Thursday, September 13, 2018

Wasteland 2

In this nifty Humble Unity Bundle there was Wasteland 2:Directors Cut included.

I had an eye on this some years ago but never came to play it.

So, since this is supposed to be an game blog, I will *breathes meaningful* share my experience here with you, the reader. Or bot. Or crawler. Or way back machines.

Actually. I don't care.

So I played a quick "What would I get into" round yesterday.

"Rookie" level


Just the default party and "Rookie" level.

It is an XCOM-Style RPG in a scenario where a cold war between two super nations, USA and USSR went hot and those poor souls survived it.

The isometric areas look very good, the interface is quite usable.

Lot of text, up to what I have read default writing fitting the scenario.

I went to the first object as same kind of humble ranger guard force to investigate the murder of one of their own. ("OFFICER DOWN ! OFFICER DOWN !") 

The next day


So today, after having my evening FPS practice, I decided to test it for half an hour max, while writing what comes to my mind.

So, while choosing the portrait of my first custom character, a refined 32-year old Yew whose good with guns, I noticed that you can not customize your 3D figure so that it matches the portrait for you character.

Also half of the torso gear looked less than the scenario that spawns this universe, but more of a strange dirty cyberpunk wash uped gear.

Toaster Repair

While intensively reading up on the skills and abilities, I notice that there is a ability called "Toaster Repair". In the description its only purpose is to repair toasters.

The rest is pretty default, critical chance, various weapon skills.

If you spend enough weapon skill points, you get a special ability, but there is no way to get a description for it in the creation menu. Bad.

But I think I start to know which angle I should use when playing this. You can give a customized character one Quirk, if you choose to.

These quirks are, of course, (s.a. Toaster Repair) mostly ridiculous. You can be so unlucky but then there is a random chance your enemy gets hit by a lighting, for example.

So, you can not really build a characters from the scratch having a certain feeling of control while doing it,no. It is more a taste thing and actually just luck. That is my impression so far, making me a bit nervous. But also I get the distinct feeling I am preparing for a trip into some action comic world.

That's it for today, perhaps more tomorrow.






Tuesday, August 21, 2018

Dwelling in Source - Part 1

Since I have some time today I will get into the Source world with trying to import objects from Day of Infamy into Blender and mix it with my new prototypes for my Day of Infamy Map.

so, first I seem to need to get the Blender Source Tools from Valve here.

I did that last time I managed to import a object into Day of Infamy, but without the textures, too.

That is the first tutorial I found about this specific topic.

How to decompile the DoI files ?

Well, there were tools from third-parties in the past. As far as I understand it now, you just can use vdk.exe in the bin directory from your DoI steam install. (not sure if you have to install the sdk prior, have to look that up again)

After a few not working attempts I finally managed to move doi_models_dir.vpk over the vdk.exe, and heureka, it decompiled the models.

That was easy, but the models and textures still were in some meta format that made me unable to load them directily with the supposedly outdated blender import tools from valve anyway.

Anyway, I now manage to import some of the fully decomplied sdk example weapons and found the decompiled materilas for it.

But I switched for some reasons while reading up on .cq files to Hammer, which still didnt work since I reinstalled a fresh Windows and changed the steam directories due to volume name changes.

That lead me deeper into some areas where I then frust-read some more and found out that you have to change the directories in GameInfo,txt in the steam game bin directory of Game of Infamy...eh Day of Infamy.

So now Hammer works again fine and I will chill down and watch some hammer tutorials for ... fun.


Wednesday, August 1, 2018

Arma3 Modding - On to dissecting the house example !

NArma3 Modding - On to dissecting the house example !

After I managed to somewhat trick my way into importing my test model into the actual arma3 game, I know have to dissect the example house add-on, from which I simply copied the most config text files, while exporting my model directly to .p3d with the Blender Arma Toolset. (see last posts)

First next stupid thing is that I will strip everything in the files that I think are not necessary.

This are the files and the script folder.



- basicDefines_A3.hpp

C like definitions, lots of them. Seems mostly unrelated default stuff, like scope settings, true and false, some missile stuff.

I will remove all of them except the true and false.

=> They are there cause everything is a vehicle for the arma engine.

- cfgFunctions.hpp

The description says its a "Set of functions for animating opening and closing of doors with and without handles."

