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Topics - mercy

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Suggestions / USER-EXPANDED SOUNDTRACK AUTOPLAY PER FILENAME PLEASE
« on: April 11, 2020, 02:58:36 pm »
You have too few music tracks and therefore they are waay too repetitive!!

SUGGESTION:
Extend your GameCode so it Automatically Adds extra music OGG files to its list "Loaded-Musics-To-Play-From-Memory" this list shall be EXPANDED with extra OGG music files that the gamer placed into the music folder, so they become: super-mega-amazing user-collected music tracks!

In XPiratez! I have 212 OGG music files. Whatever belonged to the original game.. about 34 vanilla tracks I expanded from various sources - Fallout, etc... - so my music track jukebox collection grew to 212 OGG files.

What the OpenXCOM game 'music engine' does is it seeks the music track name
GMTACTIC**

this is for the Battlescape, where combats are taking place

And it automatically collects ALL the OGG files that are named GMTACTIC and also it reads the extra characters after the last C of GMTACTIC, so it builds a nice collection of GMTACTIC77  =  77 music files for the Battlescape that I built as my dear collection.. 
..and once I'm in those long battles, the game begins to play a music track RANDOMLY selected from the 1.....77  tracks = it picks a number between 1 and 77 , for example 13 and begins playing GMTACTIC13.OGG

This is very very verry nice!

So.. you have citystation.ogg

What I'm suggesting / requesting is, if I collect 6 OGG music files that match the mood of Your Ingame citystation, then Underrail SHALL  detect and collect these file names in memory

citystation.ogg
citystation1.ogg
citystation2.ogg
citystation3.ogg
citystation4.ogg
citystation5.ogg
citystation6.ogg

and At random it shall select ONE and should begin play that ONE song. If that ONE song is finished, it should select the next song in its list and then play the list AD INFINITUM (looping from last song in list jumping to first song in list), while I am in citystation.

This JUKEBOX FUNCTION  = OGG name detection, Underrail should perform for all tracks that are in \Underrail\data\audio\music\

...so  it will be able to build a nice list for my
caves.ogg
caves1.ogg
caves2.ogg
..
caves23.ogg

and build a quick filename list to jukebox-play all my collected OGG musics, because they match the CAVES atmosphere and I can finally enjoy all 24 songs in my CAVES SOUNDTRACK SET, while playing Underrail.

Same for the Underrail location named "junkyard" and all the other places ingame.
 


T H A N K   Y O U !

2
Suggestions / ZOOM PLEASE
« on: April 11, 2020, 01:34:48 pm »
In most games you can ZOOM IN on the Battlescape. Since your adventure screen = battlescape, you have the same place, where the character is adventuring and also doing the fights, we should be able to ZOOM IN on WTH is happening on the battlefield.

In Combat WALLS are completely obstructing the enemy. I need to press the Outline-Reveal shortcut to see the enemy, otherwise I can't friggin' see WTH is going on.  This should be remedied in your game.  At least in Infusion!

The way you do this is to bitmap copy everything onto an opengl PLANE ==> you need to put a TEXTURE on this plane and that texture is the bitmap copy of your current adventure+battlescape screen and you display THAT textured opengl plane.

That plane CAN be ZOOMED freely.  Or you can set it to zoom in SMOOTHLY in small increments.   

This is how we do it in our '32x32 pixel tile'-based game.   If we can do it in a simple pixel based game with small pixel art tiles, I bet you can do it too!

Don't you think??

3
Suggestions / Font Brightness Increase Slider in Options Please
« on: April 11, 2020, 01:16:56 pm »
Your Brown-Orange underrail-signature Font - see this forum's Low Intensity = Hard To Read font

"Help Search Profile My Messages Members Logout"

, etc... - this Brightness is almost unreadable, compared to other UI elements you PROPERLY highlight ingame with good brightness and contrast. Like: Mission history. 

But you completely botch it on the Character Sheet, where everything is LOW-LIGHT LOW INTENSITY dark-brown-orange almost unreadable  ==> FATIGUES THE EYES => CAUSES EYESTRAIN!!

All the ingame texts should be A PLEASURE TO READ! I love browsing statistics and looking for things I missed and I like going through ""walls of text""s in game, when they are properly displayed = with readable brightness.

**Good BRIGHTNESS + **Good INTENSITY: ==> see on top of this page this forums  text, how it has** UNDERRAIL FORUM >> UNDERRAIL >>  SUGGESTIONS
See that text above???  Do you get it?? Are you able to register the **Good BRIGHTNESS + **Good INTENSITY:  of the "text Attachments and other options" when you edit a post here or make a new post ??  Do you see how amazingly **Good BRIGHTNESS + **Good INTENSITY:   it has???

Yeah.  We need that intensity in the game PUT onTO regular orange-brown Underrail text.   

To make the large amounts of TEXT in Your Game PLEASANTLY Readable.

T H A N K   Y O U !

4
General / Big Fonts: Are they in? Can I buy Underrail already?
« on: December 22, 2015, 01:58:52 pm »
Anybody please, would you be so kind and post here a screenshot of Underrail in its current state with the largest fonts enabled, near 1280x1024 resolution?  So I can see, if I can buy the game now or have to continue to ask Styg to make fonts a little bit bigger.

Thank You for your kindness!

5
Suggestions / Bigger fonts for verbose log & messages over characters
« on: December 12, 2015, 12:51:34 pm »
Styg, if you implement bigger fonts for the lower left verbose log and for the hit, etc.. messages appearing over the characters, I will buy your game.

Increase the dialogue fonts shown in the trailer by one size and set that size for everything, inventory tooltips, lower left corner verbose log and combat messages over the characters.

You need people be able to see your written story and item & combat infos in order to enjoy the game. You are also a merchant and might understand:
more sales = better for your business.

The little fonts shown in the trailer were not exactly a good design idea.   If your game runs in 1024x768  and because of your font rendering the fonts look a lot BIGGER in that lower resolution and well readable, unlike the blurry mess most Unity games create in low-res, then OK.

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