GRIN_bedhead
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Posts posted by GRIN_bedhead
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I'm trying to be polite and stuff, so... to keep that up I'll just say..

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i saw this moving and could not resist showing it
http://www.suiside.net/site_images/newspos...in_position.wmv
(down it and see for your self if it is a bug or not, cause i don't know)
Haha that's the backside of making a game with a really cool physics engine, one time is always different from the next and you never really know what hapends to things when they start to move..

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Its still in the top 20 too which is great after 4 weeks.
Woho!
Sometime, in the future, when releasing other games, I would like a machine here in the office that goes "katching!" everytime a copy of said game is sold, that would be so cool!
NOT that the developer get really rich on the sales, It would be more as an encouragement..

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Hehe whatever you say boss. I won't back down on this one though. I understand that you can do that reloading while running slowly, but I don't think you get all the aspects of building a gameplay that actually works.
All respect though, as I said, I'm glad for the input and I will think about one extra time next time I implement something like this!

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I would expect this has been or is being sorted, the Team are fully aware of it.
Hi guys, it's been a while!
I just wanted to clarify, the fact that you can't reload while running is a design choice, as mentioned earlier in this post, it makes for a slower-paced and (in our eyes) more realistic game.
I bet there actually ARE some guys who could reload while running at full speed, but when nailing the gameplay you have to pick and choose the parts that makes the game. It's like a puzzle, You have to keep it realistic, do-able, challenging AND fun!

On the other hand, the fact that there is a pause for a second or even more after reloading certain weapons is a bug, and I'm happy to say that it is fixed (squashed) in the upcoming patch (aka the divine patch of june).

Thanks for the input guys, keep it comin'!

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If you're allowed to say, how fast can you come from a run to a full stop?
Is it an instant thing, or a little bit of a 'slide' at the end as you slow down?
There is a small transition from running to a full stop, this comes natural in many ways; both from the way we have integrated the body-awerness system and the animations (the player must have time to bring the weapon in align with the view) and also from a gamplay point-of-view.
E.g. If you run around, you should not be able to shoot as quickly as a guy who stands ready.
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Absolutely! you can zoom and shoot while walking, with your teammates covering your sides you can make a deadly tactical advance.
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1. You should not be able to shoot while running. I think this is being implemented, if so, no running and gunning.
2. You should not be able to run with weapon in full zoom. Actually, I do not see how you can crawl and use a scope either. Walking and using a scoped view is fine. Can someone supply ann answer?
Question for HF - can the SCAR-H take an AK magazine? If not, can the SCAR-H mag take AK ammo? Looking at the rationale for picking up AK ammo.
I'm pretty sure that in the GR.net report Colin discusses that you are able to run in a couple stances, and it is always a "weapon lowered" run. I assume that if running is weapons down, you definitely can't run while using a scope.
I can confirm this, no shooting while running, no zooming while running and no zooming while moving in prone-stance. You learn really quick not to run around corners..

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Well if you look at Raton's pic, Ulf would be standing behind Bo. #36 is sitting in the same seat as in desmonds pic, and I think he's #14 in the ronin's pic, but he's shaved that goatee thingy off. So Ulf can't be #36. As far as 28 and 19 being the same, upon review I actually agree with you. That leaves my pick as 12, because Bo left a clue that his brother is smarter. #12 is wearing glasses.
So my official vote, until I change it, is 12.

PS 12, as in 12Gauge, baby!

Oh and in every single pick Bedhead has the same hair! lol
Must be doing something right as he got to sit at the table in the last pick..
Hah yeah, all the sleeping at the office has finally paid off, I am now an LVL 9 (!) bedhead!

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I'm number 37, Lead Gameplay programmer, responsible mainly for the controller and weapons programming.
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I thought that finding ME in that picture would be an easy task thinking of my nick..

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Yes it's polish and trim - usually I started out with the 360 sounds, but since we have echoes triggered by grenade exploding and every bullet fired there's been loads of work making different alternations of each sound. Sounds also change character with distance - something that becomes even more effectful with Creative EAX.
I mix the sound with a pair of great audio phones, and play the game with those or different setups of surround monitors - you need to hear the sound as the end user will hear it.
Someone asked in earlier (maybe even in another thread) if you will be able to hear someone crawling on the ground, and indeed you will. I constantly try to come up with new ways of using the sound not only as a means to create a realistic in-game world, but also new ways for it to have an impact on gameplay too. It should be as important to use your ears as using your eyes.
Yeah, I relly want to give credit to my colleague here, the fact that you actually hear your enemy reloading behind his cover and sometimes also see the mag bouncing out on the ground has been just the advantage you've needed to survive the battle!
oh, and hi!

Best weapon for deathmatch?
in GR:AW (PC) - General Discussion
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One of my favourites are the MRC with silencer, no scope and firemode set to burst, love it!
What do you prefer in terms of firemodes?