Inside is the CfgFunctions class, the A3_Samples class, seems more like a namespace thing, a BIS tag and a Scripts class with a string file system path to the scripts folder and four abstract class definitions of the doors.

Hmm. My model has no doors, yet.

I will remove all inside the CfgFunctions class, rather comment it out.

- cfgPatches.hpp

This class defines which units (vehicles) are defined in the addon. We have exactly one vehicle in this add-on, class Test_House_01. I still do not know what A3_Structures_F is, it is the name of the only AddOn this AddOn requires. Also three models for every self-defined state the house 'vehicle' can be in, whole, damaged and in ruins.

Since I think the House is inherited from a model in the A3_Structures_F, I will remove both damaged and ruined state only.

- config.cpp

The mother of all the files of an addon, it seems. It includes all of the above and macros for glass.

The CfgVehicles holds the class implementations with the exact name as in the cfgPatches.hpp

"So, the cfgPatches class is the skeletton, the config.cpp is the meat." - me, when I had it for a second

TODO: Write a short summary of the exact nature of the relationship with CfgVehicles and CfgPatches.

Back to config.cpp.

House is the base class. I should check here the official arma docu, but I skip that for now.
House_F, whatever the F means, inherits from House but adds a DestructionEffectClass to itself.

Land_Test_House_01_F inherits from House_F, every following state inherits from the former.

So there are a lot values in the Land_Test_House_01_F class. I will remove the whole damage system.

So I removed all the door things as well. What is left is short and handy.



- config_macros_glass.hpp

I hope nobody had to write this defintion file by hand. I will remove the file and its include in the config.cpp.

- model.cfg

Last model.cfg is up. It contains two classes, CfgSkeletons and CfgModels.

Skeletons are basicly Arma's Rigs as far as I understand that. Not sure yet. Seems you do door animations and stuff with it.

Now the CfgModels class use the Skeletons and structures things like Animations. There is also a class for the damages house, where just some of the house and window interaction are missing.

I will remove everything except the Default Class inside the CfgModels and a stripped class of the House.

Close

I removed the two equal but unnecessary p3d's and the scripts folder.

This should as far as I know work. Let me try.

So. Yes. This works !!!



Now to clear up the details of this working barebone.
And to get the texture on the model.

Tuesday, July 31, 2018

Arma 3 - Still how to import a 3D model into the arma3 engine - Part 3

Arma 3 - Still how to import a 3D model into the arma3 engine - Part 3

So. After my last attempt did not really brought any results, I will now try it with a bit more complex model with no material texture.


The model is very clean designed, all normals are perfect, no playing around, double sided everywhere and fully triangulated.

So what can I do ?

Firstly, I have to check tutorials about import a 3ds model again and try it naively again with Object Builder.

I will make a new folder on the mounted P: project drive for this, call it smallTower for the sake of it.

Right. Now I have this strange KFDATA section missing import error again.



There are not really any options when you export a 3DS from Blender, so I am not sure what to do.

Wow, there seems to be some kind of exporter addon for Blender and Arma ! *excited face*

All right, the FHQ Arma Toolbox for Blender is a thing ! I yet have to figure out if this is still working with Object Builder, since it was made to work with Oxygen.

BUT the O2Script.exe is still there in the Object Builder directory. I have read half through their interesting pdf and well, you have to quite tune some parameters BUT you actually learn a lot, at least I did by understanding them. More or less.

Wow. I cant believe it. The p3d export I did with The Toolbox actually loaded into Object Builder without errors !



Now on to the details :

1. Did it correctly use the Color Material I created in blender with the toolbox or do I need to add an texture texture ?
2. Will it work in Buldozer but more important in Arma with the configs I made before ? And why, if ?

But of course, now Buldozer isn't loading and crashes. Why ? It worked perfectly last time. :-(

I looked into the first post, and found the trashy solution : First you have to select the version of the viewer on your mounted P: drive, let it crash, then restart Buldozer Config, set Path to Viewer inside Game Directory Button Checked and resolution, then restart Object Builder and start Buldozer.

w.t.f. but it works. so. I am as far as I was in post 2, BUT I managed to use the Blender Export Toolbox from some very good community mod tool maker to successfully create a working p3d, at least working inside the Object Builder.

Now to the next details.
First a little break.

So. Same error in the arma rtp.

21:09:23 Warning Message: Cannot open object smalltower.p3d
21:09:23 smalltower.p3d: No geometry and no visual shape

 Hmm. I am making something wrong or miss something elementary.

