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Thefluffy posted:Tuk Tuks stop being funny when you put the black hand and AK pulse on them. (and antishield rockets for the smarter enemies) I'm trying to imagine what the AK pulse generator even looks like physically and wondering how the hell it'd fit on a Tuk Tuk.
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# ? Jan 12, 2017 21:44 |
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# ? Apr 28, 2024 03:10 |
you only get to fire it once because your janky golf cart vehicle disintegrates out from under you when you activate it.
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# ? Jan 12, 2017 22:06 |
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Galaga Galaxian posted:I'm trying to imagine what the AK pulse generator even looks like physically and wondering how the hell it'd fit on a Tuk Tuk. (Insert image of Mad Max Doof Wagon here)
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# ? Jan 12, 2017 22:10 |
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anthony patch posted:Yes you can: he's a cyclolucidite isn't he tell us what that means!!!
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# ? Jan 12, 2017 23:06 |
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To all those having fun in tiny things don't forget the Batushka!!
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# ? Jan 12, 2017 23:49 |
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The Lone Badger posted:I've always thought as them as an example of lasers fire capitalism. You missed the pun. dyzzy didn't just mean super-captialists, he meant the SNC is the pinnacle in the evolution of sharing economy.
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# ? Jan 12, 2017 23:55 |
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That's alright, I wanted to make my own pun.
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# ? Jan 13, 2017 00:24 |
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atomicthumbs posted:edit: if I let Marvin Beck pilot a Broodmare, is he jerking it in there Also nice review man
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# ? Jan 13, 2017 00:38 |
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DOWN JACKET FETISH posted:he's a cyclolucidite isn't he https://twitter.com/gausswerks/status/705976658772119552
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# ? Jan 13, 2017 03:08 |
git gud, scrubs. https://twitter.com/gausswerks/status/819278690886545412
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# ? Jan 13, 2017 03:22 |
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Ahahaha I was hoping it'd be a Swordfish.
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# ? Jan 13, 2017 03:33 |
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I'm not sure if this was asked before, but how was this game made? I was popping around the debug menu and noticed the rendering and started playing with the options and it made me reconsider something: Is this game made with sprites? I had always thought that, but the way the lighting works and the fact there's normal maps and that I can go straight to a diffuse render suddenly changed my view about the game. I know that gauss has posted the 3d models on his Twitter and what look like sprite sheets, but just the way you can strip off the rendering layers puzzled me. And, as well, how do you get the customization options to work, if they are sprites? Clever use of masks?
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# ? Jan 13, 2017 03:42 |
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Young Freud posted:I'm not sure if this was asked before, but how was this game made? I was popping around the debug menu and noticed the rendering and started playing with the options and it made me reconsider something: Is this game made with sprites? I had always thought that, but the way the lighting works and the fact there's normal maps and that I can go straight to a diffuse render suddenly changed my view about the game. I know that gauss has posted the 3d models on his Twitter and what look like sprite sheets, but just the way you can strip off the rendering layers puzzled me. And, as well, how do you get the customization options to work, if they are sprites? Clever use of masks? spacer magic
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# ? Jan 13, 2017 05:08 |
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Young Freud posted:I'm not sure if this was asked before, but how was this game made? I was popping around the debug menu and noticed the rendering and started playing with the options and it made me reconsider something: Is this game made with sprites? I had always thought that, but the way the lighting works and the fact there's normal maps and that I can go straight to a diffuse render suddenly changed my view about the game. I know that gauss has posted the 3d models on his Twitter and what look like sprite sheets, but just the way you can strip off the rendering layers puzzled me. And, as well, how do you get the customization options to work, if they are sprites? Clever use of masks? It's all sprites, but we use two layers-- one for the visual component, and one that's purely giving depth information. This doubles the cost of every sprite, but allows us to do cool poo poo like proper depth sorting on sprites and volumetric lighting, even though the game is technically all 2D art. Which is another way of saying we did a shitload of work to make 2D assets look 3D
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# ? Jan 13, 2017 06:00 |
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Incidentally, The Void Repeats is where I've hit a brick wall in the campaign. I just can see how I could even feasibly defeat those forces with what I have.
