Phase gates are NOT in the version you can download - I added them to the current working version, which is the code I am working on now, and is not available for download yet. They do work, but you guys haven't got them yet, only I do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
It does crash a lot, and that's due to the memory leak which I am trying to lock down as we speak. I can't find where it's leaking, but I'm looking.
You can gestate from Skulk to any other life form, and from any other lifeform to Skulk. It stops you from accidentally gestating from Onos to Gorge, for example. You don't have to kill yourself to change lifeforms - just gestate back down to Skulk and go from Skulk to where you want to go. Gestating back to skulk takes two seconds and the system is worth it to help prevent wasting lifeforms by accidentally gestating.
Skulks and Lerks have been turned around in the current working version.
I don't want to change the cost of things - I'm trying to keep it as close to NS as possible. I'd rather change stats and availabilities to nerf or buff things. I'm working on features and content at the moment (alpha versions) - balance comes later, in the beta versions.
The idea for using an entirely separate unit for aliens with traits might be workable. I hadn't thought of that, I'll see where I can go with it.
Moving through two square corridors won't happen in Beta releases - the maps will be much bigger, with subsequently wider corridors. The maps you guys are playing on are for testing purposes only, and they're small because there's little point making big, detailed maps when you're going to replace them all for the final release anyway. For the same reason, that's why the minimap is so small. Larger maps have larger minimaps, so you'll see that fixed up in the final releases too.
I'm considering releasing the map editor so that people can play around with maps and possibly get me some decent tester maps as well. I don't want people messing around too much, however, so I'm not sure whether it's a good idea at this stage <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> We'll see.
Medpacks do, of course, cost money to place. Because I find medspam to be unbalanced, I also added the resupply feature so you couldn't place too many in rapid succession. That also nerfs HA medspam - although possibly not enough. I am considering a system where you can only have as many medpacks as you have armories, for example - so in order to make medspam even <i>possible</i> you'd first have to build and maintain entire banks of armories, which isn't practical. Comments?
Trevelyan, do you mean Scroll Sensitivity? This will come in the final release - note the inactive 'Options' selection on the main menu. These things are detail - they'll come later.
You can recycle buildings by selecting them and pressing DELETE. You can suicide your units in the same way. Marines get half cash back for structures recycled - aliens don't (cause they can't recycle in original NS at all!)
The RPG functions a little differently to what you might expect. I can't use the ordinary GL because the GL gets its power from being able to bounce grenades all over the place, and my game engine hasn't got a physics engine to use that sort of system. Therefore, I'm using a linear-fire RPG instead. It does indeed have the longest range of any weapon, and the most powerful, too (it's almost equivalent to a seige cannon). However, it takes time to lock onto the target. If you sit a guy with an RPG at about seige distance, leave him there for about ten seconds and he'll take his shot. It'll kill a HA in one hit and make an Onos cry very loudly.
You can drop HMG's by aiming with the mouse within range of an Armslab and pressing 'O' for orange, on the keyboard. The keys mentioned in the manual are outdated.
JP is still good for speed boosts. They *were* used to get you back into the attack after you were killed, but now that I've added Phase Gates they'll be less useful. They might be considered a sort of <i>medium</i> armour because they do take reduced damage from enemy fire. I'll look into that when we have some playtesting with phase gates.
I'm considering how to implement Welders, since each unit can only have one weapon in my game engine. What I <i>want</i> to do is be able to drop Welders like any other item, and Marines can collect them like anything else. I want welders to be able to repair buildings, and also to heal HA's. I want medpacks to <i>not work</i> on HA's, so that they are dependant on Welders just like they are in the original NS. This can all be done, but not easily. It'll take a while to code. Thoughts on this system?
My biggest problem is that I code a lot of stuff to be generic, for ease of implementation in the future - makes it easy to add new content to the game because all the rules automatically apply to new stuff (the engine knows that medpacks will heal a unit by default, for example, I don't have to code that functionality for every new unit I add to the game). That works backwards, sometimes, because in this case I want medpacks NOT to work on HA, and that's where my problem is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'll work on it, but in this case I'd like comments on the system before I get started. What do you all think?