It might be that I need to add a default LOD (level of detail), since Arma is using some predefined LOD names and sets for various ingame functionality declaration (Convention over configuration meets half documentation- grandiose)

So back to the details after a break. 

So I came up with some sort of hack, that actually works and will be my next point of reference.

I copied the house example add on non-binarized, just added my p3d and change the name in the config.cpp.





Of course the scale is wrong. But well, this means I am on the right track.

Now to the right scale and a basic house texture !

After.... a break....



Friday, July 27, 2018

Arma 3 - How to import a blender model - Part 2

Arma 3 - How to import a blender model - Part 2

So, I added a config.cpp and put the .p3d, the .paa and the config.cpp in one folder. Then I run AddOn Builder on that folder, and it worked.

But the object is not showing up anywhere, which may be cause I used a rather patch-worked config.cpp, which cleary is wrong.

Here is the config.cpp so far :

The Model in my addon has now an entry in the Props=>Structures=>Village, since it is inherited from Building, I guess.

But there is a problem to load the .p3d Model file !


I am not sure why this, cause the AddOn Packer had no errors, I checked all logs. So seems I  have to find out where the log file for this error in arma3 is, which rtp most likely, now.

so its in the common log file in the local windows arma3 folder.

and there are the two lines that matter : 

- import_2.p4d.p3d: No geometry and no visual shape
- Trying to create an invalid center EMPTY 


I am a bit confused by this, but will go back to Object Builder and look what is wrong or missing.

Thursday, July 26, 2018

Arma 3 - How to import a blender model - Part 1

Arma 3 - How to import a blender model - Part 1

In my today's try to get ahead in Arma3 Editing, I want to import a building into Arma 3 which I modeled in Blender.

So as always I took a quick look at tutorials to refresh my memories. I do not want any YouTube tutorials or so, just text and pictures.

On the first I found :

Arma 3 Basic Modeling Import Tutorial for Noobs - Difficulty EASY

and this entry on the bohemia forums.

This seems quite ok for the start. So now I model a quick easy non-accessible building with some texture blocks I extracted today somewhere.

This is my , very basic, building I want to import :


So I had them installed long time ago, but I was missing the Arma3 Tools, *happy sound*, so I got them over Steam.

As far as I understood, it should be fairly easy to import a (blender) model with O2, a tool provided by Bohemia.

Well. Ehm. In the Arma3 Tools, which actually have a pretty menu now and wow.But I cant find O2, and I remember vaguely it was TexView 2 I used, did I ?

Well. It is the object builder I am after it seems, but the first time I pressed on it, nothing happened and the arma3 tools crashed. :(

After trying a lot I must admit that nothing works with the arma3 tools.

I get a strange .net error in the windows logs and the logs of arma3 tools itself are saying nothing.

I have to read further into this. Stay tuned !!!


Well, it chained my mind to it, so I read on, despite being terrible fatigue. What do you do when you do not know what do to ? Yes. RTFM. So.

Arma_3_Tools_Installation

Maybe, just maybe, I find the reason for the Object Builder crashing here. And I did, it seems.

Buldozer, the 3D Viewer Module (previous Oxygen, I remember that !) of Arma3 has to be installed on a virtual drive. And yes, an actual virtual drive with the letter P: ! Click here to read the full tragedy or what they call documentation :D !


Hurrai ! Now lets import my .obj 3D File which I exported from Blender !!

We got our first error message !!! At least the infrastructure seems now to be solidish.


So, I triangulated my model in Blender. And while I was there, I exported the model as 3ds_max .3ds format, but I got this error message :


I never worked with max, well I did hunderts of years ago. Hmm. Then again as obj !

HEUREKA ! I imported my model into the object builder as obj. (Always triangulate !)


Of course the texture is missing and the normals seem to be turned around. Have to read up upon that after a extensive short break.

In Blender, I exported the file again to obj, and before that I revered the normals. But it still looked like that inside-out, so I reveresed it with the Reverse Option under Faces inside the Object Builder. And now it looks correct, still missing the texture, and when I start Buldozer alias Arma3 as viewer, it still crashes.



But I think I just need to add some very basic project respective addon definition files to make it work inside Arma3. *reads up*

Well, now Arma crashed and I know why. I had to change to path of the arma3 buldozer viewer to that of its version inside the game path !!! And I set the resolution to default, also.

