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 Post subject: Builds of Brigador
PostPosted: October 19th, 2013, 5:45 pm 
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http://www.stellarjockeys.com/matador/misc/Jsjgame1-release-Windows-2013-10-16-f105a89c392140.zip

changelog:

-agrav drop weakened and has smaller radius
-changed all debris / salvage data to be more brittle
-weakened both player and enemy armor
-made bwall impassable when destroyed
-patched area in t_gasworks_02 where player could path out of level
-changed laser to a beam, rebalanced
-modified damage values for all weapons but cannon
-added +1 to accuracy cone of all enemy weapons
-depot sprites now labeled
-enemies move faster but turn slower
-lowered cooldown on bullrush
-decreased armor dropped by enemy units by 25%


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 Post subject: Re: Builds of Matador
PostPosted: October 19th, 2013, 6:04 pm 
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 Post subject: Re: Builds of Matador
PostPosted: October 19th, 2013, 6:12 pm 
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Joined: September 14th, 2011, 5:10 pm
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This gives me a reason to fire up the laptop again!

Darkchild


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 Post subject: Re: Builds of Matador
PostPosted: October 19th, 2013, 7:33 pm 
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Joined: November 3rd, 2010, 8:29 pm
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Location: Stockholm
After a quickie, I say it's a great thing. I had fun.

The tank was most straightforward to drive and shoot.
Cannon + Flamer combo was the best. I also tried running dudes over, but that didn't work unless I was "boosting" with tank. There was something very dirty and satisfying in being able to snipe with the cannon half a screen away.

The mech felt more like a MechWarrior thing, with acceleration and no sidestepping/strafing. The stomp attack was cool though. I guess you need to put some audio cues into that, also some more secondary animation maybe? It didn't feel "heavy", more like a careful footplant. This contrasted with the lumbering movement of the mech. Either make the movement snappier and more controlled and make animations that fit with it, or make the stomp a lot "heavier". Still it was the most fun I had. I also believe that the mech should have the flying speeder's controls, but that's not really my business.

The speeder thing was for me very awkward to use. Somehow I'd rather want it to jump than to stomp. Also a design choice, and not a flaw or anything.

Oh yeah, the ambient music stopped playing after a while. I guess it was cued to stop when I've killed enough gangers to proceed?

I really liked the lighting effects on the everything. That was very cool. More later, I need to sleep.


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 Post subject: Re: Builds of Matador
PostPosted: October 19th, 2013, 11:30 pm 
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Joined: October 11th, 2010, 8:13 pm
Posts: 715
Location: Hvarfheim
Attachment:
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ohno.PNG [ 4.63 KiB | Viewed 6661 times ]


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 Post subject: Re: Builds of Matador
PostPosted: October 20th, 2013, 12:50 am 
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@Outlander yeah I seriously have no idea why everything on their domain fails security certificates, but they do. They're totally kosher though. Except for the files labeled UGGBOOTS_NOT_A_VIRUS.EXE, I wouldn't download those.


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 Post subject: Re: Builds of Matador
PostPosted: October 20th, 2013, 1:26 am 
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hey you crazy kids-- this thread is for posting builds and pertinent info. Stick all yo chit chat in the "Matador discussion" thread ya dinguses


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 Post subject: Re: Builds of Matador
PostPosted: October 26th, 2013, 2:28 pm 
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http://www.stellarjockeys.com/matador/misc/Matador-Mtest4.zip

CHECK IT OUT


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 Post subject: Re: Builds of Matador
PostPosted: October 28th, 2013, 12:07 am 
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Joined: August 18th, 2010, 11:21 pm
Posts: 394
Hellz yeah!


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 Post subject: Re: Builds of Matador
PostPosted: November 12th, 2013, 9:58 pm 
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http://www.stellarjockeys.com/matador/misc/Matador-Mtest5.zip

NEW BUILD!

*****you have to put in a custom shortcut to run the game*****

I've included a sample shortcut with the game so you can see, but you'll have to change the pointer. In addition to your custom resolution, the Target field must show "-vram 1024" so the end of the Target field should look like:
\game.exe -vram 1024

New weapon, the mortar!
Gibs!
New enemies the Spacers!
New playable units!
Check it out!


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 Post subject: Re: Builds of Matador
PostPosted: December 10th, 2013, 2:42 pm 
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Joined: October 11th, 2010, 3:46 am
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Location: Moscow
Isn't there meant to be a new build by now since those past couple of streams?


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 Post subject: Re: Builds of Matador
PostPosted: December 10th, 2013, 10:34 pm 
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yeah sorry about that-- we'll have a new build posted this weekend. I've been pretty majorly overhauling what's in there currently.


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 Post subject: Re: Builds of Matador
PostPosted: December 15th, 2013, 4:24 pm 
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NEW BUILD!-NEW BUILD!-NEW BUILD!-NEW BUILD!-NEW BUILD!


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 Post subject: Re: Builds of Matador
PostPosted: December 16th, 2013, 6:57 am 
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I cant get it to work :( I did the custom shortcut -fullscreen resolution -vram 1024 thing but I just get a black screen then kicked back to desktop.


