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Reputation: 25 I seem to be liked
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The height of gaming excitement (6 posts)
09-April 18
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User is offline Oct 26 2018 11:07 PM

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31 years old
October 16, 1987
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Posts I've Made

  1. In Topic: Ion Maiden

    04 May 2018 - 01:47 PM

    View Postnecroslut, on 03 May 2018 - 02:47 AM, said:

    That would be a valid point, except there's a help screen right where you start. If someone chooses not to read it then it's either because they though they didn't need it when they apparently did - stupidity - or because they couldn't be bothered to take a moment to glance it over - laziness. It's not like it's a 300 page manual; it's a single screen - most of which is backstory which can be skipped over if so desired. It takes like half a second to look it over its contents and see if there's anything of use to you.

    I disagree with you just a little bit. Stupidity? No. Laziness? Certainly. In my profession, I wouldn't be quick to call myself lazy. It wouldn't be of any benefit to be lazy. Stupid is relative, but I have been accused of it a few times. In games and other things of this sort, frivolous things, I can afford to be lazy or even stupid. And I completely ignored that info on my first playthrough and I'll tell you why.

    First: If you want people to read input information don't EVER call your instructions "Read Me!" It doesn't matter how many exclamation points you put on it, I think the safe bet is to assume most players won't read it. Don't call it something dry like "Instructions" either. Making it a different colour from the rest of the options in the main menu would be a better way to catch the player's attention. Making it "flash" until the player clicks on it, while obnoxious, will get a player's attention immediately.

    Second: Don't prominently display the blurb at the top of the screen with the input info in a diminutive font at the bottom. People read from the center-top down, despite the bad efforts of widescreen monitor, TV, and modern OS producers to change this. So maybe moving the blurb to the bottom and the important input info to the top would be a good way to get players to at least skim the input info first, before ignoring the flavour text at the bottom. Even better, move the blurb and tips to a second page and credits to a third page. They may have already read the blurb on the Steam/GoG store page, so why make that the first thing they see on these screens?


    If you're a professional reviewer it's even worse than stupidity and laziness - it's incompetence or negligence. Back in the day that would have gotten you chewed out by the boss, but the modern youtube reviewers don't have bosses to answer to.

    Third: Placing that input info with the rest of the key bind options screen might be the best thing to do. I didn't watch Yahtzee play the game, but I read here that he looked for the quicksave input key in the key binds screen and couldn't find it. I wouldn't call that lazy. He did one more step than me. That's a design failure to communicate input info where it ought be communicated.
  2. In Topic: Ion Maiden

    26 April 2018 - 10:40 AM

     TerminX, on 23 April 2018 - 01:34 PM, said:

    It was always supposed to be a Duke3D reference, but some morons thought it was a political statement so I changed it around. The intended meaning is the exact same now as it was before.

    TerminX, I understand why you changed it and certainly don't blame you or your team. The last thing you want as a start-up business is "controversy" over some daffodils' misunderstanding of a reference. I may as well have a wee rant anyway, not at you, but about the daffodils.

    One of my hobbies, out of a selection of strange hobbies, is reading court transcripts. Especially transcripts of criminal prosecutions. Well, a few years ago I read one particular case that will stick with me for the rest of my life, or at least so long as my mind remains sharp. It was a rape case involving a child. The relevant part of the transcript was from an expert witness for the prosecution: the physician who examined and treated the victim as she was brought in. The physician explained the victim's wounds in appalling detail. The victim, the 3-year-old daughter of the accused, had been raped so badly that it caused a tear from her vagina through her perineum until that tear met with her exterior sphincter. But what struck me was the horrifying thought of her examination and treatment of that poor child as she was brought into the ER ward. Not her first-hand account in print and spoken word for the benefit of the investigation and prosecution -- there's always something lost in both.

    The thought of that rape case horrified and offended me, understandably, but the emotional (and physical) constitution of the physician as she explained the victim's wounds with unemotional professionalism was something to be admired. Certainly beyond my ability. So when I hear/read of delicate doilies who get offended by nothing but their own tedious neuroses, I think of that physician and I imagine them in her place.
  3. In Topic: Duke 3D Voxel Pack

    18 April 2018 - 02:42 PM

    View PostTrooper Dan, on 18 April 2018 - 11:07 AM, said:

    You can't use any extra tiles that the original rocket doesn't use, though.

    Thanks. I noticed that. I considered doing a flicker between the small deep orange and a larger bright orange. The flame would look very dull and flat otherwise. A bit like the old polygonal flames from Quake, except no animation at all. It's a shame I can't mix the sprite of the flame with the voxel of the rocket, or at least not without CON scripting which would be a bit beyond the scope of this voxel pack. So I'll put the rocket on the to-do list, but for the time being, I'd rather focus on things the player will always be able to get a good look at. Like sprite 4954, the damaged variant of the sprite 0860 power switch.

    View PostStriker, on 18 April 2018 - 01:10 PM, said:

    Sprites do pitch with your view, at least in software, and in OpenGL, the sprites are thin enough to not look hideous when shooting up and down.

    Zandronum has a nice feature called "sprite billboard" with its OpenGL renderer. It will pitch the sprite just like it would in software, on both the X-axis and/or Y-axis.
  4. In Topic: Duke 3D Voxel Pack

    18 April 2018 - 07:29 AM

    And here are both voxel models of the sci-fi flip switch 1122-1123:


    Attached File  1122_1123_flipswitch.zip (5.82K)
    Number of downloads: 71
  5. In Topic: Duke 3D Voxel Pack

    18 April 2018 - 04:45 AM

    View PostStriker, on 17 April 2018 - 11:20 PM, said:

    If they sink into the wall, that's because you didn't set up the pivots.

    Cheers. I'm a fool but I'm one that corrects his errors.

    Attached File  0138_139_slideswitch_fixed.zip (6.73K)
    Number of downloads: 66

    And here are some in-game screens:


    View PostTrooper Dan, on 17 April 2018 - 04:23 PM, said:

    Any chance that someone will make a voxel version of the rocket?

    I'm currently working on sci-fi flip switch 1122-1123, but would that be the RPG/Devastator rockets? It looks "easy" enough to voxel. The proportions, length, and depth of the thing are all there in the sprites, so it is just a matter of painting by number for much of it. If I do get round to it, I'll give it a go. Might cannibalize the candle voxels (by Martin?) to add a little animation to the flame.


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