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  #1321  
04-10-2012, 12:28 PM
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:
2) Easily skipped puzzles.
3) Tedious Whistling
These are good points.

Although,
:
1) Overly obscure solutions to puzzles.
4) Slog Stampedes.
I disagree with these two. None of AO's puzzles has overly obscure solutions to me.

:
but it really just means holding down the shoot button until they stop coming
Holding down the button means slig will walk back and eventually get killed from behind, you have to shoot carefully and turn in case the slogs started coming from the other side. Some people might find that challenging.

I LIKED THAT.

Last edited by Varrok; 04-10-2012 at 12:30 PM..
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  #1322  
04-10-2012, 12:36 PM
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Over a 100? You sure that wasn't a bug, that doesn't sound like anything I ever experienced.
At 1:00 minute into the video.

http://www.youtube.com/watch?v=R1b4xC8960c

:
Holding down the button means slig will walk back and eventually get killed from behind, you have to shoot carefully and turn in case the slogs started coming from the other side. Some people might find that challenging.

I LIKED THAT.
I wasn't talking about the part where they come from both sides, just from one side. Although it's true you have to occasionally stop shooting so you don't walk backwards off of the screen, it's still just as tedious.

Last edited by Hazz-JB; 04-10-2012 at 12:45 PM..
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  #1323  
04-10-2012, 12:57 PM
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It's still fun for me
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  #1324  
04-10-2012, 01:23 PM
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EDIT: Waaaay too late to the party. I do have some things to say. I'll get to it after dinner.
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  #1325  
04-10-2012, 04:45 PM
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Another example is at the end of Zulag 4 of RF where you have to possess a slig and kill an insane amount of slogs. There are some mines (on the screen with the factory shutdown switch) that I'm pretty sure you're supposed to blow up with grenades, but the nearest grenade machine is several screens back, past some sligs which take quite a while to sneak past. It feels like going back to a previous area to get them. Despite the machine being so far back, the mines I talked about are the only reason you need that machine, so it should be closer to that area. Without the grenades this is a ridiculously messy, complicated area to try and complete, not to mention time wasting (more on that later).
There's a mud giving you red rings nearby, no grenades needed.
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  #1326  
04-10-2012, 05:19 PM
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There's a mud giving you red rings nearby, no grenades needed.
That's true, I suppose it's a rare multiple choice solution, since those grenades really have no other use! (Unless you want to spend an hour killing slogs one by one with them.)

I guess "obscure solutions" aren't really the main issue, I care more about my other point that you can carry items into areas where you aren't supposed to have them yet and make a lot of puzzle solving and platforming redundant. I can try and offer more specific evidence of these sections if required.
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  #1327  
04-10-2012, 05:57 PM
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I can try and offer more specific evidence of these sections if required.
Despite the fact I will probably agree with you in the end, please do.
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  #1328  
04-12-2012, 04:56 AM
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I know everyone is looking forward to a 3D version of AO, but I personally think it'd be better in something like UbiArt, or another art based 2D engine. Just imagining Oddworld in the same visual style as Rayman Origins... mmrrr...
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  #1329  
04-12-2012, 05:18 AM
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Eww. Why would you want to turn Oddworld into a cartoon?
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  #1330  
04-12-2012, 05:34 AM
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Oddworld fits a dark, gritty artstyle more then anything.
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  #1331  
04-12-2012, 05:38 AM
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Supposedly the UBIart framework could do a dark, gritty style if they ever get around to releasing it.
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  #1332  
04-12-2012, 05:40 AM
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I don't mean like a cartoon, but I mean like a painting.

But hey, thats just me :3c
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  #1333  
04-12-2012, 06:34 AM
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You mean with parallaxing flat, layered planes? No. That's a very distinctive artstyle that doesn't suit Oddworld. Oddworld has always been about evoking physical space with full 3D. That's why the backgrounds in AO and AE are renders of 3D models, not just flat paintings.
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  #1334  
04-12-2012, 07:04 AM
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They are?! O.O I didn't know this, so...it's kinda, the old AO and AE are already 2.5D?
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  #1335  
04-12-2012, 07:15 AM
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They are?! O.O I didn't know this, so...it's kinda, the old AO and AE are already 2.5D?
Unless you count the background platforms as a half-dimension, they're not 2.5D. To use Wil's terminology, they're non-parallaxing flat, layered planes. But that's fine, as the background never moves relative to the camera/screen, so parallaxing isn't needed. In theory, they could re-render everything higher res and use UbiArt, but that would probably look shit.
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  #1336  
04-12-2012, 07:29 AM
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Well, fair enough, I'm just a sucker for games that look like paintings i guess. Still, whatever game you guys decide to make, I'll be sure to play it
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  #1337  
04-12-2012, 12:40 PM
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I'd be very curious to see a high res render of the old background scenes, just to compare.
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  #1338  
04-12-2012, 02:29 PM
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I'd like to see them just to print out some lithos.
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  #1339  
04-12-2012, 04:54 PM
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Seconded.
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  #1340  
04-12-2012, 05:18 PM
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I wonder if OWI still have a load of high-res screens stored somewhere, wasn't the game's resolution scaled down massively because of the technical limitations of the PS1 and PCs of the time?

Last edited by Hazz-JB; 04-12-2012 at 05:23 PM..
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  #1341  
04-12-2012, 05:54 PM
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Those high res screens would make incredible mods/cam edit O_O
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  #1342  
04-12-2012, 07:39 PM
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But you'd have to scale them back down again to fit.
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  #1343  
04-12-2012, 09:08 PM
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Yeah but I'd have BGs without the floor pieces stuck on it, and floor pieces/walls to place like in a level editor, then it would look like the real game.

Not having to merge multiple cams from Bonewerkz like this to get descent BGs...

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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.

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  #1344  
04-12-2012, 10:19 PM
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I've always assumed that everything not in the animated layer is the rendered background, platforms included.
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  #1345  
04-13-2012, 02:12 AM
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Exoddus is different in that the individual environmental elements were rendered separately then pieced together in Photoshop.
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  #1346  
04-13-2012, 04:03 AM
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That made no practical difference in the way the background images were used in-game though.
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  #1347  
04-13-2012, 04:09 AM
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But it could make a difference to the files in The Archives.
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  #1348  
04-13-2012, 01:47 PM
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It was late night... Somewhere on mother earth...

Lorne: Hmm, I really need some inspiration to create various backgrounds for Abe's Exoddus...

Then, some strange (but in some kind - known) voice have spoken...

Abe: I'll take you to the PHOTOSHOP!..
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  #1349  
04-13-2012, 01:55 PM
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Exoddus is different in that the individual environmental elements were rendered separately then pieced together in Photoshop.
...and I guess we'll (sadly) never see those renders, amirite ?

please can we ? can we ? can we ? can we ? can we ? can we ? can we ? can we ? can we ? can we ? please PLEase PLEASE !11!1!!!!.... I'll give you an slunicorn !

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  #1350  
04-13-2012, 02:08 PM
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Here's an idea. Don't leave Abe defenceless. give him some basic weapons which can be found in levels. not giving him a T-3 or anything live that but a slingshot like natives in AO or a stick.
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