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 Post subject: Re: Builds of Matador
PostPosted: December 16th, 2013, 9:22 am 
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Joined: October 11th, 2010, 3:46 am
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Location: Moscow
In the version I played I think I was getting an issue where the full screen shortcut wouldn't fly, so I just had to have it windowed and scaled down a bit (as opposed to playing at 1920 billion x 3840 quadrillion or whatever the fuck it's originally at). So just try windowed with resolution minus the full screen tag in the custom shortcut. Worked(ish) for me.


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 Post subject: Re: Builds of Matador
PostPosted: December 16th, 2013, 10:15 am 
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Will do, thanks.

Darkchild


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 Post subject: Re: Builds of Matador
PostPosted: January 7th, 2014, 9:06 pm 
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New preview build for you guys to play with!

So, some major changes here if you've played any of the previous builds. First, the lethality is very high-- trying to just tank hits will get you torn apart, unlike in the old builds. Also, health works a bit differently; your armor pool is pretty large, but very difficult to replenish-- the little health drops from enemy units only restore a small fraction, so it's much more of a long game component. You have to be careful about your engagements, otherwise you'll get whittled away by minor units.

Another point is that vehicle facing is much more important now. Hits on your front only do 40% damage, while rear hits do 150%, and most enemy units have much stronger shielding on their fronts. If you try and just brute force it too many times you'll burn through all your ammo, which is much more scarce now.

The middle mouse button is your defensive ability-- either a smoke launcher or an emp. Smoke fires like artillery, and within limited range should land in a spread around where you aimed. This allows you to deploy it in an advanced position, or if your cursor is over your tank you'll pop it immediately on your current position. Popping smoke directly on your position causes a much smaller dispersal but is nearly instantaneous so it makes for a good panic button. Smoke has a cooldown of 15 seconds, and has no other costs to deploy. The emp can be fired once every 20 seconds, and for 6 seconds will shut down any vehicles in a large radius around the player, as well as temporarily deactivate their shielding, making disabled targets easier to destroy.

Last, in addition to your two primary weapons, there's a high power, low ammo alternate turret mount-- the 2 and 3 keys switch your right mouse button between your secondary MG and the special mount, which is either a powerful mortar or a railgun. Both weapons are very powerful but very low ammo, so use them sparingly.

Oh, and watch out for the tower tanks, they're real bastards now. (also there's a rare chance that a pod agrav will spawn with a suicide package instead of a weapon, so keep an eye out or you're toast)

Alright, that should about do it. Please give it a go and tell me what you guys think! I realize there are much fewer options to play with on this build, but i needed to cull the herd in order to refocus the design of the game. Also, bonus burgers if you guys stream and/or record your runs. May be a free game in it for you if you do (wink wink)

Here it is in all its glory: http://www.stellarjockeys.com/matador/misc/newdatatest2.zip


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 Post subject: Re: Builds of Brigador
PostPosted: April 18th, 2014, 12:31 pm 
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LORE ALERT LORE ALERT

This isn't actually lore, but I now have private tester keys ready for distribution-- so hit me up on steam / the GWF group chat and i'll give you a key. The current steam build is shite, but I'll be fixing that next week once I finish making this trailer.

In other news, we hired Makeup & Vanity Set to score the game and he's killing it so far.

The official steam store page is live (though it's only 'coming soon' atm), and we also now have a steam community page for the game so you guys will have two places to be silly. Feel free to bring the full wonder and ridiculousness that is GWF over to it.

Shit's getting real now fellas.


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 Post subject: Re: Builds of Brigador
PostPosted: April 18th, 2014, 2:06 pm 
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Joined: February 20th, 2012, 1:26 pm
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Hype.


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 Post subject: Re: Builds of Brigador
PostPosted: April 18th, 2014, 4:28 pm 
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Joined: October 23rd, 2010, 6:49 am
Posts: 639
Location: Zagreb
M&VS?!?!? Man, I put stuff someone posted by them a while back on my night cruising music CD for my car.

Hella hyped.



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 Post subject: Re: Builds of Brigador
PostPosted: April 18th, 2014, 9:11 pm 
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Joined: October 11th, 2010, 8:13 pm
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Location: Hvarfheim


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 Post subject: Re: Builds of Brigador
PostPosted: April 28th, 2014, 2:52 am 
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Joined: August 6th, 2011, 3:48 am
Posts: 869
Location: Angleterre
The latest build on Steam is great. I love the Troubadour (or whatever the bike with the aux weapons is called).

I really like the levels that have a long and straight road section. When I complete the level and I race down them to the checkpoint I half-expect some sweet electro-tune to start playing.


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 Post subject: Re: Builds of Brigador
PostPosted: April 28th, 2014, 1:40 pm 
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Fonic wrote:
The latest build on Steam is great. I love the Troubadour (or whatever the bike with the aux weapons is called).

I really like the levels that have a long and straight road section. When I complete the level and I race down them to the checkpoint I half-expect some sweet electro-tune to start playing.


Troubadour is OP.


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 Post subject: Re: Builds of Brigador
PostPosted: April 28th, 2014, 4:47 pm 
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Joined: November 23rd, 2010, 1:57 pm
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wake wrote:
LORE ALERT LORE ALERT
Shit's getting real now fellas.


Logged back in after a few years and what a post to return to!


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 Post subject: Re: Builds of Brigador
PostPosted: April 29th, 2014, 2:40 am 
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Location: Angleterre
Chaya wrote:
Troubadour is OP.


:|

If the Troubadour is nerfed then I quit 4ever.


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