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Ion Fury  "formerly Ion Maiden, launching August 15!"

User is offline   Robman 

  • Asswhipe [sic]

#151

I hope there's different options when it comes to the crosshairs.
A red dot.. that is all that's needed, or atleast more discreet.

Maps look great though... but that's to be expected from DavoX :mellow:

This post has been edited by Robman: 20 November 2016 - 01:43 PM

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User is offline   HulkNukem 

#152

I might be in the minority but I think that gun is a little too high-res, especially compared to some of those textures :/
0

User is offline   DavoX 

  • Honored Donor

#153

View PostMicky C, on 19 November 2016 - 11:08 PM, said:

Damn, you guys are making me depressed on account of it not being out already.

Posted Image


Your card is outdated though :mellow:
1

User is offline   MetHy 

#154

Yes, the crosshair bothered me a little as well. But I wouldn't be able to tell what's 'wrong' with it, it just stood out when I saw it, but I quickly got over it, no big deal.

This post has been edited by MetHy: 20 November 2016 - 09:57 AM

1

User is offline   ---- 

#155

View PostMetHy, on 20 November 2016 - 09:53 AM, said:

Yes, the crosshair bothered me a little as well. But I wouldn't be able to tell what's 'wrong' with it, it just stood out when I saw it, but I quickly got over it, no big deal.


I think it will also be easily moddable. :mellow:

The latest screenshot looks great, btw. Except for the little portrait in the lower left, but that is more of a character thingie neither Voidpoint nor the mappers could fix.
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User is offline   Micky C 

  • Honored Donor

#156

View PostDavoX, on 20 November 2016 - 09:53 AM, said:

Your card is outdated though :mellow:



I've since moved up to platinum Posted Image

You'll get my card details once the game is out Posted Image
1

User is offline   Tea Monster 

  • Polymancer

#157

If you buy the regular, vanilla version on a steam sale, will you get the prequel?
0

User is offline   Micky C 

  • Honored Donor

#158

No.

Apparently the delux edition does get you access to the beta, but this does not entitle you to a free copy of the final product. IIRC Hendicks said something along these lines when I asked a while back.
1

#159

Screenshot looks wonderful, but I couldn't help but think that the weapon sprite could do with a bit of slight tweaking:

Posted Image

There, beautiful.
18

User is offline   Robman 

  • Asswhipe [sic]

#160

I don't even want to know where she's been "holstering" that one...

Spoiler


This post has been edited by Robman: 20 November 2016 - 06:46 PM

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User is offline   Kawa 

#161

View PostMarphy Black, on 20 November 2016 - 05:24 PM, said:

There, beautiful.

You delightful monster.
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User is online   quakis 

#162

I sincerely hope this will be a good release since I'm looking forward to a new Build engine game to possibly map for. All dependant on gameplay and what it will offer. Liking what I've seen so far.
1

User is offline   MetHy 

#163

Yeah I'm definitely interested in mapping for it too.
0

User is offline   Micky C 

  • Honored Donor

#164

Hey I hope voidpoint is paying mappers when you've got some for free lol.
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User is offline   axl 

#165

Wow, screenshot looks awesome. It's amazing that an old engine can look that good...

Anyway, is there any more information regarding this project? Like:

- is it a standalone game? Because I'm not that interested in Bombshell;
- is it the same length as any of the main build games? (Duke, Blood, Shadow Warrior)? Or is it more like an expansion/dlc?
- any information regarding the release date?

I'm sorry if these questions were already addressed before.
3

User is offline   HulkNukem 

#166

View Postaxl, on 21 November 2016 - 07:55 AM, said:

- is it a standalone game? Because I'm not that interested in Bombshell;
- is it the same length as any of the main build games? (Duke, Blood, Shadow Warrior)? Or is it more like an expansion/dlc?
- any information regarding the release date?


You don't need Bombshell to play it, but if you buy the special edition of Bombshell, you get beta access to the prequel.
The project's overall vision changed at some point and caused the game to essentially be 'delayed' despite not really having an official release date to begin with. I take this to mean the project became bigger than what it was originally intended to be.
That is about all we know.
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User is offline   Striker 

  • Auramancer

#167

View PostHulkNukem, on 20 November 2016 - 09:27 AM, said:

I might be in the minority but I think that gun is a little too high-res, especially compared to some of those textures :/


I personally like it, makes me think of Redneck Rampage with it's high resolution weapon sprites.

This post has been edited by Striker: 21 November 2016 - 04:50 PM

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User is offline   brullov 

  • Senior Artist at TGK

#168

Really great palette, I love green, blue and brown colors a lot. All 256 colors work well together, what is very important. Also feels unique.
Posted Image
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User is offline   neznam 

#169

So is this going to be built on the Duke 3D source code like Redneck Rampage or is it going to be on an independent version of the Build engine like Blood?
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User is offline   TerminX 

  • el fundador

  #170

Built on the EDuke32 source to avoid years of extra work.
4

User is offline   Micky C 

  • Honored Donor

#171

View PostFrog, on 22 November 2016 - 03:10 PM, said:

Posted Image



Is it normal for the colours to go beyond the row like that, or is it something fancy?
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User is offline   Kawa 

#172

View PostMicky C, on 23 November 2016 - 02:54 AM, said:

Is it normal for the colours to go beyond the row like that, or is it something fancy?
That's just what you get when the amount of shades per hue isn't a power of two.
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User is offline   Micky C 

  • Honored Donor

#173

But if the total amount of colours is the same doesn't that mean something's had to be cut out?
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User is offline   Kawa 

#174

Not at all. It's just a matter of which hues the designer thinks are the most important. Those hues get more shades assigned to them, at the cost of others. That's why Duke3D and SW have four hues with 32 shades and the rest only get 16 shades, while Blood has one hue with 32 shades, two with 24 (!) shades, four with only eight shades, and the rest with 16. Bombshell's palette is simply... visually unbalanced in that way. But you know what? So are ROTT and Wolf3D's.
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User is offline   Micky C 

  • Honored Donor

#175

I suppose it's a good variety. A nice black gradient. Two Browns, two greens, two blues, a purple, a red, red/orange/yellow and gold.

Are the bottom ones full brights?
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User is offline   Kawa 

#176

They might be. Duke3D's last 15 were, but that's no guarantee.
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User is offline   MetHy 

#177

I've pretty much I've heard TerminX ITT or in another thread say they used a trick to change palette as they wanted.

This post has been edited by MetHy: 23 November 2016 - 06:37 AM

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User is offline   Kawa 

#178

Gotta wonder what's so tricky about that.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#179

One thing I've always wanted to see in a "2.5D engine" is 8-bit style colour palette cycling. I admit it'd be tricky especially with different lighting, but there's gotta be some application for it...
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User is offline   Kawa 

#180

Now that would be a neat trick. Color cycling is easy, but then there's the shading and transparancy tables, remaps... Frightening. You could only get away with that in Wolf-tier engines.
0

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