And now it works and the model is loaded, yet without the texture, but the UV Map is inside the object builder, I saw that.



Hmm The UV is fine.

So what the bush is going. I converted the .png texture to a .tga, cause it seems this is one of the formats the object builder can use, png is not.


I converted the png to 256x256 non-compressed tga. Then I started Buldozer, which converted the "resources", then in the Object Builder I activted DirectX (via the Atomic Icon) and Textures (via another icon, hover !) and voila, the texture work in the work windows of Object Builder ! *dances*


I then used the good old Tex View ... 2 ! to convert the tga to a paa, which is a packed texture format for arma3's engine. I then assigned the paa to the object, which turns the texture off in the object builder BUT it then works in the Buldozer Viewer, which depends on a working addon format on the fly as far as I understand that right now.



So now I need to pack it and before that I think I need to find some templates for placable object definition files somewhere...*close to sleep cause late* .... *mobilizes reserve energy*

I put the p3d and the paa into one directory and tried to run the AddOn Builder on that directory.
As excepted now the last thing is a missing description of some sort, like a hhp file, I remember only vaguely.

So. I am downloading the official steam example arma3 file, but I will google this before I go sleep and I need to seriously get hydrated.


Wednesday, July 25, 2018

Arma3 Beginner Mission Editing : Non-Fly-Zone Message

Hidiho !

Lets do some Arma3 Mission Editing ! (we <= me !)


I played GTA5 a bit over the last weeks to finally get this monstrosity under the hood. I am quite disappointed by its story and its obvious single reason to condition the player for the GTA5 online money grap experience.

BUT I finally am good in computer helicopter flying. For some reason I now like the Arma3 helicopter fly model. So now I am playing around and do a flying training course for civilian helicopters on Stratis and then Malden.

Level: Beginner

So, first I wanted areas where players can fly over like cities or military areas, at least not without an official reason.

My arma scripting is still on arma2 level and still quite rusty. So, assuming yours is too, I do this bit by bit. Remember, this is mainly for me to log the process here :D

1. The voice

First, you want to have a radio message like "Ey, don't fly here or we shoot" or something.
Eventually I used :  "Unidentified aircraft. You are entering a restricted air zone. Turn around or be fired upon."

So where to get a voice ? I am not a native english speaker, and I like temporary voice acting more than some half solid work, so I used naturalreaders.com  but any text-to-speech should do.

I used Audacity to convert it into the .ogg Soundfile format.

To make the sound available ingame, you have to edit the description.ext in the scenario folder, create the file if it does not exist.

Then this works for me :

class CfgSounds
{
     sounds[] = {};
   
     class RestrictedAirzone  {
         name = "RestrictedAirzone";
         sound[] = {"\sound\arma_voice_syn_restrictedAirspace.ogg", db+5, 1.0};
         titles[] = {1,"Unindentified aircraft. You are entering a restricted air zone. Turn around or be fired upon."};
     };

};

2. Play it

Then you put a trigger according to your needs and for the sake of convenience I most of the time put player say2D "RestrictedAirzone"; in the activation field of the trigger to start the sound playing and the title showing up.


Saturday, November 18, 2017

Still kicking.

Well, well, well.

So now its about "games" becoming something that transforms the player into the golden duck.

I am working on my own games, since doing games is some kind of game too. I guess.

But I will take the effort and study games. Classic games, blockbusters and indie small pieces.

And since I like to share, I will hopefully write some of my thoughts and observations down here.

My main problem with indie games from pages like itch.io is that I don't want to run compiled source from other people I don't know or trust.

I am still not managed to get a second computer for that purpose, but I installed my old Win XP as virtual machine. Maybe I can test some of the games there.

I tried Heartbound, but Win XP says the 50 MB executable is not a valid Win32 application.

Evolution by Kaiwan is actually quite cool, even, or maybe because of it, it has no real concept.
You have a 2D Area and you put some joints, bones and muscle. Then the simulation lets this construct act and twitch, always taking the one with the behaviour that let it move the most on the X-Axis.


Stay tuned.


Saturday, July 2, 2016

Just perfect

Hi there ? Still alive ? My congrats !

I was looking for a good top down tactical police game here and then, but now I found the perfect version.

"Door Kickers" made everything and I mean EVERYTHING right. Perfect visuals, perfect UI, perfect everything.

