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  #2641  
10-02-2012, 03:14 AM
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They are great so far, it seems too good for pre alpha! Usually pre alpha has no colour or textures
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  #2642  
10-02-2012, 08:32 AM
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That's pre-alpha-channel.
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  #2643  
10-02-2012, 10:02 AM
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I can't exactly tell from the footage, does AONnT retain the grid-style movement?
:
I think it's probably is. I haven't seen Abe making any 'half-steps' or anything
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I don't think it does. Abe and the slig he possesses seem to adjust their positions slightly when pulling levers/activating the lift.
He also does a little shuffle backwards to line up for climbing ledges.
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  #2644  
10-02-2012, 10:03 AM
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I whish they could change the chanting/possession animation, the one in the original AO was better.
I was hoping they would use some light effects when abe chant (making the light rotate) and keep the slig exploding.
This is just pre-alpha remember. They've still got a year to make it, those effects was just put in on Friday so people knew what was going on.
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  #2645  
10-02-2012, 10:17 AM
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He also does a little shuffle backwards to line up for climbing ledges.
Yeah, i've noticed that. But wasn't it a step-lenght? I think he just couldn't do this one more step in the original
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  #2646  
10-02-2012, 10:37 AM
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Half-and-half. The world is still a grid, and a lot of Abe's moves are of fixed length: a running jump clears three units, a standing hop clears two. But Abe does not snap to the grid (well, he does when he interacts with objects), and you can stop running or walking after any distance. In addition, Abe runs at a constant speed, but his walking speed is analogue.
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  #2647  
10-02-2012, 10:40 AM
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Half-and-half. The world is still a grid, and a lot of Abe's moves are of fixed length: a running jump clears three units, a standing hop clears two. But Abe does not snap to the grid (well, he does when he interacts with objects), and you can stop running or walking after any distance. In addition, Abe runs at a constant speed, but his walking speed is analogue.
Interesting. Why is it just the walking that's analogue and not the running? And what about the sneeking?
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  #2648  
10-02-2012, 10:54 AM
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A bit dissapointing, but could be much worse
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  #2649  
10-02-2012, 10:59 AM
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Explain analogue? Is it the harder you push the stick the faster he goes? (giggity) so sneaking would be a very slight push?
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  #2650  
10-02-2012, 11:02 AM
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I thought Wil meant that you accelerate slightly if you keep walking, wheras running sends Abe straight into a sprint.

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  #2651  
10-02-2012, 11:05 AM
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I imagine that it means he has a top speed, which he snaps to when running so that players can actually outrun the animals.
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  #2652  
10-02-2012, 11:07 AM
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Half-and-half. The world is still a grid, and a lot of Abe's moves are of fixed length: a running jump clears three units, a standing hop clears two. But Abe does not snap to the grid (well, he does when he interacts with objects), and you can stop running or walking after any distance. In addition, Abe runs at a constant speed, but his walking speed is analogue.
I suppose that wouldn't be of much use on the PC version then, since I assume this works only for controllers?
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  #2653  
10-02-2012, 11:11 AM
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I suppose that wouldn't be of much use on the PC version then, since I assume this works only for controllers?
Why would it?
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  #2654  
10-02-2012, 11:12 AM
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One thing I noticed from the video was that he jumped up to higher platforms further back than I am used to. In the original Abe literally stood directly beneath the ledge and jumped straight up. Not so in the clip we saw.

I find it disorientating. I expect I'll get used to it, but right now it's jarring.
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  #2655  
10-02-2012, 11:45 AM
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Why would it?
Because controllers have gradual levels in their movement sticks and a keyboard key is either pressed or it is not.
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  #2656  
10-02-2012, 12:15 PM
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Because controllers have gradual levels in their movement sticks and a keyboard key is either pressed or it is not.
Yes, but that is of no bearing in regards to whether pixel-based-movement is possible instead of tile-based movement, since you can unpress the keyboard arrows at a myriad of different times.
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  #2657  
10-02-2012, 12:22 PM
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The x key moves his right leg, the z key moves his left leg. PC gamers will have total control over Abe's movement speed and the number of hop-skip-jumps he attempts while fleeing through the Free-Fire Zone.
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  #2658  
10-02-2012, 01:17 PM
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QWOPworld: Abe's Oddysee
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  #2659  
10-02-2012, 01:26 PM
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nothing like mashing the buttons like a motherfucker when you see a scrab.
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  #2660  
10-02-2012, 01:29 PM
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nothing like mashing the buttons like a motherfucker when you see a scrab.
How is bashing buttons going to help? I just go 'fuck fuck fuck fuck fuck fuck fuck DOOR!'. And then I miss the door and I die.
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  #2661  
10-02-2012, 02:24 PM
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You have to stop running two steps early and enter as you skid by.

I was so happy when I finally worked that out.
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  #2662  
10-02-2012, 02:56 PM
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I used to go aaaaaaarghhggh! And try and turn the remote to try and make him run faster haha
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  #2663  
10-03-2012, 02:15 AM
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It's memories of heart-thumping stuff like that which makes me curious how the areas are going to look and sound, escecially chase-type scenarios.
Actually, with the constant scrolling, it might make the Scrabs slowly gaining up on you even more terrifying... which quite frankly could be even more immersive.

I kind of like the approach Abe takes to grabbing ledges now. Looks less like he's holding on by his fingertips, the more I make the comparison, and considering most of the speedy ledge grabbing will be done through run jumping... well, the "freedom from the grid" is a fun approach, makes movement more real.

And a thought hit me... I wonder how the soul rings / spirit rings are going to look... that shall indeed be an explosive and incredible thing to watch. Shrykull in 3D is finally happening. :O

:
Manco said:
At least they would already have a name ready to go. Abe’s Exoddus: X-tra Bone is thematically consistent.
Heh, I'm kind of hoping for "The Bones Brew Connection" or just "SoulStorm", but X-Tra Bone is a clever idea indeed. Tons of people overlooked that bottle's label.
Then again I'm getting at least 2-3 years ahead of current development, so perhaps I should get back on the topic of New 'n' Tasty. ^^;
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  #2664  
10-03-2012, 10:07 AM
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The thing with X-tra Bone is, it doesnt relate to it being new, so it doesnt have meaning, unless extra stuff is added. New n Tasty suits its title because it is a new game.
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  #2665  
10-03-2012, 12:24 PM
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The thing with X-tra Bone is, it doesnt relate to it being new, so it doesnt have meaning, unless extra stuff is added. New n Tasty suits its title because it is a new game.
How about:
Abe's Exoddus: New 'n' Thirsty
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  #2666  
10-03-2012, 01:30 PM
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sounds good, or OR get this... Abe's exoddus: Just add Tears (just a quick one that came into my mind, doesn't relate much to NEW but it relates to Just Add Water and the secret ingredient in brew!
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  #2667  
10-03-2012, 02:33 PM
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Brew 'n' Tasty.
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  #2668  
10-03-2012, 02:45 PM
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i'm liking it! what about something along the lines of 'new formula' referring to it being new, formula referring it to it being built from scratch?
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  #2669  
10-03-2012, 03:47 PM
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Poor people at JAW. They barely revealed pre-alpha footage of one game before we completely lose interest and start focusing on the not even confirmed sequel.
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  #2670  
10-03-2012, 05:07 PM
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Brew 'n' Yeasty
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