It's very funny game:) I hope you will finish it, because AI of bots is poor now. On the ther hand the Idea of create this game is good. I wrote some info about your project on <a href='http://www.natural-selection.pl' target='_blank'>polish NS site</a>. Good luck.
you could do the welders like when you drop them, the marine automatically welds any HA or building in his area, the same way they build. a marine wont be able to weld until he gets a welder.
Lots of people have asked about welders. They are a problem for me to code, because each marine can currently only carry one thing; usually that's a weapon, and if I give them a welder instead they'll lose the ability to shoot at aliens. Obviously that's no good! I really want to include welders though, so rest assured: I'm working on it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I haven't received any comments on my HA welding system described in my huge post two or three slots above this one. I really need feedback on this because it'll be a major project for me to code. I don't want to start it if people think it's a bodgy idea! Please comment.
I'm looking for someone to host the website, someone with a suitable domain name who won't mind publically endorsing my game. I'd like support for a PHP forum system like this one and enough space to host the game and swath of related material that I use to share between team members. 100MB should do it.
Is anyone in contact with Flayra? I'm not sure if he personally frequents these forums. I'd like for him to see the game and to add his comments and criticisms. Would someone point him in the direction of this thread?
Well, you could always make a new group of marines with some kind of "welding" attribute. So if you drop a welder on a rine with a shotty, he'll disappear and "rine w/shotty v2" will appear in his place. All HAs and buildings in a one-unit radius of him will automatically be welded or something. So the welder won't be a weapon exactly, more like an attribute.
try it as a research thing, you research it at the armoury (like you do nades, i'll explain that idea.) and marines would be able to wield, start with wielders, ect. Considering you have a Supply Ststem like C:FW, i was thinking, you could research nades, and have them as a specal ability that would take up ammo, much like the Monoliths Agur Ray, just my thoughts.
It may be just me...but I couldn't find a "quit" button anywhere in the game. When I got bored finally, half way through a game, I had to alt-tab out in order to close it.
Heh. The only actual button that's visible in the game to exit is on the main menu. You can suicide all your marines (or lifeforms) and recycle all your IP's (or hives) by selecting them and pressing delete, which will lose the game and return you to the menu where there's an exit button.
... Or you <i>could</i> just press F12 during the game, which quits instantly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I'm still looking for an artist willing to contribute time towards the project. This is a big requirement for progress - if anyone knows anybody, please point them in my direction. Web hosting would also be nice for anyone willing to assist.
In the absence of useful comment from people on the Welder system I've put forward, I'm just going to go ahead and do it. If it sucks, too bad, nobody gave me any better ideas <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Doesnt need to be a weapon, just an attirbute on each marine that is set. If a marine picks up a welder, then it gets set to true. Then when the marine is within distance of another marine (maybe not walking for balance issues?), he welds him automatically, or at least attempts to. Maybe can set it up so when welding is true, he can't fire, and he takes firing over welding or such.
Yeah, that's the system I'm planning. It requires extra coding though - if the welder were an ordinary droppable item then I could just set its attributes and include it in the normal item dropping routine, but if it's not truly a droppable item (weapon pickup) then I need to code a whole brand new system specifically for the welder. I think it is the best way to go, though, so I'm thinking through ways to make it happen.
Still hoping for comments on my HA welding system I described above somewhere. Feedback is a good thing.
Tha game is being programmed in <a href='http://www.darkbasic.com' target='_blank'>Dark Basic</a>, which is a procedural language similar to other forms of Basic. It's very advanced, very easy to use and craps all over C++.
just a little question.... how you play aliens? I mean how to choose your team? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Only two maps have the Aliens on them, and when you pick those maps it's purely random whether you play as Aliens or Marines. The final release will have an option, but for the time being you'll have to make do with the randomness. The maps with Aliens are Skirmish/Skulk Garden and Warpath/Three Bases.
Havent tried it, but it looks like EXCELLENT comm training (training = teaching the basics). Comming has a really steep learning curve, with people flaming you the whole way.
