Author Topic: Developer Blog 31 - Battle Cry of Freedom Part2  (Read 71375 times)

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Offline Lawrence

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #45 on: November 15, 2018, 02:26:06 am »
Nice to see these new blogs, and I like what I'm seeing and hearing about the shooting mechanics.  :)
Yea man it looks good  8)

Offline shchi

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #46 on: November 15, 2018, 06:59:22 pm »


who made dis

Offline Olafson

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #47 on: November 15, 2018, 08:20:26 pm »
Sethja 8.

Its pretty gud.

Offline Furrnox

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #48 on: November 15, 2018, 09:20:30 pm »

Offline mmveteran

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #49 on: November 16, 2018, 01:30:24 am »
see fse
you killed your target audience through years of silence and your left with a few unemployed austistic morons posting unfunny youtube memes

Offline Lawrence

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #50 on: November 16, 2018, 03:51:44 am »
see fse
you killed your target audience through years of silence and your left with a few unemployed austistic morons posting unfunny youtube memes
Hey there are still some non-autistic members out here  ;)

Offline Earth Bby

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #51 on: November 16, 2018, 02:46:59 pm »
see fse
you killed your target audience through years of silence and your left with a few unemployed austistic morons posting unfunny youtube memes

without FSE there wouldn't even be a target audience muh Nap wars, you're on their forums complaining

Marks shilling FSE reeee

The games that came out before this that lowered the bar for what a linebattle game should be are to blame. The new "target audience" are really naive and wont branch out.


Offline HaroldW

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #52 on: November 16, 2018, 06:05:34 pm »
see fse
you killed your target audience through years of silence and your left with a few unemployed austistic morons posting unfunny youtube memes

without FSE there wouldn't even be a target audience muh Nap wars, you're on their forums complaining

Marks shilling FSE reeee

The games that came out before this that lowered the bar for what a linebattle game should be are to blame. The new "target audience" are really naive and wont branch out.

^Marks pandering to the NEET market

Offline SirTeabiscuits

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #53 on: November 17, 2018, 04:48:07 pm »
Noice. Looks very nice and optimised, thanks for the blog!
I say let's kill him.
Let's have tea first.
Oh, stop your whining. First we kill him, then we have biscuits and tea.

Offline Melerion

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #54 on: January 12, 2019, 05:37:34 pm »
Quote
Originally we intended to have the player go to "ready" before going to aim, however that made the game feel too unresponsive.

Nice to have a game that is going to feel more responsive. But wasn't it possible to do both? Holding the mouse button and you'll aim immediately and if you do one simple mouse click you'll going to "Ready". Just a curious question and idea.

I'm really excited to see more Blogs! :)

I am thinking right now about buying the Alpha.
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Offline Olafson

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #55 on: January 12, 2019, 08:54:33 pm »
I have had the exact same idea and wanted to see it implemented, but we ran into a unity problem regarding this. Apparently there is no difference between holding a mouse button and just tapping it once. As such we would not be able to tell what the player is doing... It sucks, because I would love to see a make ready animation that you can stay in for longer than just the first movement.

Offline Melerion

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #56 on: January 12, 2019, 11:56:46 pm »
I have had the exact same idea and wanted to see it implemented, but we ran into a unity problem regarding this. Apparently there is no difference between holding a mouse button and just tapping it once. As such we would not be able to tell what the player is doing... It sucks, because I would love to see a make ready animation that you can stay in for longer than just the first movement.

Don't give up! I am sure you can handle that! It hasn't to be the "top priority" but it's a must-have or just a nice feature for more authenticity. :D
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Offline Aztir

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Re: Developer Blog 31 - Battle Cry of Freedom Part2
« Reply #57 on: January 13, 2019, 12:14:07 pm »
have it play if you hold Ctrl + left click or something
when you let go of Ctrl you start pointing.