Clever. But too subtle for me I guess.toaster Assassin wrote:He tried to use the exact topic name to insult the original topic maker.
Tried the demo and heres my feedback
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benpowell987
- Posts: 78
- Joined: Wed Sep 05, 2012 1:12 pm
Toaster sir, you've totally vamped up the meaning, What I meant was, I Did the title, for the pure fun of it... 
It's Pi e Day Pi e Day.
Gotta'get down on Pi e day.
Gotta'get down on Pi e day.
Just an idea for somethings to help with the camera falling off cliffs problem. You might think about having some sort of visual reference for where the camera is currently centered on the ground. For an example of what I'm talking about you can look at a game called "From Dust" made by Ubisoft a while back (probably shouldn't be as prominent as that one tho). the indicator would make it much easier to look around those towns that are on top of hills/ mountains without falling off the sides. Also if there could be a way to temporarily tether the camera to a character until you used the w a s d controls to move off of him, but allowing for rotating and zooming, it would make traveling much easier and smoother.
great job so far I think this game has tons of potential.
great job so far I think this game has tons of potential.
lugthor wrote: Also if there could be a way to temporarily tether the camera to a character until you used the w a s d controls to move off of him, but allowing for rotating and zooming, it would make traveling much easier and smoother.
Right click the character portrait. How are so many people not discovering it for themselves? It's like a standard control for most squadbased games.
Enjoy your new-found camera control
pie
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shaydeeadi
- Posts: 4
- Joined: Thu Mar 01, 2012 10:28 pm
I would like it if the camera had a slightly increased tethering distance from your characters, both vertically and horizontally. It would make it easier to plan moves and stop the occasional sending them the wrong side of a mountain, since the camera is embedded in one at the time.
Vertical up/down keys would also be nice for the camera and would make it nicer to use, for me at least.
Vertical up/down keys would also be nice for the camera and would make it nicer to use, for me at least.
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dragyouintohell
- Posts: 81
- Joined: Mon Feb 13, 2012 9:08 am
I'm pretty sure R and F does that.shaydeeadi wrote:I would like it if the camera had a slightly increased tethering distance from your characters, both vertically and horizontally. It would make it easier to plan moves and stop the occasional sending them the wrong side of a mountain, since the camera is embedded in one at the time.
Vertical up/down keys would also be nice for the camera and would make it nicer to use, for me at least.
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shaydeeadi
- Posts: 4
- Joined: Thu Mar 01, 2012 10:28 pm
Nah, R and F rotate up and down on an axis. Not vertically up/down.
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shaydeeadi
- Posts: 4
- Joined: Thu Mar 01, 2012 10:28 pm
I really think it will increase the usability of the camera and doubt it will increase in complexity too much (how about Z and X?) I understand that it is 2 more keys in use when most of the mechanics aren't implemented properly yet, but I am just offering suggestions to try and improve the game. I can use it just fine currently so there is no need to teach me how to suck eggs.
Personally, the tethering range is more of a problem with the camera though and it would be nice to get another 100-odd metres distance with it. I would like the ability to scan the whole map but beggars can't be choosers.
Personally, the tethering range is more of a problem with the camera though and it would be nice to get another 100-odd metres distance with it. I would like the ability to scan the whole map but beggars can't be choosers.
I support that idea, have spent many game moments just edging at the borders while I fast fast forwarded.shaydeeadi wrote:Personally, the tethering range is more of a problem with the camera though and it would be nice to get another 100-odd metres distance with it.
I wasn't trying to dweebify you
Derp Derp Derpa!
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