View topic - Air Raid V1.03



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 Post subject: Re: Air Raid preview
PostPosted: 11 Sep 2009, 18:23 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Autohosts?


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 Post subject: Re: Air Raid preview
PostPosted: 11 Sep 2009, 18:58 

Joined: 18 Aug 2007, 18:04
Pendrokar wrote:
This won't be multiplayer player vs player right? Because AFAIK Regret's Mech Combat wansn't good for it because of high pings.

I failed with optimizations back then.


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 Post subject: Re: Air Raid preview
PostPosted: 11 Sep 2009, 22:13 
Game Developer
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Joined: 25 Jun 2006, 07:44
Location: Germany
Pendrokar wrote:
This won't be multiplayer player vs player right? Because AFAIK Regret's Mech Combat wansn't good for it because of high pings.

No, it's intended as players vs Gaia. You aim for the highscore while dodging missiles and flak fire.


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 Post subject: Re: Air Raid preview
PostPosted: 12 Sep 2009, 16:43 
Imperial Winter Developer

Joined: 24 Aug 2004, 07:59
Will be cool to see some of this stuff implemented into other games too.


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 Post subject: Re: Air Raid preview
PostPosted: 13 Sep 2009, 07:17 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Boooooo dogfights for gg.


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 Post subject: Re: Air Raid preview
PostPosted: 13 Sep 2009, 07:45 
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Saktoth wrote:
Boooooo dogfights for gg.

You can have dogfights with the NPC planes or you can stick players on different teams if you really want to fight them but I don't think it'd be much fun. The game quickly turns into a target rich environment where you have something to shoot at and something that shoots at you in every direction and you're busy dealing with flaks and missiles while keeping your combo going, a PvP dogfight just wouldn't have that.


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 Post subject: Re: Air Raid V1.0
PostPosted: 13 Sep 2009, 15:49 
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Joined: 25 Jun 2006, 07:44
Location: Germany
It's released!

Details are in the first post.


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 Post subject: Re: Air Raid V1.0
PostPosted: 13 Sep 2009, 15:56 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
Quote:
Controls are:
Mouse: Roll and tilt control
Left Mouse button: Fire the main gun
Middle Mouse Button: Select a new target for the missiles
Right Mouse Button: Launch the selected missile (if a target is available)
Mousewheel: Cycle through the missiles
Q and W: Rudder control

No joystick support? :(


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 Post subject: Re: Air Raid V1.0
PostPosted: 13 Sep 2009, 16:11 
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Joined: 25 Jun 2006, 07:44
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Nope, does Spring even have that?

Also I'm aware that the controls take a lot of time to get used to.


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 Post subject: Re: Air Raid V1.0
PostPosted: 13 Sep 2009, 16:13 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
http://springrts.com/phpbb/viewtopic.php?f=23&t=20214


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 Post subject: Re: Air Raid V1.0
PostPosted: 13 Sep 2009, 16:18 
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Joined: 22 Aug 2006, 15:19
awesome, also very hard. can i hope for inverted pitch control?

btw desperately needs music!


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 Post subject: Re: Air Raid V1.01
PostPosted: 13 Sep 2009, 21:00 
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Joined: 25 Jun 2006, 07:44
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Okay, tried to fix the crashbug.

Yeah, it should have music but I can't even play the triangle.


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 Post subject: Re: Air Raid V1.01
PostPosted: 13 Sep 2009, 21:42 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
Controls are indeed weird.


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 01:07 
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Joined: 17 Aug 2004, 22:15
Pretty awesome, I'd like to see respawning as the next feature. Like maybe a .. click to look look around, click to start again, click to quit.


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 01:25 

Joined: 18 Aug 2007, 18:04
Very awesome. All smooth and great when plating solo, though the controls are retarded, either invert (i.e make it rotate to the side of mouse movement) or include 4 keys.


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 07:13 
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Joined: 25 Jun 2006, 07:44
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Neuralize wrote:
Pretty awesome, I'd like to see respawning as the next feature. Like maybe a .. click to look look around, click to start again, click to quit.

It's been on my list even before the release but I decided to draw the line somewhere and getting the basic SP gameplay down was that line.


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 09:50 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Regret wrote:
Very awesome. All smooth and great when plating solo, though the controls are retarded, either invert (i.e make it rotate to the side of mouse movement) or include 4 keys.


Agreed, I can't fly this thing at all.

The game looks to be a lot of fun though. For whatever reason the plane seems really slow.

I would argue for making the ground targets 3x their current size and make the plane much faster.


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 10:59 
Map Creator
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
dling now :D


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 11:17 
Map Creator
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
this is utterly awesome, although extemely hard to control

however, any chance of an alternative switch target binding? my mouse only has 2 buttons.

also, it would be nice to have tags identifying convys like you get for other units and a distance indicator on each one

my other gripe was that enemy units are very very small- they could easily be twice the size and still be very difficult to see

might be cool to nab ba/ca aircraft boost trails and have some lups blur on the engine of the plane so it shows heat

I think the speed is just fine.

edit: I want playable wasps, hawks and flak :D


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 Post subject: Re: Air Raid V1.02
PostPosted: 14 Sep 2009, 14:16 
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Joined: 30 Jun 2008, 23:08
Location: Germany
i used xpadder and it works nice


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