Latest Comments by Beherit
More Tomes of Mephistopheles updates!
1 Mar 2012 at 10:30 pm UTC
1 Mar 2012 at 10:30 pm UTC
No matter what the posters over at phoronix are saying, motorsep's response was probably the worst way to react to the thread.
Amnesia A Machine for Pigs
23 Feb 2012 at 11:47 pm UTC
23 Feb 2012 at 11:47 pm UTC
It makes sense releasing the linux version "soon after" the windows version if they do not do parallel builds in all platforms. And it's natural that windows will be a priority. Kot in action probably uses linux as a development platform (do you?).
don't know about the game media blackout, maybe your target audience is a bit more limited than most independent titles.
Can't wait for Amnesia +1.
don't know about the game media blackout, maybe your target audience is a bit more limited than most independent titles.
Can't wait for Amnesia +1.
Indie Royale Alpha Collection
24 Feb 2012 at 12:30 am UTC
24 Feb 2012 at 12:30 am UTC
Well yeah, obviously, but is cloning Minecraft graphics really the way to go?
Indie Royale Alpha Collection
23 Feb 2012 at 11:50 pm UTC
23 Feb 2012 at 11:50 pm UTC
what's up with all these voxels lately?
Won't buy even though wyv and keep does look promising
Won't buy even though wyv and keep does look promising
The Humble Bundle Mojam!
20 Feb 2012 at 10:04 pm UTC
20 Feb 2012 at 10:04 pm UTC
... or they could just "promise to release a linux version in the future" and have us waiting for the new Unreal Tournament.
Tomes of Mephistopheles updates
17 Feb 2012 at 9:27 pm UTC
17 Feb 2012 at 9:27 pm UTC
What I would suggest for mass pickup is something like dungeons of dredmor "selective auto pickup" (or whatever). This would mean that when opening a chest, and pressing the quick pickup button, it would only pickup the set types of items.
The minimap is a must have to keep track of where you've been since dungeons are kind of confusing.
I also get the door bug. When you try to open a door, half of it opens and the other half both opens and stays there (there is a texture that moves outwards, and another that stays put). You can pass through the remaining texture when it's done opening.
If you are going for a lurking atmosphere, then the music needs to go a totally different direction.
What are your plans on quests by the way? Are there going to be some pre-generated mini-dungeons that may or may not appear during a playthrough?
And will characters be save-able for additional playthroughs and multiplayer?
The minimap is a must have to keep track of where you've been since dungeons are kind of confusing.
I also get the door bug. When you try to open a door, half of it opens and the other half both opens and stays there (there is a texture that moves outwards, and another that stays put). You can pass through the remaining texture when it's done opening.
If you are going for a lurking atmosphere, then the music needs to go a totally different direction.
What are your plans on quests by the way? Are there going to be some pre-generated mini-dungeons that may or may not appear during a playthrough?
And will characters be save-able for additional playthroughs and multiplayer?
Tomes of Mephistopheles updates
17 Feb 2012 at 4:49 pm UTC
17 Feb 2012 at 4:49 pm UTC
Here's my feedback since you are following this forum
Running on Ubuntu 11.10 32bit
- The blood looks much better now heheh.
- Walking speed is fine by me, but melee attacks take too long (the delay between the time you click and the actual strike happens is large). Don't get be wrong, there is no lag for the mouseclick event, I'm talking about the sword swing movement.
- I also liked the bombs.
- The skeletons come at you waaaaay too slowly. I assume they will have a "charge" mode in later releases.
- Fireballs are either too strong or waste too little mana. Combined with the skeleton speed you can just clean them all out by charging and attacking.
- I assume this is already planned but I would like to see the enemies be affected by the strikes physically (especially by fireballs). I don't mean having them bruise or something, just bounce a little back or something.
- At this point there are too few enemies to kill. I was hoping for an option to change that (maybe I didn't see it?)
- Could we get some sort of door to lower levels which would just increase the density of enemies and throw you into a new dungeon? (is there one? I didn't find one)
I aggree that armor shouldn't weigh you down.
Can't wait for more weapons. Are you planning on ranged weapons as well?
Running on Ubuntu 11.10 32bit
- The blood looks much better now heheh.
- Walking speed is fine by me, but melee attacks take too long (the delay between the time you click and the actual strike happens is large). Don't get be wrong, there is no lag for the mouseclick event, I'm talking about the sword swing movement.
- I also liked the bombs.
- The skeletons come at you waaaaay too slowly. I assume they will have a "charge" mode in later releases.
- Fireballs are either too strong or waste too little mana. Combined with the skeleton speed you can just clean them all out by charging and attacking.
- I assume this is already planned but I would like to see the enemies be affected by the strikes physically (especially by fireballs). I don't mean having them bruise or something, just bounce a little back or something.
- At this point there are too few enemies to kill. I was hoping for an option to change that (maybe I didn't see it?)
- Could we get some sort of door to lower levels which would just increase the density of enemies and throw you into a new dungeon? (is there one? I didn't find one)
I aggree that armor shouldn't weigh you down.
Can't wait for more weapons. Are you planning on ranged weapons as well?
Tomes of Mephistopheles updates
17 Feb 2012 at 12:14 am UTC
17 Feb 2012 at 12:14 am UTC
Ok one question. Does buying the linux release also get us the windows release?
Edit: Also are there plans for multiplayer?
Edit: Also are there plans for multiplayer?
Tomes of Mephistopheles updates
15 Feb 2012 at 2:56 am UTC
15 Feb 2012 at 2:56 am UTC
Game looks nice,
I'd much rather have blood splashes just appear on screen and fade out after a while instead of the dripping which seems a bit over the top especially since it seems to happen very often.
On another note, do you have to point the crosshair exactly at the item you are trying to pickup?
Nice job overall
I'd much rather have blood splashes just appear on screen and fade out after a while instead of the dripping which seems a bit over the top especially since it seems to happen very often.
On another note, do you have to point the crosshair exactly at the item you are trying to pickup?
Nice job overall
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