Posted by Orpheus on Sat Dec 16th at 12:53pm 2006
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by Jinx on Sat Dec 16th at 12:58pm 2006
why the hell did I built a massive gaming system again?!
I played the Prey demo. The intro was great, but by the end of the demo I was already sick of the gameplay.
Posted by amanderino on Sat Dec 16th at 1:06pm 2006
I managed to find it. Now, I don't know when I'll get around to installing it.
Posted by Crono on Sat Dec 16th at 1:18pm 2006
Posted by Orpheus on Sat Dec 16th at 1:35pm 2006
Before we discussed there was a before we discussed it.
Yeah, I vaguely remember we discussed things.
Listen to Crono. He has a better memory for the inane than I.
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by reaper47 on Sat Dec 16th at 3:31pm 2006
Posted by Captain P on Sat Dec 16th at 4:07pm 2006
I just picked up Splinter Cell: Pandorra Tomorrow. Not really my style of gameplay but it plays fine so far. Only (big) issue I've got with the game is the non-immersive AI behaviour: they look pretty dumbed down compared to real people. It's also pretty odd that you can't spot a 3 glowing lights in a shaded environment... I assume that was a designers choice to let players know where Sam is, but it's annoying to keep reminding myself they aren't really on for the enemies... That, and the somewhat irky movement. But I guess a stealth shooter doesn't need the fluid movement a FPS needs.
All in all, fine game, but with a few flaws here and there.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by French Toast on Sat Dec 16th at 5:12pm 2006
French Toast
member
3043 posts
300 snarkmarks
Registered: Jan 16th 2005
Location: Canada

Occupation: Kicking Ass
Posted by Crono on Tue Dec 19th at 9:38am 2006
I got my bluetooth connector today and the first thing I did with it was hook up my wiimote.
I dabbled in glove pie for awhile and found out that the scripts out there are VERY rough and need immense work-overs or re-writing. They're just too sensitive. The wiimote is, probably, the most sensitive input device I've ever used, it picks up the smallest twitches in your hand, so when making a script you need to keep that in mind if you're allowing motion control.
So, FPS was pretty much out, because I didn't feel like messing with IR stuff (and burning candles under my monitor isn't a very good idea, I need to make a couple IR transmitter circuits ... or slap a couple old remotes down with rocks.)
I went to my next choice, which was Need For Speed. At first, I was only using keyboard mappings, because, that's all that is natively supported in GlovePIE. I had tilting left and right past some value turning. But it was a pain in the ass because it's an on or off thing. What I really wanted was analog control.
For that I had to use another program (which Glove PIE creators made their tool work with very well) PPJoy. It allows you to create virtual joysticks in your computer. As far as the computer is concerned, there really is another joystick hooked up. You can define all the axis you want as well as up to 128 buttons! and some other junk.
So, I set up a pretty default joystick there and started manipulating things in GP. I came up with this.
I still need to work on making some thresholds for the steering as it's still too sensitive, but it's playable now.
If you're curious what all this means, this is how I'm controlling Need For Speed:
Wiimote, on its side, right handed style.
The D pad takes care of menu navigation. The B button is mapped to Q (since that's the only goddamned button that NFS allows you to exit with: LAME) A is mapped to enter. Button 1 acts as Brake and Reverse, Button 2 is acceleration.
+ is the crew thing, - is nitro and home is escape, which is used as back in the menus. It all works pretty well.
Tilt the controller down left or right to turn left or right, it's analog. Then, tilt the controller towards yourself (pull up on airplane controls style) for the emergency brake.
I wanted to use buttons 1 and 2 for Nitro, which also would give a 50 ms rumble in the wiimote. But, NFS is very picky and would only read in one of the keys ... the remote still rumbled though!
Sadly you can't send audio back to the Wiimote yet.
The only thing I really don't like about glovepie is that you can't make controller profiles. I mean, if you invented a controller you couldn't make it work with the program. It'd be nice if it would allow you to read in and edit hex values. If I could do that, then I could use the classic controller and nunchuck attachment with the program and make all my own function mappings.
Anyway, it's still cool in any case. The program has some functions built in for complex movement too, which is really cool if you can figure out the mathematical representation of a specific motion. This stuff will be supported sometime, I suppose.
Posted by Juim on Tue Dec 19th at 1:07pm 2006
Quoting Crono "So, FPS was pretty much out..."
Found this video the other day:
http://www.youtube.com/watch?v=asY_I8y6C0M
Does'nt look like too much fun to me but I guess it works.
Juim
member
726 posts
183 snarkmarks
Registered: Feb 14th 2003
Location: Los Angeles

