xellos49698
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- Nov 4, 2017
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I would if jump actually worked normally, instead of half the time. Again, the ability to get up when H attacks are taking place doesn't work either. Once you are naked it's basically game over.
The jump button being "bugged" might be because you're low on stamina, which causes some of your actions to not happen.I would if jump actually worked normally, instead of half the time. Again, the ability to get up when H attacks are taking place doesn't work either. Once you are naked it's basically game over.
Let me help you out here. If you want to beat hard mod, a few things you should know. First to answer your questions:I would if jump actually worked normally, instead of half the time. Again, the ability to get up when H attacks are taking place doesn't work either. Once you are naked it's basically game over.
Soul games do this but allow you to upgrade the stamina bar allowing the player to do more plus they are not platformers where the core gameplay is around moving up and down. This allows the players to become braver which allows them to make mistakes. If you never feel powerful in a game your going to do cautious means of beating said game which means your taking little to no risk and basically making encounters easier by not challenging yourself to be better at the game.They intentionally put a limit on just the ability to jump, but also attack. didn't you play any souls like game? where the stamina meter dictates how what and how much of an action you can take before you have to wait for it to recharge.
it's hardcore for a reason. i guess some of us are masochist who want to keep trying and failing at hard af games until we do succeed, and gain satisfaction from beating it... not the meat i mean![]()
There also is no place in souls games where you can 100% avoid threat like you can from jumping in a platformer. My choice for this is mana generation from basic attacks when not shielded. Spend more points on INT since it grants % of max MP as a reward. Killing becomes a lot faster if you take risks by basic attacking monsters successfully. As with all the choices in the "hardmode" mod, it is purposefully made to not be actually hard since there are casuals that go into a froth when they don't immediately understand how to overcome a challenge. The other angle is that the mod needs to work more or less with the the vanilla AI and layouts. Frankly speaking, vanilla was not built as a challenging or complex platformer. All I've done is attacked some angles (as quickly as possible) that were completely trivializing game for me. AQ:E is a platformer with huge amounts of vertical capabilities given to the player but nearly none of the obstacles or monsters were designed to challenge that. It is going to be a nightmare to introduce mechanics that change the player in a way that forces them to play in a "fair" manner for monsters as they are right now. Not to mention, many of the monsters are very boring too so forcing you to interact with them exposes how thin the actual combat is in AQ:E vanilla. Unfortunately, I'm just not very interested in sinking lots of time into changing the monsters to have the verticality needed to interact with the verticality of the level designs and the verticality of Ellen's movements since there is something else I'm working on. (I'm not abandoning the mod, it is just on ice because I think it is in an "okay" spot right now)Soul games do this but allow you to upgrade the stamina bar allowing the player to do more plus they are not platformers where the core gameplay is around moving up and down. This allows the players to become braver which allows them to make mistakes. If you never feel powerful in a game your going to do cautious means of beating said game which means your taking little to no risk and basically making encounters easier by not challenging yourself to be better at the game.
If you're using hardmode mod, switch resolution to "Actual" and create a shortcut to the game with -popupwindow at the end of the Target. You should get actual borderless fullscreen in addition to running at your native resolution. Close and re-open the game if needed.Ok so the game runs at 1080p max. I was wondering if it possible to change the resolution of the game to 2160p? Since i am playing on a 4k monitor.
Agreed. Honestly in my opinion you could call this mod finished. Its much more challenging already.(I'm not abandoning the mod, it is just on ice because I think it is in an "okay" spot right now)
Oh my god. Thanks, the quality difference is huge between 1080p and 4k.If you're using hardmode mod, switch resolution to "Actual" and create a shortcut to the game with -popupwindow at the end of the Target. You should get actual borderless fullscreen in addition to running at your native resolution. Close and re-open the game if needed.
he's maybe 100% on doing the game and just dont have time for that?You can just ignore those really old posts; they were wrong back then, as people couldn't be bothered to actually read for themselves before they posted criticism. While Grimhelm did have a monthly pay plan, he stated up front that the game would be $10 when he finished, but that you could buy the game ahead of time, or any amount that you sponsored him with would be automatically put towards the finished product.
The only problem, is that despite having 3 different forms of development websites, Grimhelm didn't post updates in an acceptable manner. Although I never doubted his intentions, given his track record. Dude really needs some social marketing skills, though.
In souls games the player can dodge attacks by moving out of range or going to higher ground, or outside of the boundaries a monster can pursue and use the varies sniper nest to pick off some of the monsters that lack the abilities to reach the player this isnt true in all areas but this is also true in aqe.There also is no place in souls games where you can 100% avoid threat like you can from jumping in a platformer. My choice for this is mana generation from basic attacks when not shielded. Spend more points on INT since it grants % of max MP as a reward. Killing becomes a lot faster if you take risks by basic attacking monsters successfully. As with all the choices in the "hardmode" mod, it is purposefully made to not be actually hard since there are casuals that go into a froth when they don't immediately understand how to overcome a challenge. The other angle is that the mod needs to work more or less with the the vanilla AI and layouts. Frankly speaking, vanilla was not built as a challenging or complex platformer. All I've done is attacked some angles (as quickly as possible) that were completely trivializing game for me. AQ:E is a platformer with huge amounts of vertical capabilities given to the player but nearly none of the obstacles or monsters were designed to challenge that. It is going to be a nightmare to introduce mechanics that change the player in a way that forces them to play in a "fair" manner for monsters as they are right now. Not to mention, many of the monsters are very boring too so forcing you to interact with them exposes how thin the actual combat is in AQ:E vanilla. Unfortunately, I'm just not very interested in sinking lots of time into changing the monsters to have the verticality needed to interact with the verticality of the level designs and the verticality of Ellen's movements since there is something else I'm working on. (I'm not abandoning the mod, it is just on ice because I think it is in an "okay" spot right now)
It took him years to finish the game. It's more than likely that he only spent like 10 hours or so a week, poking at the game code and what not. As someone whose dumped hundreds of hours into similar stuff, I can relate to getting burned out fast and not wanting to keep working on the same thing full force for so long. At least, that's my assumption. If he was 100% working on the game with his free time, it would have been finished long ago.he's maybe 100% on doing the game and just dont have time for that?
