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Messages - Maxaxle

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31
General Talk / Re: What car handling do you prefer in games?
« on: December 18, 2014, 04:14:08 pm »
IMO some of the best NFS vehicle handling was before NFS Underground, though NFS Underground still allowed you to turn off the traction control, meaning that you could slide through corners occasionally. Underground 2 and later games just say "eh, fuck it" and take away your ability to slide for no obvious reason.

32
General Talk / Re: What car handling do you prefer in games?
« on: December 15, 2014, 10:32:34 pm »
saints row 3 is the "sticklikeglue" cheat code for GTA San Andreas. it's very predictable like you said and also completely unreal, cars do things they should not be able to.
Well technically, sticklikeglue makes it a ton easier to flip your car. Not really an upside if you're driving an SUV.

33
General Talk / Re: What car handling do you prefer in games?
« on: December 09, 2014, 12:53:30 pm »
1. People who played GTA4 on the Xbox 360 really should have tried it on the PS3. A careful pair of trigger fingers and an expectation for weak trigger springs will get you through the game without issue.
2. NFS3 had amazingly fun handling.
3. Saint's Row 3 vehicle handling, as I mentioned before, is entirely boring. It's predictable, but too predictable, whereas GTA3 vehicle handling was predictable without being boring.

34
General Talk / Re: Carmageddon
« on: October 29, 2014, 12:39:12 am »
1. Yes, I'm in the U.S. Don't say that too loudly, the rest of the world might hear and start raging at me for things I'm not actually responsible for.
2. Everything else runs for me just fine, it's just the Carmageddon Reincarnation pre-alpha that runs poorly.

35
Car Talk / Sloppiest-handling cars ever?
« on: October 27, 2014, 05:12:51 pm »
*By "sloppy handling" I mean "boat-like".
For the sake of comparing apples to apples and oranges to oranges, I'm going to break this down into three groups.

1: Pre-1940
2: 1940-1980
3: 1980-Now

My nominations:
1: Nothing, because I wouldn't know.
2: The 1980 Dodge Aspen (since its production started in the '70s).
3: Late '90s Toyota Camry, since I very unfortunately DD one.

RCR review of the Aspen:
https://www.youtube.com/watch?v=wGnMVijx5GE

36
General Talk / Re: Carmageddon
« on: October 26, 2014, 11:25:56 pm »
U.S. bay? No.
Also: Got four gigs late last week, and now the game's running 20-30 FPS at all times, WHEN IT'S NOT CRASHING.

37
General Talk / Re: Blowouts, burnouts, and tire bubbles.
« on: October 26, 2014, 11:25:29 pm »
you know what on #3, you could maybe have a damaged version of the tire texture that shows up after xx% of wear.
It would have to be fairly subtle. Maybe the damaged models would have the exact same vertexes as the "perfect condition" model, and anytime you bumped up the damage on a given tire, the model would deform further. As for textures, maybe just have the "perfect condition" texture and apply decals (i.e. small textures supporting transparency) on top of the texture of each tire?

38
General Talk / Re: Carmageddon
« on: October 15, 2014, 10:25:37 pm »
Processor: Basically two Pentium 4s glued together.
Graphics card: GTX 550 Ti with 1 GB of memory.
RAM: 2 measly gigs.

39
General Talk / Re: Blowouts, burnouts, and tire bubbles.
« on: October 15, 2014, 10:24:47 pm »
Cool.

40
General Talk / Re: Carmageddon
« on: October 10, 2014, 11:32:12 pm »
NECROBUMP!

A few things.
1. Both Carmageddon 1 and Carmageddon 2 are available on Steam, along with the pre-alpha of Carmageddon: Reincarnation.
1.a. Both games were available for free along with Carmageddon: Reincarnation yesterday, not sure about today.
2. Carmageddon TDR 2000 is beyond awful, I'm not sure if I mentioned it earlier. The physics are technically there, but the vehicle handling is just plain bad, the graphics are fairly poor (it's mostly the un-unified aesthetic that bothers me), and the sound design feels like it was given up on in some demo phase.
3. Carmageddon: Reincarnation is almost too much for my wimpy computer, but what I got to play at 20-30 FPS was promising, and the new powerup-buying system is somewhere between "intriguing", "intended for a newer game controller", and "overcomplicated".

41
General Talk / Blowouts, burnouts, and tire bubbles.
« on: October 06, 2014, 09:54:15 pm »
1. Should we have blowouts? The answer is probably yes, but what about blowouts resulting from burning out too much? Also, how easy/hard should it be to damage or ruin your tires?
2. What should dictate whether a car can or cannot burn out? In GTA4, only vehicles with a fair amount of torque could even get a little bit of wheelspin.
3. What about tire bubbles (i.e. bubbles in the sidewall resulting from running into curbs and such)?
4. I know this would be unusually simmish for a game like Street Rod, but what if you could wear out your tires in specific ways with specific behaviors? Example: Drifting too much will wear the shoulders off your tires.

42
Development / Re: contents of garage
« on: September 22, 2014, 07:32:12 pm »
I think I get what you mean.

43
Development / Re: contents of garage
« on: September 17, 2014, 12:22:56 am »
Irrlichit has been around for longer, and its requirements might be lower.

44
General Talk / What car handling do you prefer in games?
« on: September 09, 2014, 01:20:54 pm »
I usually have a few types of preferences.
1. Arcade: Car handling is outright wacky, but is nuanced in specific ways. Saints Row 2 is one of the better examples of this, but Just Cause 2 is probably the best example.
2. Unrealistic but gameplay-balanced: Self-explanatory. Halo 1, Quake 3 Rally, Interstate '76, and GTA3 are generally this. Vin Diesel: Wheelman is probably the best example.
3. Semi-realistic: Driver: the Gran Turismo series, Mafia 2 (Simulator handling mode), and GTA4.
4. Uberrealistic: Simulators.

If car handling in a game isn't true to one of those four types, I usually can't get into it too much. GTA5 for some reason isn't nuanced enough for me, and Saints Row 3's vehicles are fairly boring. The worst examples I can think of are that one Godfather game (where vehicles are a combination of squirrely and bizarre) and The Saboteur (where the vehicles are beyond boring).

45
General Talk / Re: Interstate '76 Topic
« on: August 30, 2014, 03:57:02 pm »
Also steam is DRM OPTIONAL for publishers/devs, there exist DRM free games on steam.

http://steam.wikia.com/wiki/List_of_DRM-free_games

Yeah, but it's not always obvious when a game is or isn't DRM-free. I know Gunpoint (which was made with Game Maker) and SuperCrateBox (which is free) are both DRM-free, for example, whereas there are zero Valve-made games that are DRM-free.

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