Path: chuka.playstation.co.uk!news From: "Kenny Millar" Newsgroups: scee.yaroze.freetalk.english Subject: Re: 'Invs', new version (zip attached: 25K) [long] Date: Tue, 14 Aug 2001 19:03:06 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 87 Message-ID: <9lbp0a$fio1@www.netyaroze-europe.com> References: <01c121ee$dabf7cc0$ea1be4d5@pal-s-omnibook> <01c124b1$2909bd40$LocalHost@pal-s-omnibook> NNTP-Posting-Host: pc2-kirk2-0-cust187.ren.cable.ntl.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2462.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2462.0000 BANZAI DONT SHOOT ME WE COME IN PEACE "pal" wrote in message news:01c124b1$2909bd40$LocalHost@pal-s-omnibook... > Hi everybody, thank you for your encouragements, it's really good to know > you like the game, and overall that you even bothered to play it! I will > write my answers to all your comments together here so as not to clutter > the thread. As you'll see, I'm looking forward for more advice! > > Everybody seems to prefer the previous graphics. I don't know how I'll sort > that out! I assume you all meant the sprites, but if you meant the > explosions please let me know (I think I'll put a mix of the old and new > ones. The new ones are more "fry them", the old ones cluttered the screen > too much). Peter, you mentionned the bullets, do you mean the Player's or > the Invs', or both? I feel the Invs' were not good, and the Player's were > too big, what do you think? > > The old sprites and expls looked zoomed-in, as Matt pointed out, and I > cannot go hi-res because of the trail effect which needs a whole > screensized vram buffer. > > The fountain shot effect has no particular purpose, it's just for fun > (though it might reveal useful in some special levels). I understand it's a > bit weird because at small angles it is definitely not smooth (but I wanted > that small angle as a hint so that you can guess that you can > fountain-shoot). Please tell me if this is too disturbing... > > The angle is determined as you guessed John, but I don't think it makes > targeting harder, rather easier actually, what do you think? The idea > originated from the "last invader frustration" where you have just one > invader left and have trouble getting rid of it, but finally this is > already solved by the no-fire-limit. I prefer the angle randomized, what do > you others think? > > As John suggested I'm planning to make the invs a little darker depending > on their state but I'm not sure about them being transparent... I might > give it a try. > > Has anybody other than John experienced bombs low-visibility? I love the > current dark blue bombs and on my tv they're just fine, and I would not be > happy to change them but then, the game has to be playable ;)... Would it > be unacceptable to warn the player on the title screen (eg "If you don't > see the blue things here [...] please adjust your brightness/contrast > settings")? (any Sony guys advice particularly welcome) > > Andy, I'm glad you noticed the trail messages! I was not sure as whether to > leave them, but as you liked them, they will stay there. Were you able to > actually read them? > > Slowdown: I hope nobody experienced slowdowns in the non-buggy release, as > I can't get any myself. John, you mentionned slowdown, was it that you felt > it or that you got a siocons message about it? Normally any slowdown is > detected via a vsync callback function, so if there is no message I assume > there is no real slowdown (note that wrong messages are issued when the > game is paused and at the title screen). I did feel like there was slowdown > in waves 2/3 when the small invs come in place, but actually that's just > because they're slow. > > Nobody complained about the font size in the title and pause screen... is > it really ok or were you all assuming that it will change? > > Didn't you feel the game is too easy (ignoring the player's current > invicibility, of course)? The invs don't have a chance to even attack when > you're shooting fast enough (and I know you are, Jon!). Of course this will > change in later levels, but I'm already interested in your feelings, to > help design the difficulty curve. > > Did anybody experience crashing, or error messages other than slowdown? > > > pal >