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Reputation: 1047 My posts turn threads into gold
Super Moderator
Active Posts:
689 (0.19 per day)
Most Active In:
The height of gaming excitement (207 posts)
11-July 09
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User is offline Yesterday, 10:07 PM

My Information

Member Title:
Dr. Effector
29 years old
October 21, 1989
Male Male

Contact Information

Skype  max.ylitalo

Posts I've Made

  1. In Topic: Ion Fury

    Yesterday, 12:04 PM

    Let's keep the discussion out of here IMO and focus on the game stuffs
  2. In Topic: Ion Fury

    Yesterday, 01:02 AM

    View Postt800, on 16 August 2019 - 02:40 PM, said:

    Finished first episode. Nice. So far, very good impressions. Framerate seems stable even in hectic situations.
    Odd, that developers decided not to officially support MacOS at launch date, because latest Eduke32 synthesis build for it, apart from few minor bugs seem to run rock solid. I hope I wont regret this, but I am going to try to beat whole game in it.
    Anyways, regarding first episode. First strongest impressions were very vivid color palette and atmospheric DeusEx/Unreal styled soundtrack. Second impression - very fluid and responsive controls and gameplay mechanics and one of the best spriteworks (and voxelworks ;-) ) I have ever seen in FPS game.

    Your game might crash under the heavier segments as any explosion will leave a bunch of invisible scraps behind, which will not get cleaned up
  3. In Topic: Ion Fury

    Yesterday, 12:56 AM

    Posted Image
    Posted Image

    Slightly outdated but I will work on the documentation now.
  4. In Topic: Ion Fury

    16 August 2019 - 11:58 AM

    I believe this should work against eduke32 and produce a fury.exe that should match the retail:

    make APPNAME="'Ion Fury'" APPBASENAME="fury" STANDALONE=1 POLYMER=0 USE_LIBVPX=0 NETCODE=0 SIMPLE_MENU=1 obj=obj/im fury.exe

    Someone who knows more from the team can correct this one.
  5. In Topic: Ion Fury

    16 August 2019 - 08:57 AM

    We had some ideas for this too, different kind of secrets. won't really go in to details in case these are to be re-used later on but I do agree that there is a point when it comes to collectibles.
    I guess in a sense the secret itself is currently more of the collectible itself but is not really presented as a "material posession thingy"

    Let's see where things head but currently it's obvious that a lot of the secret hunting is to give a secret itself, powerups were one way to reward it more :)

    In the end, time and resources kind of made us forget some ideas and some ended up being retrofitted to something else entirely.
    We kind of ended up having a huge amount of secrets to the point where it became a joke and just never stopped. Making them is just quite plain fun.

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