TBH this sounds a bit like what Unknown Worlds are planning to do with NS/DS for the Nintendo DS :/ I havnt read ALL the posts here so I'm not sure if the Unknown Worlds team know about this, but I'd of asked before beginning to make this if i were you :/
<!--QuoteBegin-Catastrophe+May 10 2005, 07:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catastrophe @ May 10 2005, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->TBH this sounds a bit like what Unknown Worlds are planning to do with NS/DS for the Nintendo DS :/ I havnt read ALL the posts here so I'm not sure if the Unknown Worlds team know about this, but I'd of asked before beginning to make this if i were you :/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yea, better watch out! Flayra might sue you.
Man, I can't wait until NS/DS is done. It's gonna be OFF THE HOOK.
I just wonder if I am the only one getting this error "Runtime Error 1512 - Display not supported by available hardware at line 0". I would also like to know how to fix it.
Personally, I rather like the silly AI pathing. It makes me feel like I'm commanding real marines. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Me: Go to your waypoint! AI: Walks around in circles.
<!--QuoteBegin-kormendi+May 10 2005, 05:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kormendi @ May 10 2005, 05:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Catastrophe+May 10 2005, 07:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catastrophe @ May 10 2005, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->TBH this sounds a bit like what Unknown Worlds are planning to do with NS/DS for the Nintendo DS :/ I havnt read ALL the posts here so I'm not sure if the Unknown Worlds team know about this, but I'd of asked before beginning to make this if i were you :/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yea, better watch out! Flayra might sue you.
Man, I can't wait until NS/DS is done. It's gonna be OFF THE HOOK. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you read where his link sends you he has got permision from Flayra <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-kormendi+May 10 2005, 12:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kormendi @ May 10 2005, 12:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Catastrophe+May 10 2005, 07:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catastrophe @ May 10 2005, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->TBH this sounds a bit like what Unknown Worlds are planning to do with NS/DS for the Nintendo DS :/ I havnt read ALL the posts here so I'm not sure if the Unknown Worlds team know about this, but I'd of asked before beginning to make this if i were you :/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yea, better watch out! Flayra might sue you.
Man, I can't wait until NS/DS is done. It's gonna be OFF THE HOOK. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You guys do realise that it was an April Fool's joke.... Don't you?
I knew it was on April the first... But I'd of thought They'd of added to the post a few days later, stating it was a Joke?.. Please don't say it was a joke -_-
-edit: Actually, reading back the NS/DS post, its quite obviously a joke..AC/DC remix for themesongs and being able to see what % of your team is hanging about in processing...<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
In Harm's Way is great, very addictive, although after a bit of playing it gets extremely laggy, and this is on a 1200mhz with 512mb RAM :/ Maybe that'll be fixed in the next release, but it gets frusterating. Mine also crashed after about an hour of play with a Runtime error. Plus the models for the Lerk and the Skulk are facing the wrong way, making them look like they are flying/running backwards.
Its a great game though, and i'm looking forward for the next release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-spinviper+May 11 2005, 06:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ May 11 2005, 06:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You guys do realise that it was an April Fool's joke.... Don't you?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nonono its real... I have a <a href='http://members.tacticalgamer.com/~kormendi/NaturalSelectionDS.avi' target='_blank'>demo video</a> courtesy of Kevlar Gorilla.
Oh, and In Harms Way is cool. Crashes a little to much at the moment, but ill be looking forward to trying the next version.
<!--QuoteBegin-kormendi+May 11 2005, 10:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kormendi @ May 11 2005, 10:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-spinviper+May 11 2005, 06:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ May 11 2005, 06:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You guys do realise that it was an April Fool's joke.... Don't you?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nonono its real... I have a <a href='http://members.tacticalgamer.com/~kormendi/NaturalSelectionDS.avi' target='_blank'>demo video</a> courtesy of Kevlar Gorilla.
Oh, and In Harms Way is cool. Crashes a little to much at the moment, but ill be looking forward to trying the next version. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Roflmao.'Nuff Said.
