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Re: Quake Planes
[Re: Reconnoiter]
#390453
12/30/11 17:54
12/30/11 17:54
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Joined: Jun 2011
Posts: 133
nomis23uk
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Member
Joined: Jun 2011
Posts: 133
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Its normally where there is a corner. for example if im going along the wall and there is a right turn ill try and make the right turn but half way round the bend it'll stick and freeze for about 0.5 seconds.
same with going up the giant ramp if you go near a wall ur freeze for a short space of time..... its like its lag but there is nothing wrong with my comp or graphics card.
if I can in the next couple of days ill create a fraps video or something as im useless at explaining things lol.
A8 Pro Windows 7 64bit QuadCore i7, 6 gb ram, ATI 5970
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Re: Quake Planes
[Re: Reconnoiter]
#393804
02/07/12 06:45
02/07/12 06:45
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Joined: Feb 2012
Posts: 4 tryreyrey
jondoj
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Joined: Feb 2012
Posts: 4
tryreyrey
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Hello to all I searched that In quake Planes, most of the enemies drop powerups which you can pickup to permanently become stronger. The effects of these powerups stack. 1. Health Bonus (increasese health regeneration),similarly more. chiropractic newsletter
Last edited by jondoj; 02/11/12 04:35.
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Re: Quake Planes
[Re: jondoj]
#393946
02/08/12 17:06
02/08/12 17:06
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Posts: 1,823
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New version - changelog:
* alternate attack added for weapons. * difficulty revised. * more pickups. * KEYS added. * new enemy: Turret. * new areas. * fixed music system. * more lights. * fixed some other bugs and things. -have gave fun!
Last edited by Reconnoiter; 02/08/12 17:06.
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Re: Quake Planes
[Re: Reconnoiter]
#394047
02/09/12 15:01
02/09/12 15:01
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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Very nice! I didn`t play the first version, but this one is really good to me as an oldschool fan. Especially the atmosphere is great. Gameplay: You`ve got some really nice ideas here (I like finding keys and travaling through portals ), but you could make some more things here to get more variety. How about some ability stages, mysteries, script events, secret areas? The level design detail grade could be improved, too. So be creative and make some great things here. Weapons: I`d like to have some more weapons a bit earlier in the game. I`m in the middle of the second level now (played about half an hour) and it was really challanging to me to make it through with just a hammer and a pistol with a constant "low on ammunition" (which was good). More variety would be nice. How about a rocketlauncher, an energy gun, grenades and other explosives? Of course you shouldn`t give it all to the player directly in the beginning, but in the beginning of level 2 (the space map) I`d love to have some more possibilities. Oh, and an automatic saving system would be nice. Overall: Good oldschool game, nice atmosphere, but you could still do many imporovements to make it great.
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Re: Quake Planes
[Re: Rondidon]
#394122
02/10/12 12:49
02/10/12 12:49
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Thank you for your extensive feedback. Some great ideas you got there and i am happy to hear that atmosphere is good . I will defenitely add more maps, weapons and i want to add secrets too (i am thinking about what would be good but not game-breaking rewards). I want to let secrets feel unique too (maybe a minigame or something like that, dont expect to much of that though since that is new for me :P). About the level design grade, I know it can be improved but i dont know how to handle/tackle it. Should i add some eye candy, or more interacting with the environment or redesign/rebuild some parts? When entering level 2 (the space map), walk forward till you come across a ceiling turret with a wall behind it. The wall can be destroyed (with alternate melee attack or energy/explosive weapons like the pistol), giving acces to a mini armory where you can find some ammo and weapon 3. Since in the end of map 2 you would have weapon 3 that can fire flares with alternate attack, i was thinking about making the third map (not yet made) really dark and give the player a flashlight (maybe an upgrade for the weapon 2 the pistol). That gives me an idea actually, what do you guys think of the addition of weapon upgrades? Maybe that would be great rewards for secret areas too, like a silencer or extended magazine for the pistol and such. Anyway, I first need to fix some save/load bug (i will ask about it on 'starting with gamestudio' part of the forum).
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Re: Quake Planes
[Re: Reconnoiter]
#394142
02/10/12 15:02
02/10/12 15:02
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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About the levels: I`d recomment to keep the game small and concentrate on making the current levels better. Add multilayer floors with details like pipe systems, turbines (in that big thing with the dynamic lights), water / slime, particle effects, colored (maybe dynmic?) fog, ... Be inspired by this: http://www.opserver.de/coni_users/web_users/pirvu/au/demo/zips/takeover.zip and especially this http://www.youtube.com/watch?v=lqwQvacNltE . Oh, and work on the detail grade of your weapons . And if you want to make it really, really, really cool, then be inspired by this: http://www.youtube.com/watch?v=JcCJrnGWxUA . A lot of work, yes, but it`s the best game of all times to me, so it`s worth it Are you German? I made a retro review abot it some times ago: http://www.youtube.com/watch?v=xo7EjhLam10
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Re: Quake Planes
[Re: Rondidon]
#394156
02/10/12 16:25
02/10/12 16:25
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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OP
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Posts: 1,823
Netherlands
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In screenshot "shot04" of Takeover, that guys has a boner . Now to be more serious, although i like quake 1 more than quake 2, I think quake 2 has better looking maps so I will defenitely take some inspiration of that one, thank you. Oh and the nostalgia, UNREAL! Good old times, that game has of the best game music ever made i think. But I think Unreal Tournament classic is the best game ever made . Those games were the golden age of first person shooters, togheter with Deus Ex 1 and Quake. This also reminds that I just to learn to build Coop and such into my games. Regrettable, I cannot speak German.
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Re: Quake Planes
[Re: Reconnoiter]
#394669
02/15/12 14:20
02/15/12 14:20
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Joined: Jun 2011
Posts: 133
nomis23uk
Member
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Member
Joined: Jun 2011
Posts: 133
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From somone who has played v1 I hoenstly beleive v2 is a great improvement! I've still not got off level 1 yet though because I like to explore everything and try and make it through with just a hammar Quality has deffinately improved and sounds have got alot better. What I would like to see improved in the next update is the scale of things....everything just seems rather large for example the width of the slant on the first part of the level. and the height of the ramp when your in the secerate area just seem abit too OTT. Rain it in a little with the scale of things and it will add more to the realism in its self. an idea to fix the glitch of getting stuck on things, try not to make the ramps so steep see if that changes things. will play more later when I get abit more time.
A8 Pro Windows 7 64bit QuadCore i7, 6 gb ram, ATI 5970
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Re: Quake Planes
[Re: nomis23uk]
#394700
02/15/12 20:23
02/15/12 20:23
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Joined: Jun 2011
Posts: 133
nomis23uk
Member
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Member
Joined: Jun 2011
Posts: 133
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Okay played abit more of it.
think im off level 1 not sure as there is nothing that says actually what level you are on...
I'm in like a maze now and im working my way to the lower floor in what appears to be a glass room?
found an additional gun.
those dam flying enamys are annoying...hehe.
question...what are the blue things that you collect on that level? something to do with your pistol but ive not worked out what they are or even how to use them and apparantly I have 150 of them?
be helpful that if in the options it said what the keys were. or perhaps something somewhere that documents all the collectables?
keep going with the game though I like it.
A8 Pro Windows 7 64bit QuadCore i7, 6 gb ram, ATI 5970
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