thanks for that s4real! I was gonna say, I made it so you had to press enter because it bugged me that you could end up accidentally picking up health when you had like.. 98life
ok here goes...
Fred P
Thank you for the praise man, you were someone I was relying on for feedback!
Quote: "the only two things I noticed was that you didn't get to choose the controls or the screen resolution but you have FPS Pack and that should be a simple thing to add when you release the full version."
AH! I only just bought FPSpack and haven't really gotten to grips with it yet. Rest-assured I discovered those features after spending 40mins uploading the old version to Filefront. So thankyou for the heads up. I'll make sure those features make it into the final project.
NIK
NIK mate, thanks for checking it out! To have another veterain level designer big you up is always nice. I'm glad you were entertained, and I fully agree
Quote: "Some of the weapon sounds could have been better in my opinion."
Basically I tried to make them bassier with a few sound plugins in reason, but FPSC seems to compress the bass, so it turns out sounding like a fart. I think the only truly terrible one is the autopistol. Still, that feedback has been taken on board, and I'll be changing it soon!
GPS
Dude, thanks for the lengthy review, I'm gonna take on board the strengths you pointed out and work them into the other levels
Quote: "Loved the music"
LOL, I'm pleased someone commented, I just took cuts from some of my other music, and made them into 8bar loops. I think the one on the loading screen doubles up on the last beat but who cares?!
I'd actually be more than happy to do music for other peoples games, I have a pretty quick work flow thanks to mini keyboards etc. Drop an email (not a post) if you want a tune done.
Quote: "
D13 wasn't the only one who ended up shooting at statues LOL!"
Obviously I know where that guy is, so I'd never realised that the statue is kind of like a decoy! I'm glad it worked out like that though!
Quote: "the enemies I encountered on my way back to the door after finding the switch pad just stood and waited to be shot."
Yeah, that'll be FPSC for you. I think the more complicated you make stuff the more issues you encounter. I actually didn't add too much scenery to this level.. kept it simple and that seems to have helped the general playability of it, although you do get those odd "retard AI" moments.
Quote: "I think I may know why the auto pistol clip isn't being textured - having squinted at it for a while, I'm fairly certain that it's the ammo pickup from my P90. "
Oh crup! I'm really sorry dude, I didn't mean to pirate your media, I just copied the wrong file into the gun's folder. I'll change that tonight! Thanks for spotting that (I was wondering what the bulbous bit at the end of the clip was!)
Locrian
Thanks man, short, sweet and quite nice actually! Again, it's nice to get praise from a respected (and knowledgable) member of the community.
Quote: "I did have some sections where it froze up. Seemed in the same places too. My first was at the gaurds desk station right at the begining."
That is really weird. Of all the places where the game cocks up or slows down, the opening room has always been flawless for me. I guess that proves the importance of testing. I'll look into it and check the poly counts.
Quote: "would be nice to see some graphic to look at instead of black and the shells"
I'm thinking of making a map&objectives screen when the level is loading. I just didn't have the time to do it for the demo. I'm not happy with the menus either, but at least I used something other than the default settings... I'm wondering if there's a way to use multiple backgrounds in the loading screen (to show shots of the different objectives.)
Paul112
Dude, it's cool that things worked out better. I didn't mean to sound so defensive when I replied to your last post. I appreciated what you said, and took it on board. I'm sorry about the misunderstanding with the AI, and I guess you're right, I should make the player LOOK for the cover more. I find that alot of FPSC games don't really think about cover at all, so I wanted to make itobvious to the player that if they didn't use cover they would die!
Opposing FOrce
Cool. Look forward to hearing what you thought.
Johnny E
Huh? Yes about 90% of the character scripts are new or modified. No you cannot have them
Connor
LOL, glad you thought it was cool. As I mentioned above, the weapon sounds are only temporary...gotta do something about the auto pistol RIGHT NOW!!
I think it's already been said but..
press enter to use health. it's kind of awkward, but it means you don't accidentally collect health when you don't need it!
phil17
Yes. I have to agree. The flak cannon owns. it actually make the level a bit unbalanced and easy, but I only threw it in as an easter egg for the demo!
see above for how to use health.
Oh and because lighting is really important in this game, I'm thinking of making the menu screen a brightness callibration screen, where you adjust your screen bright/contrast until a square is just visible, that way making sure everone plays with the same light levels.
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wow. that took a while. I tried to reply to everyone, thanks for putting in the effort to write me feedback. I'll be uploading the first 3 levels (of 6) from episode 1 in early september. But expect a "bootcamp" demo where you can test all the guns etc very vey soon.
please continue to leave comments etc, everythin is helpful to the ongoing development of FOTF.
Thanks and Peace
Butters