Comments
Phase gates are NOT in the version you can download - I added them to the current working version, which is the code I am working on now, and is not available for download yet. They do work, but you guys haven't got them yet, only I do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
It does crash a lot, and that's due to the memory leak which I am trying to lock down as we speak. I can't find where it's leaking, but I'm looking.
You can gestate from Skulk to any other life form, and from any other lifeform to Skulk. It stops you from accidentally gestating from Onos to Gorge, for example. You don't have to kill yourself to change lifeforms - just gestate back down to Skulk and go from Skulk to where you want to go. Gestating back to skulk takes two seconds and the system is worth it to help prevent wasting lifeforms by accidentally gestating.
Skulks and Lerks have been turned around in the current working version.
I don't want to change the cost of things - I'm trying to keep it as close to NS as possible. I'd rather change stats and availabilities to nerf or buff things. I'm working on features and content at the moment (alpha versions) - balance comes later, in the beta versions.
The idea for using an entirely separate unit for aliens with traits might be workable. I hadn't thought of that, I'll see where I can go with it.
Moving through two square corridors won't happen in Beta releases - the maps will be much bigger, with subsequently wider corridors. The maps you guys are playing on are for testing purposes only, and they're small because there's little point making big, detailed maps when you're going to replace them all for the final release anyway. For the same reason, that's why the minimap is so small. Larger maps have larger minimaps, so you'll see that fixed up in the final releases too.
I'm considering releasing the map editor so that people can play around with maps and possibly get me some decent tester maps as well. I don't want people messing around too much, however, so I'm not sure whether it's a good idea at this stage <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> We'll see.
Medpacks do, of course, cost money to place. Because I find medspam to be unbalanced, I also added the resupply feature so you couldn't place too many in rapid succession. That also nerfs HA medspam - although possibly not enough. I am considering a system where you can only have as many medpacks as you have armories, for example - so in order to make medspam even <i>possible</i> you'd first have to build and maintain entire banks of armories, which isn't practical. Comments?
Trevelyan, do you mean Scroll Sensitivity? This will come in the final release - note the inactive 'Options' selection on the main menu. These things are detail - they'll come later.
You can recycle buildings by selecting them and pressing DELETE. You can suicide your units in the same way. Marines get half cash back for structures recycled - aliens don't (cause they can't recycle in original NS at all!)
The RPG functions a little differently to what you might expect. I can't use the ordinary GL because the GL gets its power from being able to bounce grenades all over the place, and my game engine hasn't got a physics engine to use that sort of system. Therefore, I'm using a linear-fire RPG instead. It does indeed have the longest range of any weapon, and the most powerful, too (it's almost equivalent to a seige cannon). However, it takes time to lock onto the target. If you sit a guy with an RPG at about seige distance, leave him there for about ten seconds and he'll take his shot. It'll kill a HA in one hit and make an Onos cry very loudly.
You can drop HMG's by aiming with the mouse within range of an Armslab and pressing 'O' for orange, on the keyboard. The keys mentioned in the manual are outdated.
JP is still good for speed boosts. They *were* used to get you back into the attack after you were killed, but now that I've added Phase Gates they'll be less useful. They might be considered a sort of <i>medium</i> armour because they do take reduced damage from enemy fire. I'll look into that when we have some playtesting with phase gates.
I'm considering how to implement Welders, since each unit can only have one weapon in my game engine. What I <i>want</i> to do is be able to drop Welders like any other item, and Marines can collect them like anything else. I want welders to be able to repair buildings, and also to heal HA's. I want medpacks to <i>not work</i> on HA's, so that they are dependant on Welders just like they are in the original NS. This can all be done, but not easily. It'll take a while to code. Thoughts on this system?
My biggest problem is that I code a lot of stuff to be generic, for ease of implementation in the future - makes it easy to add new content to the game because all the rules automatically apply to new stuff (the engine knows that medpacks will heal a unit by default, for example, I don't have to code that functionality for every new unit I add to the game). That works backwards, sometimes, because in this case I want medpacks NOT to work on HA, and that's where my problem is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'll work on it, but in this case I'd like comments on the system before I get started. What do you all think?
