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InsideQC Forums • View topic - RetroBlazer

RetroBlazer

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Re: RetroBlaze

Postby xaGe » Sat Jan 14, 2012 11:33 pm

..HA :lol:
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Re: RetroBlaze

Postby scar3crow » Sun Jan 15, 2012 3:46 am

I guess I came to the wrong thread to talk about RetroBlazer? Hrm.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: RetroBlaze

Postby ceriux » Sun Jan 15, 2012 3:59 am

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Re: RetroBlazer

Postby Spirit » Sun Jan 15, 2012 10:49 am

Fixed the thread title.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: RetroBlaze

Postby taniwha » Sun Jan 15, 2012 11:58 am

Leave others their otherness.
http://quakeforge.net/
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Re: RetroBlazer

Postby ceriux » Sun Jan 15, 2012 9:31 pm

i dislike apple for the most part.
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Re: RetroBlazer

Postby Baker » Sun Jan 15, 2012 10:02 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: RetroBlazer

Postby taniwha » Mon Jan 16, 2012 12:54 am

Leave others their otherness.
http://quakeforge.net/
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Re: RetroBlazer

Postby Baker » Mon Jan 16, 2012 2:14 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: RetroBlazer

Postby leileilol » Mon Jan 16, 2012 2:33 am

>apple bashing in a thread about a game whose developer uses a mac

yeah

say what you will about apple, but ipod touch/iphone >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> psp

This game's most probable to be done for iphone even. Darkplaces has an OpenGL ES rendering path I believe which would lead to this likely possibility.
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Re: RetroBlazer

Postby ceriux » Mon Jan 16, 2012 3:13 am

well i just dont like their pc's anytime i have a discussion about their portable devices i have to agree that, that is the thing they do the best in my opinion.
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Re: RetroBlazer

Postby R-Blazer » Mon Jan 16, 2012 10:28 pm

Hey guys,

Though to answer the whole Apple/PC Debate, a port on the iPhone is certainly not out of the question, especially if there is testing already being done with DP on iOS. I will have to see how that develops first of course. I have thought of the simplified gameplay and lack of complicated lighting effects ahead of time to function well on portable devices, so near the end of development I will look into options regarding handhelds.

I understand people have there opinions, but I would like to keep this thread a little back on topic for anyone that has questions/comments/concerns/critiques about the game as a whole.

Thanks guys!
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Re: RetroBlazer

Postby Baker » Tue Jan 17, 2012 1:37 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: RetroBlazer

Postby R-Blazer » Tue Jan 17, 2012 4:39 am

Thanks Baker for the critique, I do appreciate it.

The mapping I agree is not the best, all the maps were made by me and I am normally not a mapper at all. I do fully intend to find a pro mapper where they can take the visual style and immediately know how things work based on what I made.

More linear levels are my intentions, and only "Temple" pre-boss levels will most likely be the complicated ones. Walls that don't seem clear to shoot I will also be making "cracked" or damaged textures that give you a good enough clue that there is a secret, and I can also reduce the health on them.

I will be adding more enemies and weapons with a bit more interesting flair, and with a lot more finely tuned content things wont be as bland with things are a little more balanced up. I do appreciate the feedback, I always like to know where I can improve on.

Thanks,
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Re: RetroBlazer

Postby leileilol » Tue Jan 17, 2012 4:46 am

It's retro styled, why don't you just do a quick .colormod '5 5 5' to white flash and back for damage feedback?
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