WG Realms 2 Episode 1 Released!
#181 Posted 13 November 2009 - 12:59 PM
#182 Posted 13 November 2009 - 01:53 PM
#184 Posted 13 November 2009 - 03:52 PM
William Gee, on Nov 13 2009, 01:53 PM, said:
Right, and people should keep in mind that there are textures, effects, monster variations, and even a weapon that are included in episode 1 but are not actually used in any of the levels. We also have a few other things up our sleeves that do not fall into any of those categories.
#185 Posted 13 November 2009 - 04:26 PM
#186 Posted 14 November 2009 - 05:45 AM
People! Vote which one is better but be honest
http://www.youtube.c...h?v=FSa-2h2AhJk
#188 Posted 14 November 2009 - 06:18 AM
So dunno what the problem is. Maybe one of you folks have an idea. If not I am going to wait for the final version of this mod/game in the hopes that all problems are fixed.
#189 Posted 14 November 2009 - 06:53 AM
#190 Posted 14 November 2009 - 07:02 AM
#191 Posted 14 November 2009 - 10:00 AM
Spiker, on Nov 14 2009, 05:45 AM, said:
People! Vote which one is better but be honest
http://www.youtube.c...h?v=FSa-2h2AhJk
Hey, that's pretty good! Here's what I think:
You have more action clips and show more variety of action, so in that respect yours is better. You introduced the "story" in a very straightforward way, which is fine. I do like my intro better, though, because it starts by establishing that the TC is based on Duke Nukem 3D from 1996, which I think is important. I thought your Superman style titles at the beginning were cheezy, and voice over made it more so, which I didn't like. Maybe cheezy fits this TC though and I'm just not getting it. Your action clips were pretty good but I thought some of them were flawed. There's a couple of places where you shoot stuff at monsters, and then you dodge out of the way as the shots are hitting, so in the movie there is a wall or a pillar taking up the screen when the viewer would want to see the impact with jibs flying around. I also thought your use of the goggles was jarring -- the palette shift from that looks strange and doesn't make any sense to the viewer. You can't tell what advantage it is giving the player so it's not a selling point (and the same applies to quad damage). In contrast, I showed stuff that could immediately be understood and appreciated, like the shotgun demon getting it's head blown off in iron sites mode. I didn't have as many clips, but the ones I had were carefully thought out. I even edited parts of the maps to set up the situations I wanted. Finally, you didn't show the website at the end.
It was a good effort though and I'm sure some people will like yours better. And by the way, the movies you made of playing through the game from beginning to end are a valuable reference for the state of the game at its initial release. It's fun too look back on that stuff (I get a kick out of seeing movies we posted from months ago, and noticing how much has changed. Thanks for your efforts.
#192 Posted 14 November 2009 - 10:09 AM
Franpa, on Nov 14 2009, 07:02 AM, said:
While I know that TerminX very much wants to get the sound engine fixed, he isn't currently able to identify the cause of the problems. The crash, which happens so frequently that it makes the game almost unplayable for some people, does not happen on his system at all. Not even once. Unfortunately, the manifestation of the bugs is both very random and system dependent.
Our best hope is that some other EDuke32 developer who does get the sound crash will fix it.
#193 Posted 14 November 2009 - 10:15 AM
Anyway it might be that the movies are not the end of my efforts
Yeah, this may be interesting to these movies after a year or two when the TC will change completely.
This post has been edited by Spiker: 14 November 2009 - 10:19 AM
#194 Posted 14 November 2009 - 12:49 PM
There were three music tracks that pissed the shit out of me: the splash screen one (no idea why you replaced the cool one from Doom), the end-of-level score one and the one in the third map that kicks in before the jump boot puzzle.
Spiker, on Nov 14 2009, 03:45 PM, said:
People! Vote which one is better but be honest
http://www.youtube.c...h?v=FSa-2h2AhJk
The voice-overs were hilarious and the gay metal track in the background was, well, gay.