I haven't received any comments on my HA welding system described in my huge post two or three slots above this one. I really need feedback on this because it'll be a major project for me to code. I don't want to start it if people think it's a bodgy idea! Please comment.
I'm looking for someone to host the website, someone with a suitable domain name who won't mind publically endorsing my game. I'd like support for a PHP forum system like this one and enough space to host the game and swath of related material that I use to share between team members. 100MB should do it.
Is anyone in contact with Flayra? I'm not sure if he personally frequents these forums. I'd like for him to see the game and to add his comments and criticisms. Would someone point him in the direction of this thread?
I suggest you add a new alien, just to sort of make it more exciting.
I don't have any ideas for this new alien, but still, it seems like a good idea to me.
Considering you have a Supply Ststem like C:FW, i was thinking, you could research nades, and have them as a specal ability that would take up ammo, much like the Monoliths Agur Ray, just my thoughts.
I think he might be able to help you with behavior. Don't tell him I dimed him out though.
Oh, and THEN it crashed. =)
... Or you <i>could</i> just press F12 during the game, which quits instantly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I'm still looking for an artist willing to contribute time towards the project. This is a big requirement for progress - if anyone knows anybody, please point them in my direction. Web hosting would also be nice for anyone willing to assist.
In the absence of useful comment from people on the Welder system I've put forward, I'm just going to go ahead and do it. If it sucks, too bad, nobody gave me any better ideas <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
Doesnt need to be a weapon, just an attirbute on each marine that is set. If a marine picks up a welder, then it gets set to true. Then when the marine is within distance of another marine (maybe not walking for balance issues?), he welds him automatically, or at least attempts to. Maybe can set it up so when welding is true, he can't fire, and he takes firing over welding or such.
Still hoping for comments on my HA welding system I described above somewhere. Feedback is a good thing.
Tha game is being programmed in <a href='http://www.darkbasic.com' target='_blank'>Dark Basic</a>, which is a procedural language similar to other forms of Basic. It's very advanced, very easy to use and craps all over C++.
how you play aliens?
I mean how to choose your team? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
I don't really get a chance to pick aliens
Still looking for artists and further interest in the project! ... Artists especially!
I sprite and would gladly help, except I'm overburdened with work and whatnot to focus on spriting.
Yea, better watch out! Flayra might sue you.
Man, I can't wait until NS/DS is done. It's gonna be OFF THE HOOK.
Me: Go to your waypoint!
AI: Walks around in circles.
Perfect realism! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Yea, better watch out! Flayra might sue you.
Man, I can't wait until NS/DS is done. It's gonna be OFF THE HOOK. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you read where his link sends you he has got permision from Flayra <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yea, better watch out! Flayra might sue you.
Man, I can't wait until NS/DS is done. It's gonna be OFF THE HOOK. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You guys do realise that it was an April Fool's joke.... Don't you?
-edit: Actually, reading back the NS/DS post, its quite obviously a joke..AC/DC remix for themesongs and being able to see what % of your team is hanging about in processing...<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
In Harm's Way is great, very addictive, although after a bit of playing it gets extremely laggy, and this is on a 1200mhz with 512mb RAM :/ Maybe that'll be fixed in the next release, but it gets frusterating. Mine also crashed after about an hour of play with a Runtime error. Plus the models for the Lerk and the Skulk are facing the wrong way, making them look like they are flying/running backwards.
Its a great game though, and i'm looking forward for the next release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Nonono its real... I have a <a href='http://members.tacticalgamer.com/~kormendi/NaturalSelectionDS.avi' target='_blank'>demo video</a> courtesy of Kevlar Gorilla.
Oh, and In Harms Way is cool. Crashes a little to much at the moment, but ill be looking forward to trying the next version.
Nonono its real... I have a <a href='http://members.tacticalgamer.com/~kormendi/NaturalSelectionDS.avi' target='_blank'>demo video</a> courtesy of Kevlar Gorilla.
Oh, and In Harms Way is cool. Crashes a little to much at the moment, but ill be looking forward to trying the next version. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Roflmao.'Nuff Said.