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PermaGrin

Former Developers
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Everything posted by PermaGrin

  1. Hey guys, A buddy (coworker) and I, along with a few others just got our game released the other day. Candlelight description "A world cast into darkness... but there is hope. A lone candle must journey through a dangerous land to bring light back to the world. After a mysterious entity extinguishes all the candles in the land, a lone surviving candle sets out on a most important adventure to bring light back to the land. Get ready for an adventure that takes the lone candle through many unique and dangerous lands. Visit lost tropical islands, desolate deserts, lava filled volcanoes, vast oceans, dark forests, puzzling castles, and more. Jump, shoot, push, and burn your way through the quest of a lifetime." It is a charming little platformer about a little candle trying to save / "relight" his world. On PS4 and Steam, soon Xbox. https://store.playstation.com/#!/en-us/games/candlelight/cid=UP0518-CUSA01747_00-PIXELCANDLELIGHT http://store.steampowered.com/app/451200/ Check it out. Buy it. Thanks for looking.
  2. The future of RenX itself would not really hold that. As changing the theme aspect of RenX would result in it not being "Renegade". On the other hand, that is certainly one of the ideas for the future of Totem Arts.
  3. Worst case will be, not that RenX will be dead, but that the torch of C&C shall remain alive/passed. Best case, it grows.
  4. Bangladesh in the house!
  5. My favorite RenX moment is when I look at the site and see people playing online.
  6. I remember getting banned back in the day from a server because my one flame tank was able to kill 3 mammies in succession. I personally do agree that flame tanks seem to do a little too much damage VS armored units.
  7. Once more get used to the game and the mechanic and "Dos and Donts", you will see SBH become more of a negative impact on a team (Nod) than people realize. This mainly applies to time based games. SBHs can get over confident in their ability to place and defend a nuke. So you end up with either... a) SBH dying while trying to reach their target, thus losing out on 1400 bones very death. b) SBH being unable to successfully protect the beacon, thus resulting the enemy gaining points and credits. *I can recall many games with people yelling at teammates that keep trying to nuke unsuccessfully, ha* As mention, in a time based game, "giving" points away can turn out to be not very helpful. In the case of "un-reach-able" beacons, sadly that should just be brought to our attention (a screenshot of the location) and possibly just fixed through the game itself. Currently the beacon seems to be placed at your feet and then it drops straight down on to the first thing is hits. This can result in getting beacons into unforeseen places.
  8. Aside from using the UDK itself, Max and Maya.
  9. Combined RTS and FPS has been on my mind since before Renegade came out.
  10. Has been brought up before. My may look into something like this in the future. Something at least as simple as hit "M" to see an overview. My personal dream, so do not hold the team to it, would be to eventually get Squads if not a Commander also. Then at least through Squads, do a sort of Battlefield thing where the leader can plot waypoints. Then those can be seen on the map and world and provided bonuses, just like BF. And Commander mode....but that is waaayyy off.
  11. PermaGrin

    Music

    I recall asking Frank long ago about a custom track. At that time it would have cost $$$ based on his workload. Maybe we can try poking him again.
  12. In the process of being built and final testing. Came across some aspects that needed to be addressed which pushed it back some. According to the Facebook feed, should be another day or two. Personally, I never crashed on map change. Then we made this 1.1 patch and we(I) encountered crashed on a near consistent basis. Through testing, we think the found where/why/how it crashes. Did some changes and I was able to leave a guy in a server for over 12 hours without a problem.
  13. Were you playing a timed game or Marathon? Timed games can offer a close game based on good defending. Also, pedestal beacons have yet to be added. Once those are in, at least there is a chance to win with just one super weapon.
  14. Not unless EA wants to port it for us.
  15. Wishful thinking has us coming back and redoing BD, but updated to all the standards we end up with through updating the MP as we go.
  16. I think it would neat if we can get to the point to try and add some sort of sound option later on that would allow the user to disable or change the sound if they wish. The "change" would most likely just be through a set we setup or that plus the ability to add your own. But at the moment, attention to setting that up is low priority. I personally enjoy the sound.
  17. I always thought it would be neat to see a sewer (tunnel) systems accessed via ladders/manholes.
  18. How do walkers not "fit" into the FPS genre?
  19. Hardest part would be the "new tech". Walkers, underground, etc... The things that made Reborn difficult coming from Renegade. Dunno, those might even be easy, just never looked into it personally. After that, worst case, modders can port assets over. Since RenX would be the starting base, just like Ren was. Tib Sun was my favorite. Firestorm more so. Used to make tons of fan maps for that game. Modding that game helped my get to making this one in a way.
  20. Problem with maps of that size, is once you lose vehicle production...then it is time for them hiking boots. I did not mind Cario too much, pretty neat, but once you lost your WF/AS....zzzzzzzz Worst case, once modding capabilities get done, any one can make/add something like that.
  21. Glass in Hand of Nod was a quick / temp solution to give the players the ability to "shoot the windows out". Missing the windows, player missed shooting them out at the start of the matches. As for the WF glass. Actually the player would never really see it "gone". In the end, it should have shutters that close during vehicle construction, thus shutters that close upon death.
  22. An option like this may come in the end. At this point we have a large amount of "server side options" that people would like to see. Unsure on how many is actually feasible before we start running into too much clutter. Once we start looking into expanding the options to customize a server, pretty sure "all" can not make it in.
  23. Originally we had removed the reticle all together, for the PIC and Railgun. The thought was to make seemed "toned down" VS infantry while still being able to hit larger vehicles. For the shotgun, it just spreads in the circle anyway, never really needed "center" point of reference. Through feedback, at least something was added back. May look into this more as time goes on.
  24. Been noted and brought up. Multiple solutions are being looking into.
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