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# ? Jan 13, 2017 08:38 |
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anthony patch posted:It's all sprites, but we use two layers-- one for the visual component, and one that's purely giving depth information. This doubles the cost of every sprite, but allows us to do cool poo poo like proper depth sorting on sprites and volumetric lighting, even though the game is technically all 2D art. Which is another way of saying we did a shitload of work to make 2D assets look 3D are the daylight maps just the normal sprites used for lit-up areas? I loaded up one of the post-story campaign missions and was SHOCKED to suddenly be able to see what everything looked like. The Lone Badger posted:Incidentally, The Void Repeats is where I've hit a brick wall in the campaign. I just can see how I could even feasibly defeat those forces with what I have. use the broodmare. take care of the north end last. be sneaky. walk through walls. Edit: still scrollin' back through the thread and anthony patch posted:I thought about making a mortar that's a giant dirty bomb, just makes a screen-size area a kill zone but doesn't damage the environment at all. Basically the weapon would just be a huge player troll unless you know what you're getting into, hence its absence from the game. if you did this you could call it the Black Heart atomicthumbs fucked around with this message at 09:03 on Jan 13, 2017 |
# ? Jan 13, 2017 08:56 |
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Small thing i appreciate in the design. Whenever i see this: I feel reminded of the blocks i grew up in: Edit: Also places in Berlin (which does have 3d data in google): Mithaldu fucked around with this message at 09:23 on Jan 13, 2017 |
# ? Jan 13, 2017 09:04 |
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anthony patch posted:It's all sprites, but we use two layers-- one for the visual component, and one that's purely giving depth information. This doubles the cost of every sprite, but allows us to do cool poo poo like proper depth sorting on sprites and volumetric lighting, even though the game is technically all 2D art. Which is another way of saying we did a shitload of work to make 2D assets look 3D the benefit is that with shadows disabled the game runs buttery smooth on extremely outdated toasters. also it looks cool as gently caress.
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# ? Jan 13, 2017 09:41 |
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What's the greenish weapon that I sometimes notice Canaries hitting me with? Do they get Black Hands? also is there any secret hidden intel on the Snakebite since we're not allowed to use it, presumably due to it being too lovely
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# ? Jan 13, 2017 10:11 |
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anthony patch posted:It's all sprites, but we use two layers-- one for the visual component, and one that's purely giving depth information. This doubles the cost of every sprite, but allows us to do cool poo poo like proper depth sorting on sprites and volumetric lighting, even though the game is technically all 2D art. Which is another way of saying we did a shitload of work to make 2D assets look 3D I was figuring it was clever use of normal-mapped sprites. What about the second part of my question? How did you get the weapons to appear on the vehicles in Freelance? Is that masks or did you guys literally put every combination and then make sprite at every angle? atomicthumbs posted:What's the greenish weapon that I sometimes notice Canaries hitting me with? Do they get Black Hands? That one that goes "thump-thump-thump" whenever it hits you? I believe that's the Bully.
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# ? Jan 13, 2017 11:47 |
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the bully is white, much like irl
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# ? Jan 13, 2017 13:31 |
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How do you even do Inch of Dust with the Party Van.
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# ? Jan 13, 2017 14:57 |
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Primarily by abusing how small it is. https://www.youtube.com/watch?v=z8DaFok9Csg
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# ? Jan 13, 2017 15:02 |
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quoting this to watch later since I can't effectively play at difficulty 5+ with anything is there commentary?
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# ? Jan 13, 2017 15:16 |
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Captain Foo posted:is there commentary?
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# ? Jan 13, 2017 15:18 |
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Captain Foo posted:quoting this to watch later since I can't effectively play at difficulty 5+ with anything is there commentary? Seeing most of these runs are a combination of incredible jealousy for the reasons you just said, and- Mithaldu posted:Nope, it's just the plan playthrough. Though honestly i didn't find it that interesting, just because it was done with a hovercraft. another nail in the coffin for big beefy rides being viable for the big time. The fact they went for a 100% Full clear is a very nice touch though As they called out the "I blitzed through it with a fast mech/hover" runs. Even with the infamous Swordfish, that is still a big difference. Though the runtime of almost two hours also highlights how much we need a 'save and exit' option. Regardless of any inevitable people will have over the dread crime of "Save Scumming ™" Bitch please, theoretical future strawman example. If I want to cheat in Brigador all I need to do is use F1, not jump through hoops to copy/paste save files.
