask Dan. Dan knows everything !

Unfortunately freelancers can become overwhelmed when too much work is given to them by the developer thinking "Oh, this freelancer surely can do 5 items." Then it turns out the freelancer can only do 1 item and the remaining 4 must be quickly distributed to other freelancers for the game update to be ready at a reasonable future date.

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