#195 Posted 14 November 2009 - 01:04 PM
Mikko_Sandt, on Nov 14 2009, 09:49 PM, said:
There were three music tracks that pissed the shit out of me: the splash screen one (no idea why you replaced the cool one from Doom), the end-of-level score one and the one in the third map that kicks in before the jump boot puzzle.
The voice-overs were hilarious and the gay metal track in the background was, well, gay.
The 2° episode trailer is nice anyway, Mikko come on is "WIlliam Gee Realms" and not "Wery Gay Representation"
#196 Posted 14 November 2009 - 01:09 PM
Personally, I really like the end-of-level track, I think it fits perfectly.
#197 Posted 14 November 2009 - 01:43 PM
Spiker, on Nov 13 2009, 10:34 AM, said:
Cool, Ive added a page on the site for your playthrough. http://two.wgrealms.com/play1.html
What I found interesting is you never used night vision to kill ghosts, or on possessed enemies, yet you still passed the game.
Thanks for the review Mikko.
#198 Posted 14 November 2009 - 02:07 PM
This post has been edited by Spiker: 15 November 2009 - 01:40 AM
#199 Posted 14 November 2009 - 02:24 PM
#200 Posted 14 November 2009 - 02:32 PM
Headless_Horseman, on Nov 14 2009, 02:24 PM, said:
That was a coincidence. It has happened many times on levels that don't even have cyberdemons in them, let alone active ones. Nice try, though.
#201 Posted 14 November 2009 - 03:52 PM
William Gee, on Nov 14 2009, 01:43 PM, said:
I didn't use the spirit goggles or whatever either, not even once (except to see what they did). Maybe episode 2 can do something along the lines of Prey with them, where they actually do something needed to progress?
#202 Posted 14 November 2009 - 04:13 PM
There is a game tip that becomes available when you pick up the goggles and it tells you what they do.
Originally I had the game tips pop up and stop the game until the player pressed a key to resume, but I decided that was too annoying so now there is just the text in the corner saying there are unread game tips. It even flashes whenever a new one is activated, but I guess that's not enough.
#203 Posted 14 November 2009 - 04:19 PM
#204 Posted 14 November 2009 - 04:58 PM
DeeperThought, on Nov 14 2009, 07:13 PM, said:
What a horrible night to have a curse.
#205 Posted 14 November 2009 - 07:47 PM
Captain Awesome, on Nov 14 2009, 04:58 PM, said:
I've always wanted to make a first person Castlevania TC. I don't think that the 3D Castlevanias adequately captured the spirit of the 2D games, but I do believe it's possible.
Speaking of curses, it turns out that only the main download link had the current version. Both of the mirrors had outdated versions. So everyone who has been downloading from the mirrors has been getting a version with bugs and without the important balance fixes.
#206 Posted 14 November 2009 - 08:06 PM
#207 Posted 14 November 2009 - 08:30 PM
Seems the wgr2_binds.cfg file wouldn't save correctly. I then edited the file myself, but it kept changing. So I edited it again and being happy with the configuration, I made the file 'read only'. That fixed it!
cl_weaponsway "1"
cl_weaponswitch "0"
cl_angleinterpolation "0"
crosshairscale "50"
in_joystick "1" would always change to "0"
in_mouse "1"
in_mousebias "0"
in_mousedeadzone "0"
in_mousesmoothing "1"
r_drawweapon "1"
Now I'm going back to play the game I've only read so much about!
Later.......
BTW, 5/5 for both trailers!
This post has been edited by VinsaneOne: 14 November 2009 - 08:58 PM
#208 Posted 15 November 2009 - 03:12 AM
#209 Posted 15 November 2009 - 06:31 AM
DeeperThought, on Nov 14 2009, 08:47 PM, said:
If you'll make it anytime, I'll built you a statue of pure go... Silver !
Castlevania : Symphony of the Night FTW !
#210 Posted 15 November 2009 - 08:18 AM
James, on Nov 15 2009, 03:12 AM, said:
There are no spirit items yet, but I left that in the game tip to remind myself that they can be in future versions. The goggles are something that could definitely have a bigger role in future maps, but it depends on whether WG feels like making maps that use them.