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# ? Jan 13, 2017 19:51 |
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Gauss and I will do a commentary run through the campaign at some point, properly record it since we're rubbish on twitch and only 20 people would see that anyway. The big green laser thing that the Canaries fire is damping laser. Significantly reduces player mobility but deals no damage. I tried adding it as a player weapon, but even in a small mount it wasn't useful enough to merit burning a weapon slot for it. There's still the possibility of adding it as a 0 cooldown special, but I'm not sure about that one as there's a lot of tricky issues about implementation and player control for a weapon like that. The weapon sprites on vehicles is just the same z-depth chicanery. When gauss modeled the vehicles he added mount points at various locations on every upper and lower component. I then went through every vehicle by hand and tried out different combinations to see what looked good, then once I'd locked down mount numbers and sizes I then based on that decided loadouts for enemy vehicles. This is what one of my development charts for playable vehicles looks like, just dedicated to mounts:
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# ? Jan 13, 2017 19:52 |
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atomicthumbs posted:What's the greenish weapon that I sometimes notice Canaries hitting me with? Do they get Black Hands? I am not sure if that weapon even has a name but I DO know it slows down your craft but does no damage itself. :edit: once again my failure to read embarrasses me. Thefluffy fucked around with this message at 20:09 on Jan 13, 2017 |
# ? Jan 13, 2017 20:07 |
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Captain Foo posted:quoting this to watch later since I can't effectively play at difficulty 5+ with anything is there commentary? I did notice his 'shoot on sight' policy toward explosive objects.
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# ? Jan 13, 2017 23:01 |
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What counts as slow? Stuff like the Touro or just the ultra heavy platforms? I like playing the slower things cause the agravs get me mixed up. I'll have to figure out how to record a run then.
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# ? Jan 13, 2017 23:48 |
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Hypha posted:What counts as slow? slow things things that make you go "ugh, this is slow" fast things are the ones that make you think "whoa, this is fast, but i wish i had bigger guns"
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# ? Jan 14, 2017 00:05 |
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I heard if you paint a racing stripe on a touro it goes faster
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# ? Jan 14, 2017 01:36 |
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Praise the Brigadevs
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# ? Jan 14, 2017 01:40 |
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dhamster posted:I heard if you paint a racing stripe on a touro it goes faster It has to be red,though. That is the key to goin' fasta.
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# ? Jan 14, 2017 01:44 |
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After watching that video I'm learning to love the Swordfish.
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# ? Jan 14, 2017 02:09 |
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Section Z posted:Though the runtime of almost two hours also highlights how much we need a 'save and exit' option. Regardless of any inevitable people will have over the dread crime of "Save Scumming ™" Honestly, I have not tried a run longer than 9 maps. What always seems to is I read this thread, find something new, go into the game and test it out in either Orientation, First Strike, or Moerbeke Quarter, mostly for the sake of time. I would like more maps and more 3-4 map freelance operations. VolticSurge posted:It has to be red,though. That is the key to goin' fasta. If you paint it read and add a command antenna, it'll go three times faster than the normal Touro. What's the "taser" I've seen on some of the Corvid suits? I remember getting close to them and this little lightning bolt shoots out of them but it doesn't really have much of an effect.
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# ? Jan 14, 2017 05:00 |
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Well I guess when I can play this again I'm going to HAVE to learn to AGRAV
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# ? Jan 14, 2017 05:22 |
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Section Z posted:Seeing most of these runs are a combination of incredible jealousy for the reasons you just said, and- Is this a thing people are actually worried about? Do I need to try recording my nightly unwind? I can't promise no alarms though. (I also can't promise my computer can handle recording.)
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# ? Jan 14, 2017 07:16 |
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Young Freud posted:Honestly, I have not tried a run longer than 9 maps. What always seems to is I read this thread, find something new, go into the game and test it out in either Orientation, First Strike, or Moerbeke Quarter, mostly for the sake of time. I would like more maps and more 3-4 map freelance operations.
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# ? Jan 14, 2017 08:07 |
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# ? Apr 28, 2024 03:10 |
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Captain Foo posted:Quoting Thirding. Pleeeease more smaller map packs.
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# ? Jan 14, 2017 08:24 |