Author Topic: The SR Let's Play thread  (Read 9120 times)

Offline Misery

  • Global Moderator
  • Core Member Mark V
  • *****
  • Posts: 4,090
Re: The SR Let's Play thread
« Reply #75 on: April 14, 2017, 11:13:07 PM »
The gravity cannon honestly should probably have a higher energy cost to it's effect; it's not JUST a "clear the bullets" sort of thing, but instead it's "clear the bullets but keep doing it for awhile".  Heck, even if you only had two shots available for it, it'd still be quite an incredible defense.   Yeah, it doesn't work against the sorts of shots Bastille uses, but interceptor bullets are very rare.

It sure makes for a fun item though.


And I was kinda surprised to see how that run ended.... here I thought I was the only one that did something like "get hit by the only bullet on the screen". 

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,473
Re: The SR Let's Play thread
« Reply #76 on: April 15, 2017, 10:17:42 AM »
The gravity cannon honestly should probably have a higher energy cost to it's effect; it's not JUST a "clear the bullets" sort of thing, but instead it's "clear the bullets but keep doing it for awhile".  Heck, even if you only had two shots available for it, it'd still be quite an incredible defense.

Yeah, I think I'll up the energy cost a bit. It should be more in line with the cost of the Repulsive Hornet mines, probably. Although not quite as high.

Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 494
Re: The SR Let's Play thread
« Reply #77 on: April 15, 2017, 10:52:27 AM »
Problem in the latest episode: https://youtu.be/b9JgUviad-w?t=10m45s

Uammo got insta-killed by an item with "this cannot kill you" in the description, which is pretty rage-inducing.
I posted a report on Mantis. https://bugtracker.arcengames.com/view.php?id=19066

Otherwise, another good episode where many weapons were tested and damages went very high. Poor Warden.

Offline keith.lamothe

  • Arcen Games Staff
  • Administrator
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,503
Re: The SR Let's Play thread
« Reply #78 on: April 15, 2017, 09:36:27 PM »
"Death by Trusting the Description"

Mental note: do not jump into swords, no matter what the old man says.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 494
Re: The SR Let's Play thread
« Reply #79 on: April 15, 2017, 11:44:48 PM »
Mental note: do not jump into swords, no matter what the old man says.
Except if you're in Super Star Wars on snes. Then it's a Health Sword and it's actually okay. :P

Offline Misery

  • Global Moderator
  • Core Member Mark V
  • *****
  • Posts: 4,090
Re: The SR Let's Play thread
« Reply #80 on: April 16, 2017, 12:30:36 AM »
I'm surprised the guy doing this series isn't playing on hard mode here. I'd say he's good enough to do well in it.  Wove through Loco's shots easily and actually took down Shrapnel Rose while not moving much (AKA, the way you're supposed to do it, usually everyone I see do that fight runs around a lot and wonders why they get hit).

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,473
Re: The SR Let's Play thread
« Reply #81 on: April 16, 2017, 10:05:38 AM »
Quote
Uammo got insta-killed by an item with "this cannot kill you" in the description, which is pretty rage-inducing.
I posted a report on Mantis. https://bugtracker.arcengames.com/view.php?id=19066

Yeah. Weird interaction that. I'll take a look later today, probably.

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,473
Re: The SR Let's Play thread
« Reply #82 on: April 21, 2017, 10:20:04 AM »
Just thought I'd big up a few recent SR vids, although I haven't had the time to fully check them out myself, yet.


https://www.youtube.com/watch?v=MRllI2EjpQg&t=14s&ytbChannel=Torelith%20Plays

https://www.youtube.com/watch?v=UcuP8Uzmuwc&t=59s&ytbChannel=Blufox22

https://www.youtube.com/watch?v=hUPVkETCA2M&ytbChannel=Ethervil


The 2nd vid, Misery might be interested in, since the player seems to be trying to break the game on Misery mode, heh. The 3rd vid, Logo should be interested in, since they are playing with his new mech mods.

Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 494
Re: The SR Let's Play thread
« Reply #83 on: April 21, 2017, 05:15:02 PM »
The 3rd vid, Logo should be interested in, since they are playing with his new mech mods.
Oh oh! You can bet I'll be watching that right now. Thanks. :D

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,473
Re: The SR Let's Play thread
« Reply #84 on: April 28, 2017, 12:58:08 PM »
Another couple of runs from UnlimitedAmmo. I've only watched the first one so far, though.

https://www.youtube.com/watch?v=N_-eio6Zxt0&t=7s&ytbChannel=UnlimitedAmmo

https://www.youtube.com/watch?v=i9gALouV2Pc&ytbChannel=UnlimitedAmmo

Interesting run. It looked like it was going to be a steamroll, but eventually attrition won out. One thing happened that bothered me. Homing nanites were used immediately after teleporting, so due to the current teleport behaviour of clearing shots for a few seconds, the item was wasted. I've never liked this teleporting behaviour, it's quite janky, albeit I can see why it's necessary. Anybody got any solutions? How about if all teleporters are disabled for a few seconds after using them, to prevent spamming? One more thing, regarding the visual clarity of the game, I have two ideas for that.

1) Make it so that no combat heavy rooms have more than 25 or 50 percent glass floor coverage. A lot of rooms at the moment are made up mostly of glass floors, which causes a lot of visual problems.

2) Implement a shot mode that colours all enemy and player shots differently, but consistently. All enemy shots could be purple, with perhaps different shades of colour depending on the shot damage. Player shots would have a different colour of course. This is probably unlikely to happen soon due to the engine work required, but it's maybe a possibility for the future.


Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 494
Re: The SR Let's Play thread
« Reply #85 on: April 28, 2017, 06:04:04 PM »
[...] due to the current teleport behaviour of clearing shots for a few seconds, the item was wasted. I've never liked this teleporting behaviour, it's quite janky, albeit I can see why it's necessary.
If only it didn't last so long it wouldn't be too bad, although still pretty meh.

How about if all teleporters are disabled for a few seconds after using them, to prevent spamming?
I like that solution. One thing though: the teleporters would need to change appearance to make it crystal clear that they are disabled, like turning into a shade of red or something. Also, maybe it should be a limitation active only when in combat.

Offline Misery

  • Global Moderator
  • Core Member Mark V
  • *****
  • Posts: 4,090
Re: The SR Let's Play thread
« Reply #86 on: April 28, 2017, 11:05:32 PM »
Changing the teleporters wouldn't work.

One of the reasons for the current teleporter behavior isn't just the spamming of them, but it's also the fact that allowing the player to teleport INTO bullets/enemies is a huge no-no.  Would break one of the cardinal rules, really, the bit where nothing undodgeable should exist; if you're teleporting to an offscreen spot, and cant see it and there's something going nuts there, that's undodgeable.  The current behavior also gives the player enough time to visually make out what's going on in the new place before things get loopy.

Another solution might be to simply prevent the usage of consumables (and even energy weapons) during the time after teleporting while the shockwave is still going.  Makes sense, you already cant fire during that.

Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 494
Re: The SR Let's Play thread
« Reply #87 on: April 29, 2017, 12:51:26 AM »
Another solution might be to simply prevent the usage of consumables (and even energy weapons) during the time after teleporting while the shockwave is still going.  Makes sense, you already cant fire during that.
In that case, can you reuse the condemned rooms weapon/item restriction for that?

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,024
Re: The SR Let's Play thread
« Reply #88 on: April 29, 2017, 11:57:21 AM »
One of the reasons for the current teleporter behavior isn't just the spamming of them, but it's also the fact that allowing the player to teleport INTO bullets/enemies is a huge no-no.

It is still possible to teleport into bullets right now. I was testing a room (which I've now scrapped as it just didn't work) where I could reliably teleport into bullets. If the bullet is dead on top of the teleporter you teleport into it and take damage before the poofing effect kicks in.

Offline Misery

  • Global Moderator
  • Core Member Mark V
  • *****
  • Posts: 4,090
Re: The SR Let's Play thread
« Reply #89 on: April 29, 2017, 12:27:07 PM »
Huh.  I've never seen that happen before.  A bug of some sort, is it?  Or an oversight in the way the things work?