Occupation: Motion Picture Grip
Posted by Crono on Tue Dec 19th at 7:05pm 2006
It'll be much better when I get a proper IR script going
Edit:
I'm almost done with the script. It works far better than it did. Now, you tilt the controller forward and backward to shift and pull up to em. brake.
Posted by Orpheus on Mon Jan 29th at 3:13pm 2007
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by reaper47 on Fri Feb 2nd at 5:32pm 2007
Boy, this game is good. Wow. I had no idea. I was a victim of the stereotype of Doom III being all about mediocre gameplay hidden behind lighting effects. Now, finally, I played the whole thing and all the concerns about gameplay have no justification at all. There?s some great leveldesign, interesting and memorable scenes behind every corner and a story that goes much deeper than I could have imagined. It learned its lessons from HL1 and System Shock 2 while still keeping the "Doom" style which is quite an amazing accomplishment.
I think Doom III was the most positive surprise in gaming I had in years. I totally missed it because of the bad reputation.
Posted by French Toast on Fri Feb 2nd at 5:42pm 2007
But in the end, the gameplay was still monotonous and poor.
French Toast
member
3043 posts
300 snarkmarks
Registered: Jan 16th 2005
Location: Canada

Occupation: Kicking Ass
Posted by Orpheus on Fri Feb 2nd at 6:05pm 2007
I guess you really have to be a Doom fan to see the game for what it is. I loved Doom III and find it rather difficult to read any negative comments about it. I think that many people have gotten spoiled to the more modern single player adventures and Doom is definitely from another generation of playing style. I found the dark areas to be more normal, than annoying.
If you aren't into flashlights and spooky, you are in for a disappointment. I admit that there were no flashlights in Doom 1 or 2, but it fit for 3..
The repetitiveness of certain goals however felt a bit tedious, but I can live with it.
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by French Toast on Fri Feb 2nd at 6:07pm 2007
Playing Evil Genius right now though, that's heaps of fun.
French Toast
member
3043 posts
300 snarkmarks
Registered: Jan 16th 2005
Location: Canada

Occupation: Kicking Ass
Posted by Flynn on Fri Feb 2nd at 6:21pm 2007
Just Kidding
Posted by FatStrings on Tue Feb 20th at 3:00pm 2007
Max Payne: $5
Lego Star Wars: $16
Final Fantasy X: $15
all good, but so far I've been playing FFX the most, i'm quite impressed with it so far
FatStrings
member
1242 posts
132 snarkmarks
Registered: Aug 11th 2005
Location: USA
Occupation: Architecture Student
Posted by SpiKeRs on Thu Mar 1st at 4:24pm 2007
Posted by Naklajat on Sun Mar 11th at 10:48pm 2007
Breakdown of my experience:
Select 'Training' from the menu
Wait for the unreasonably long load time
Get told how to look and move around
Get to shoot things - seems like this game could be cool
Get to order squad around - seems like this game could be very cool
Start first mission
Attempt to tell squad to move 'over there'
Two people get stuck
Shoot some people - cool
Tell someone to go forward and recon the area, get "Area clear"
Run out from behind cover
Get shot by the bad guys my recon guy missed
Realize that telling your squad to do stuff is pretty much useless
Start the mission over
Play the game like I have no squad
Beat the mission easily - one squadmate died
Playing through some more missions, the game revealed itself to be painfully linear, which is a shame cause the first one was so nicely non-linear. Same bad guys and same scripted sequences every time, made worse by the fact that if you die or otherwise fail the mission, you have to start over from the beginning. You get familiar with where each guy stands, where he runs for cover, and what exact sequence of actions the designers had in mind for you to finish this mission.
Lame.
Naklajat
member
1137 posts
207 snarkmarks
Registered: Nov 15th 2004
Location: Austin, Texas
Occupation: Baron
Snarkpit v6.1.0 created this page in 0.0176 seconds.