I will write a long post here about this soon. Until then, get it, if you are into this kind of game, you will be delighted.

Saturday, March 5, 2016

Time for some not played games


1. First of is BientĂ´t l’Ă©tĂ©. I read about the idea of the studio behind this product, Tale of Tales, that went down in 2015 I think. They were trying to make art-games.

This game is a walking simulator, where you walk around a beach and enter a house. In this house you can play chess and drink wine and smoke cigarettes.

Actually, that's all I can say, cause I see no real sense in this product. It is made with Unity. That is kinda cool, but they did not even bother to customize the default unity game setting dialog.

2. Blades of Time", unplayed in my library, made in 2012 by Gaijin Entertainment. First, it's some kind of 3D battle sword game. You play a impressively underdressed female blade worrier. You interrupt some kind of ceremony, then use some sphere and enter some kind of "Dragon Land".



I was bored already.

I "fought" some stone creatures with wild clicking and then my character started to speak and, this is a new one, lisps !

The graphics look like 2012.

The sound in the story pre-rendered animation was three times louder than the sound in the actual game.

I don't kow. I know the publisher Gaijin Entertainment and I had, for some reason, a good impression of other games made by it, only to discover that there are no other games.

Then, I found out they made Warthunder, a very impressive, yet Free2PayALot second world war mixture of flight and land fights

3. BRAINPIPE.  No idea. Just a weired tunnel with a strange trashy design where you fly through. There are fires, and symbols. You collect the symobols. They are added on your screen. You bumb agains the fire things, a red circle shows less red than before. I am not sure what to say about this. I like the music when you quit.
Ok.

Friday, February 12, 2016

Whats up, Doc ?


Whats happening ?

1.Firewatch



Amazing artwork, amazing voiceplay, great scenario and atmosphere.

Wanna be a fire watcher in the 80ies ? Here's your chance !

This alone is worth 1/4 of the money they want for it. The problem about this game is, when
I say just one sentence about the game itself, I spoil it. So.


If you buy it, you support games of this kind and the company behind it, so do that if you like the style.




2. Men of War - Assault Squad 2

I'm still into this amazing RTS, even when
the company just has no clue how to make
their community happy.

The latest DLC adds some features that actually should be part of the game itself from the start,
but hey, if they need money, its kinda wort it if you're a fan.






3. Darkest Dungeon

I finally got to it, after it is out of Early Access, and it is a very good game.

Well, actually, the ideas are awesome, but the longtime motivation is not working for me.

For me this game is more a study and a cultural merge of Game Of Throne dramatics into
a dark world for round turned fighting areas with innovative micro management of your heroes.

A game / proof of concept well done if you are into analysing game concepts, for sure.

Friday, December 25, 2015

Besiege

I like building games. I do not like minecraft, but I like software like Medieval Engineers or their abstract base games like "Incredible Machine".



So in Medieval Engineers it is too much focused on world building and medieval buildings.

I think thats what the guys from Spiderling Games thought. And right they were.

So I bought Besiege in the steam sale for five euros. And damn, its worth more, but since it is Early Access, I actually see myself more as a beta tester, to be honest. And I found some bugs allready, which should not occur in a finished product.

The software is amazing. I give you two youtube Videos, cause its early in the morning and I actually want to go back construction machines.

Tutorial How To Construct a Helicopter


Monday, November 2, 2015

20 for 0.19 - Part 1


I bought 20 games on steam sale for 0.19 cent each, provided they were rated good or better on Steam. This is a post in progress.

1.) Well. The first one, BEEP,  I could play for 2 minutes. Some unpleasing but solid vector graphics, some robot default story, you play the robots in a frowning but surly having its fans jump and run.

Well the whole thing is not working for me, the design is unstructured. But the music is quite good !
The first time my robot dropped into an abyss, I quit the game.


2.) Defy Gravity Extended. Actually, this one has a good idea I never saw before. You can make gravity and anti-gravity balls with your gun. You combine these two to master the laser traps and big gaps in this platformer. That's, after dying a lot, actually makes fun a few minutes.

But, yes but, the graphic is minimalistic and not very nice, the music is too heavy and too much artificial orchestra synthetic, yet composed well. Just not for that game or setting, imho.
But really interesting idea.


