After a week of searching out the house I've come to the realization that I've terminally misplaced my CPP. So another CPP was ordered today, just for IF.
Didn't you had a N3DS?
After a week of searching out the house I've come to the realization that I've terminally misplaced my CPP. So another CPP was ordered today, just for IF.
I was about to get one this month, but instead my gadgetry budget went toward other things. So a CPP is as much as I can afford to improve my online IF performance at the moment.Didn't you had a N3DS?
Seems to be one of those cases were the opinion can be valid or invalid according to ones knowledge about something. If you didn't know this was coming from a small dev (small even by indi standards) at a budget price and assumed it was from a big publisher i could see how complains about how umpolished and generic it looks. People familiar with the development circumstances had the expectations in check. In that sense the draw of the game is more of a tech curiosity.
For those that play it? How well it compares to the original demo and how well it retains the 60 FPS and 30 in 3D mode?
i do wonder about why the developer omited the following:
1) Why they don't give the option to set movement to the C stick and aiming the left circle pad?
2) Why there's no gyroscopic assist option? since it can be more precise than a thumbstick in some cases. And people tell me that the N3DS can work with this type of aiming withouth braking the 3D effect, making it even weirder.
3) IS VD Dev pitching this engine for potential licensing? The demo reel makes it seem like it will. Prime games could be a good candidate for this engine. The action scenes seem to be in order with what we saw in the first 2 Prime gamjes.
i was thinking since forward, back and strafe movement is less reliant on precision for this game it could be a potential good trade of to switch the C stick and circle pad functionality.I'm not sure the C stick works well for lefty mode but I haven't tried it(with KI Uprising).
I doubt they have the desire or the time to license the engine out. You need a support team for that stuff.
If I were a VD-dev, I'd be working right now on my IronFall for WiiU, with cross-platform multiplayer.Regarding the licensing i was kind of been optimistic about it. It doesn't matter how effcient an engine might be if the support (like you pointed out) and the tool set is not refined enough. Good tool development takes a lot of time and iteration, something that a small team of devs like this can't afford.
If I were a VD-dev, I'd be working right now on my IronFall for WiiU, with cross-platform multiplayer.
On an unrelated note, I finally raised online rank* tonight. I've become quite efficient with the stylus, but my left palm is hurting from the 'fire clutch'. I need that CPP soon.
* You gain rank when you collect certain amount (different per rank) of online credits. The thing is, you only gain credits when you finish first in a free-for-all. Among 6 players, chances are many of them with N3DS' or CPP's : /
That's the point - they wouldn't need an effort of 3ds-heroic proportions to get an up-port of IF on wiiU. As much as they've talked about writing stuff in assembly, I'd expect they also have a 'vanilla' C version of the engine, if nothing else just because assembly is not a good language for prototyping stuff.How much of the code would be reusable, though? Wouldn't they need to rewrite their engine? Well, I suppose they could clone the game using Unity.
I'm fairly far in the full campaign on hard difficulty at it's quite challenging.Just got this today, the demo version that is, i hope it's good because sometime ago i did see the original trailer & it looked & sounded really good, the £18 full game cost though it had better be really good!
Hi Blu, if you don't mind kind you adress some of my inquiries about the graphics? Is it maintaining the traget frame rates in both 2D and 3D modes? And how do you think it fares, strictly in terms of technology in relation to other graphically intense games in the platform?If I were a VD-dev, I'd be working right now on my IronFall for WiiU, with cross-platform multiplayer.
On an unrelated note, I finally raised online rank* tonight. I've become quite efficient with the stylus, but my left palm is hurting from the 'fire clutch'. I need that CPP soon.
* You gain rank when you collect certain amount (different per rank) of online credits. The thing is, you only gain credits when you finish first in a free-for-all. Among 6 players, chances are many of them with N3DS' or CPP's : /
So, should we expect to see this in North America on Thursday?
I'm fairly certain it's 60fps stable in 2d. Not so about 3d. Actually, I'd say it's 30fps there, but I could be wrong just as well, just because the crosstalk/ghosting clouds the fps perception in 3d. Still, I'm more inclined toward 30@3d.Hi Blu, if you don't mind kind you adress some of my inquiries about the graphics? Is it maintaining the traget frame rates in both 2D and 3D modes? And how do you think it fares, strictly in terms of technology in relation to other graphically intense games in the platform?
I'm fairly far in the full campaign on hard difficulty at it's quite challenging.