If i remember correctly he was coding and doing all the stuff for the game alone.It took him years to finish the game. It's more than likely that he only spent like 10 hours or so a week, poking at the game code and what not. As someone whose dumped hundreds of hours into similar stuff, I can relate to getting burned out fast and not wanting to keep working on the same thing full force for so long. At least, that's my assumption. If he was 100% working on the game with his free time, it would have been finished long ago.
I mostly meant, it wouldn't have hurt him to spend 10 minutes of his time, posting an update once a week. Doing that would have greatly improved his popularity and funds. Instead, he chose to go dark for literally half a year between each of his posts. It's nice that he had a new build each time he did, but I think everyone would agree that it would have been better for him to spoon feed us information, rather than to just "surprise" us after long gaps.
Then again, he's claimed before he's not great at that stuff, and I can kind of relate, since I don't bother with Twitter, and I only use Facebook less times a year, than I can count on one hand. But I also don't have fans and possible customers to keep informed. Even just a simple "Hey guys! I'm still around, but my job/disease/life/cat/masterbating has kept me busy", would have gone a long way to debunk the constant "this guy is fake" posts that I saw hundreds of times here.
Nah, it's made to look like merged women, the same way some ennemies looks like body part merged to make a new being.am i the only one seeing a bunch of naked women in the motherbrain instead of a brain
or maybe i just have played too many eroge's who knows
Yeah, but most of the projects you see on this forum and Patreon are done by one guy. To be fair, he also probably used a pre-existing game engine, and he had experience on his side, as it wasn't quite the first time he made a game of this type. If you look at older posts, you'll also see that he had a ton of other assets he didn't bother to include in the game (not sure why, it's not like he has a publisher urging him to release the game on a specific date), so he had plenty done by himself.If i remember correctly he was coding and doing all the stuff for the game alone.
Yeah, but most of the projects you see on this forum and Patreon are done by one guy. To be fair, he also probably used a pre-existing game engine, and he had experience on his side, as it wasn't quite the first time he made a game of this type. If you look at older posts, you'll also see that he had a ton of other assets he didn't bother to include in the game (not sure why, it's not like he has a publisher urging him to release the game on a specific date), so he had plenty done by himself.
My point, is that if he even had 5 minutes of time, even while eating his morning toast or whatever, he could have posted a few sentences once a month. For comparison, one of my friends works fulltime 60+ hours a week, yet he still manages to text me once a week. It's just something you can't really ignore this day and age, when you open yourself to the public like that.
If it wasn't obvious, I'm not shitting on Grimhelm, I love his game, and I've put in my fair share of hours with my map to help the community enjoy it too. However, the lack of information he relates to his fans is the clear reason as to why he isn't more widely known amongst our humble perverted community, as with creators like Creambee or WASHA. I've been wanting to do a Patreon of my own, but I don't think I could keep up with the social demand and monthly updates like most of those people do, so Kudos to them on that.
I'm just saying, that Grimhelm could have earned thousands of dollars, instead of hundreds of dollars, simply by maintaining his social status. And increase his confidence as a creator by extension too, because if you follow him enough, you'll notice that he's worried about the quality of his work, which is probably another reason why he worked on the game so infrequently.
It is still a really really bad approach to take when dealing with investors because patreon is just a new investor model. A traditional smart investor would not just hand over a large amount of money for a project without requiring regular updates for milestones. Patreon patrons are probably the dumbest investors I've seen. For better or for worse. They are generally the real problem with the stigma that comes with all patreon projects "which tend to never materialize into something good". Traditionally speaking, a game studio needs to produce a proof of concept game and show it to classic investors to get the first round of funding assuming the proof of concept is compelling. Be wary of any patreon that just publishes a game trailer since it doesn't take much time to make one. Unless you know who is on the team and they have demonstrated all skills necessary to build the game they say they are building, then it is probably time to walk away. Luckily grim has delivered multiple times but I'm just not comfortable burning money with his patreon platform. It is high risk and you don't have any idea how many years you are going to be forking over money before he delivers.There has always been a lack of communications between game companies and the player base. One thing I like about patreon and a small group of staff, or even just one developer is that they communicate often like on discord or patreon. They even take notes, and apply patches or updates we suggest.
Its true that Grimhelm hardly updates us. His last post was on May 26th on his patreon. Not a word ever since about his upcoming game. Even in the past he just surprise us with a new version and then there is the "im not dead" post on his blog xD
Perhaps there is a reason. Maybe he's actually being bothered by people and just decided to work on his game at his own pace and just want us to know he's still working on it by posting ever x months. I dunno.....