3.) Out there somewhere

That one, also a platformer, is well done. It is pure pixelart . You start in side scroller, but eventually your ship gets shot down, and you have to find the parts on the planet you crashed to fix your ship to fight the guy who shot you down in a platformer on the ground.

The pixel art of the levels is well done and works, the teleport gun is a nice way of opening new kinds of puzzles beyond simple timing of jumps.

The music is perfectly adequate. This one I surly will play again.

4.) Then I started a game called "The Albino Hunter", and its obviously some 2D tile birds perspektive rpg-maker game. After 30 seconds I had to quit cause it was too dazzling.

This is it for today.

Sunday, August 30, 2015

Free Steam Weekend ARK : Survival Evolved

Well, I thought its free, it looks nice AND IT HAS DINOS !

I downloaded the 6.5 GB on friday and remembered it just an hour ago.

It is early access, and it costs 30 bugs. Hmm. The first time I ran it it crashed with an OpenGL error.

The next time it worked when I joined an official server and I had fun making an absurd looking character, actually, I can not remember a game where you can misuse the body parameters like that.

Actually here I was first annoyed by the cheap looking user interface.

Then I joined the world and had a FPS of five while the resolution was 1600:900 and it looked bad.
I managed to put it on native resolution and put it on medium. Still it was unsharp, ugly and not 16:9 !

Ok, I thought and started to walk around. Some wood structures were placed by someone on a beach.
Then I saw my first dinosaurs. It was a friendly one so I punched it with my bare hands. It attacked me. Well. It tried. It rotated itself on the place and then started to walk into a tree where it got stucked.

I walked around, got some green jelly into my eyes from some small jumpy thing, yes, the one out of Jurassic Park that killed the traitor.

Then I tried to get smart of the user interface, but it looked so ugly and unstructured I lost my interest fast.

Well. It is early access. It was free. Perhaps they can fix all these things, cause it certainly is a nice idea and the graphics as far as I can say it are really nice, I at least imagine.



Monday, August 10, 2015

Couldnt resist : Humble BANDAI NAMCO Bundelö



So, Japan, ey ?

Well. I recently tried to find out more about the chinese game market, but actually, that was much more effort than I thought ! Language, structure, design...everything is different and strange than in western game university.

So I bought this Japan Bundle from BANDAI NAMCO,  mainly cause I am curious and I want that 10$ game.

So, let me play. :D

1.Platformines


This is a retro block 2D platform game. Do not get me wrong, it is well made, but at the same time looks and feels like someone just started and then went on for some time without really having a concept.




The music is ok, the graphics ok, the gameplay I HAVE NO CLUE. Perhaps some other time, but the first 15 minutes were like a big WTF that ended in boredom.




2. Dead Core

No clue what the f*ck this is. It looks like someone did a mediocre 3D jump and run platformer and was forced to watch Tron 100.000 times before that. Seriously. The UI is uninspired, the atmosphere is boring and the story non existing. I jumped around five minutes, then I quit.





3. Ace Combat Assault Horizon - Enhanced Edition

First I was thrilled, finally a good air craft shooter sim with decent looking wide open terrain.
Then I played this game from 2011. I did not even make a screenshot. The menus look ugly.
The music is boring. The graphics are 2011, but not even that bad. But the gameplay.
What the F*CK.

The intro mission is unclear, you autopilot, at least I think it was flying from itself, behind some other aircraft, I think, for no clear reason, which seem to be part of a nightmare the pilot has. Then after trying to do anything, it told me to press C. I pressed C. Then it told me to use the arrow key to turn right. I did that. Nothing really happen
d though. And then I crashed. For no real reason. On the floor.

Then I closed the game and deleted it from my harddrive. wtf.

4. Dark Souls™: Prepare To Die™ Edition

I was looking forward to this, and well. It is a console port. BUT it really looks good. The lighting is perfect, the whole feeling is glitchy and dark and wet and yikes. You start in a dungeon.

And this, yes, this is a dungeon. Then you come to a first big room and a big, big ugly daemon is blocking your way. Well. Here I actually quit, cause well, you have a freaking small knife and all the doors are looked. And a hit of my knife did actually 1/128 of damage to the enemy.

It looks really good. I think one of these days I will get one of my controllers and play this baby as it were a console, despite my dislike of direct console-2-pc games.