There's one enemy so far which I'd call the proverbial bullet sponge, and it actually has a weak side.In what way is challenging? Because too often "hard" means that the enemies become bullet sponges, throw more random crap (CoD grenades)or other un-fun mechanics. :S
That's the point - they wouldn't need an effort of 3ds-heroic proportions to get an up-port of IF on wiiU. As much as they've talked about writing stuff in assembly, I'd expect they also have a 'vanilla' C version of the engine, if nothing else just because assembly is not a good language for prototyping stuff.
That surely is a valid opinion. My ~6h of campaign and online multi say otherwise, though.This game is only valuable as a tech demo for modest hardware; porting it to Wii U or any other higher-spec platform would be a complete waste of time.
Well yeah it's less than £20 if you both both single player and multiplayer which is cheaper than most 3DS games. Hell if people want to compare it to the polish of Resident Evil Revelations they should keep in mind that Capcom wanted to charge $50 for that in the US[...]
to be fair, re:re was worth those 50 bucks, more so than most other games that go for way higher
I've been thinking about picking this up. even though I wasn't that keen on what I saw during the demo, I'm still kinda curious about the rest.
Yeah totally. Resident Evil Revelations is one of the best games on the 3DS but it's not fair to compare a ~$20 game made by three people to even a $40 game by a big team from a major publisher.
I'm extremely confused as to why the developers considered a free demo version to be a good idea. VD-dev are known for impressive tech and Ironfall certainly looks impressive for a 3DS game, but at the end of the day it still just feels like a tech demo. Once you've seen the game running, there's not really much of a reason to continue playing.
I'd say the second area is cleary better looking than the first. That said, the campaign (as far as I'm in, anyway) doesn't shine with vistas or general artistic inspiration - everything in the game speaks of competence, but that's as far as it goes visuals-wise. At the end of the day it takes plenty of good artists to create a visually stunning game - something VD-dev did not have. So, if you're not in for the mechanics of a good shooter and the competitiveness of the online multi (or heck, the challenge of the AI on hard-mode campaign), there might not be much else in the game for you.no disagreement there.
I'm on the edge of buying this, but I'm not yet fully convinced...
anything I should know that may push me over the edge?
The demo didn't really impress me technically, are there going to be any more impressive looking areas later on?
Protips: for the stylus, set horizontal sensitivity to 75% or more. When doing u-turns, use double-tap down on the stick, RE:R-style.Game's pretty and all, but I'm not liking how I have to swipe the stylus so much just to turn. This was especially dumb while going up a few flights of stairs, having to keep repeatedly swiping the screen just to see where I was going. It could really use higher sensitivity options, or it'd be nice if the game could realize that, since I didn't keep the stylus on the screen, I wanted to keep turning in that direction, much like how Kid Icarus works.
Will try this tonight. Thanks for the heads up.
Game's pretty and all, but I'm not liking how I have to swipe the stylus so much just to turn. This was especially dumb while going up a few flights of stairs, having to keep repeatedly swiping the screen just to see where I was going. It could really use higher sensitivity options, or it'd be nice if the game could realize that, since I didn't keep the stylus on the screen, I wanted to keep turning in that direction, much like how Kid Icarus works.
I maxed it out. Still too slow for me. U-turns weren't an issue. It was mostly anything between 45 and 90 degree turns that had me swiping more than I thought should be necessary for a maximum sensitivity setting. Using a stylus for pointing allows for a lot of precision in itself, so much so that it's really weird to me how they thought the sensitivity levels in game needed to be so tight. It makes me think that stylus controls were an afterthought and the game was meant for a C stick. If others are using these controls and having fun with it, that's great. It doesn't feel right for me though.Protips: for the stylus, set horizontal sensitivity to 75% or more. When doing u-turns, use double-tap down on the stick, RE:R-style.
An option to turn it off in Kid Icarus would have been welcome, for sure. It'd also be a welcome option to turn it on in this game. I thought it worked pretty well for quick camera movement.I found this really irritating, along with the pointer momentum. I wish I could turn that off.
In the OP:Is this game supposed to be free? Because it is.....on the American eShop right now. I don't get it. Is there in app purchases or something?
Game's pretty and all, but I'm not liking how I have to swipe the stylus so much just to turn. This was especially dumb while going up a few flights of stairs, having to keep repeatedly swiping the screen just to see where I was going. It could really use higher sensitivity options, or it'd be nice if the game could realize that, since I didn't keep the stylus on the screen, I wanted to keep turning in that direction, much like how Kid Icarus works.