Wednesday, July 15, 2015

What's a bundle worth $2.000 dollars ? Right, a game making bundle

Since I bought the Humble Bundle Game Making Bundle just for the full version of Spriter, I thought, while doing the "serious" things with Unity3D, I could try these "cheesy" looking game making tools that were bundled with the Game Making Bundle.

And I could actually look at the Artwork & Stuff, since I have a license for it, perhaps there is something useful in it.

So this Article is WIP, since I will test them more deeply when I find the time.

Actually, I found this Post on this blog, which basically did what I wanted to do, and since I do not have the time right now, you can here find some good info about the bundle !

Saturday, July 11, 2015

How to waste a sunday ! #1

Oh, it is Sunday !? Time to read deep philosophical material, learn some new javascript shit, meet friends or learn to survive with only two meters of nylon ? NO !

Let me rather waste some precious time on those games that are buried deep inside my steam games library vault, ok ?

Halfway through ?

First I found Halfway, a game published by the makers of Starbound, which I rather enjoyed, before I found the third high security prison planet in a row, Chucklefish.

It is from 2014, nice pixel art, and it is a tactical based RPG using the good old isometric view. Good looking interface, atmospheric music.





Could it have something to do with that SOS call ?

Story ? Ah yeah, it's a generic "Hey, big corporations are ruling, send out big ships to colonize the galaxy, but suddenly, ops, the ships are not coming back and vanish without a trace." story line. And of course, you play on of the guys on that first vanishing ship. So much for pathos, but ok !

Well done. But hey.

It seems to be very well done. It is clearly a child of the retro pixel art hype, but seems to be a very solid of its kind. When I want to play a Iso-Tactical-RPG I still want to finish Shadowrun and some other first. If you are into retro pixel art and this genre, this might be interesting, I am a bit bored by the story, though. But it will stay in my library, for sure.

Sunday, July 5, 2015

Borderlands 2

Long time no read, fellow game-players.

But : I played a bit but did not find the time to write it down here. And besides, I am actually starting to play games more and more analytic, since after a year of intense catching up I think I am mostly up-to-date.

So I will try to get into that what actually amazes me about games : their mechanics, their rules and most of all, the additional level a game gets when multiplayer comes into play.

I bought Borderlands 2 in a steam sale, and I must say, besides being a dumb FPS, it actually is a very suitable game to study. So I hope I can remember and read all my thoughts and notes while playing it, cause you can see most of the concepts of newer and older (FPS) games coming together here in a funny yet absurd brutal way.

Stay tuned.

Tuesday, May 26, 2015

Lemons, Shadowruns and Transistors

Since life is giving me lemons and forces me to drink it, but I am allergic to lemon juice...well...you get the drill.

I had time to check out Shadowrun Returns.

I am a big cyberpunk fan (also the pen und paper RPG), but I always had a strange feeling about mixing fantasy and cyberpunk.

And that's what Shadowrun is. Well, the crowd funded game is actually quite interesting. If you like stylish hand drawn tile iso graphic and a lot of good written text, then Shadow Run returns is something you will enjoy.

The fighting system is a bit too similar to XCOM, but hey, you can not do everything original. Or so they say.

Also I checked out Transistor. I mention that here cause the design is somewhat similar to the design of Shadowrun Returns, at least in my perception.

What I like about Transistor is the somewhat innovative mixing of real time and round-base fighting.

The music, praised by so many, is ok, but the female singer can't pronounce the th correctly. It is a minor detail, but it really confused me. Perhaps this is even wanted ?


Wednesday, May 13, 2015

You killed KimDotKom !

So, I am doing stuff so I can not do this stuff regularly. :(

But here is some quick stuff, and I will try to keep this on. I mean hey having a blog is also only a weired version of a enhanced steam comment, one could think. But no.Do not think so, please.

"Kill the bad guy" from Exkee, released in 2014, rated mostly positive on Steeeeeem, is more like a concept than a game, at least I felt that when I tried it.

It is a simple combination game where you drop things on generic looking bad guys within a 3D ISO scenario of houses and trees. Like a piano.

It is promising, but it is too simple and then suddenly too much of trying out. And sometimes you can not see what this or that item really is. I love finding out stuff on my own, but it feels not good designed. The music works but the composition and the menu music turns me off, because it comes too often, too much contrast to the level music and there is no fading that would make it more pleasant.

It is not bad, but nothing special, but I will try it sometimes to get to later levels and look if it gets better.