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  #91  
11-30-2011, 10:16 AM
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But they have the same momma! D=
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  #92  
11-30-2011, 10:19 AM
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I never thought Slig's had high standards anyway.

EDIT: That's a point actually. Please can we have the dialogue where the Sligs make "Your Mom" jokes removed? It's always bugged me given they have a Queen.
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  #93  
11-30-2011, 12:02 PM
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I think that was the joke, guys. Your mom jokes aren't funny, but when you're a eusocial superspecies, there's an extra layer of comedy there.
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  #94  
11-30-2011, 01:23 PM
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I never saw Sligs as immature, they just weren't all there.

In any case you're right. They weren't that bad in the grand scheme of things. I'm gonna stop suggesting ideas and just keep my fingers crossed for Sekto Springs Vendors and Rain
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  #95  
11-30-2011, 02:16 PM
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I can just imagine their pant engine spluttering smoke as a bit of water gets into the tank...

Oh yeah, I always imagined Slig legs as diesel-powered for some reason.

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  #96  
11-30-2011, 02:21 PM
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They actually are gas-powered.
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  #97  
11-30-2011, 02:23 PM
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I knew the wings had some kind of fossil fuel engine, but the legs make a slinky electric whine when they move - not that that stopped me.

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  #98  
12-02-2011, 04:23 AM
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I'd definitely say: do not overload the A button any more if you are planning controller support. I hated when my character was constantly jumping instead of doing the desired action.

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  #99  
12-02-2011, 08:58 PM
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I support remodelling the spooce. Also I think it would be better if when someone gets sucked into a recycler instead of, what appears to be, roast chicken drumsticks, could we perhaps have a more realistic shower of blood shoot out?

Also could you perhaps add that crane shadow that was in the Xbox version.
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  #100  
12-03-2011, 04:01 AM
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I'm guessing that you can't really tweak it this much, but an idle animation for the sligs were they light up a fag after some time, like in the PS2 pre-release footage, would be sexy.
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  #101  
12-03-2011, 04:24 AM
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  #102  
12-03-2011, 06:00 AM
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Sorting out the controls (specifically, clicking to shoot and using A for everything ever is crazy) and the super fast speed characters run, jump and turn at would be top of the list for me

Better lighting would also be nice. The factories and vykkers labs are way too dark

Edit:
Also I read about changing the camera angle. I like it in theory, but would it not make it more difficult to aim when controlling a gun-happy slig? perhaps not, i dunno
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  #103  
12-03-2011, 07:39 PM
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Controlling sligs could stand some improvement. Specifically in a gunfight. The shoddy auto-aiming always got on my nerves, and it made difficult to walk and shoot at the same time. Perhaps have the option to switch to first person, or lock the camera.
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  #104  
12-03-2011, 07:55 PM
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That would probably require a bit of meddling with the engine. I think we should limit these suggestions to pure aesthetic improvements.
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  #105  
12-08-2011, 02:11 PM
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The only things Munch HD will definitely need is a much improved sound design and better textures. It's already been stated a millions times but;
  1. No more boings or overly cartoony noises
  2. Bird portals sound like AO/AE
  3. Scrabs and Paramites have original sounds
  4. Munch's wheelchair not screeching constantly

This along with better textures will make the game so much more playable for me. It would also be better if the environments could be given much needed atmosphere (since mesh editing is out of the question, I guess this would have to be through textures and lighting, possibly music too).

Just higher res characters and textures wouldn't cut it for a purchase from me. If you're going to remake this game, editing the sound design is a must. Though I guess any effort would be appreciated since I've already bought the Oddbox and would be getting the HD for free.
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  #106  
12-17-2011, 08:29 PM
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Make the wheelchair sound tolerable >_<
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  #107  
12-21-2011, 03:07 PM
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On the subject of SoBe, the UK version didn't have that endorsement. You might as well just use the original vectors for the 'Health Up' vendors in the UK version.

Big things to fix include annoying sounds, idle animations, buggy AI, spooce system, lighting, fixed walking on tiny platforms, Paramite and Scrabs not acting or sounding like Paramites or Scrabs... Phew! You've got your work cut out, especially with that NetImmerse engine :3

Munch was a fun game for the most part, but there are problems. If you change the sprites of AE or AO, the game will still feel like Oddworld. Do a model-switch with Munch and it'll feel like some mediocre kids game.

Oh well, good luck with that~
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  #108  
12-21-2011, 04:53 PM
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On the subject of SoBe, the UK version didn't have that endorsement. You might as well just use the original vectors for the 'Health Up' vendors in the UK version.
In fairness I'm from the UK and knew this anyway. I have never played the SoBe version. I just thought I'd suggest the Sekto Springs bit as an Easter Egg.
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  #109  
01-14-2012, 06:12 PM
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  • Revert back to AO/AE's darker atmosphere. This could be achived simply by modifying the lighting, textures and removing any 'childish' traits.
  • Make platforming easier, but make confrontations with enemies much harder.
  • A possible solution for spooce (if possible):
  • Tighten up camera controls for the PC release (no mouse delay).

I apologize in advance if I've re-iterate points previously mentioned.
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  #110  
01-16-2012, 12:31 AM
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Well since the most important things have already been said, can I make a superficial and odd request? Add a shrug and "I don't know" to Abe's gamespeak. I've always thought that would be cool. Like he does in this pre-release video at 0:33 right after he throws the slig in the meat shredder. http://www.youtube.com/watch?v=_zh-FcVDMeQ
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  #111  
01-16-2012, 05:01 AM
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Fred, I don't see how that picture is a solution for spooce

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  #112  
01-16-2012, 05:02 AM
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@Joe2Fat4Oddworld You have best username of all time.

On topic. I really want Munch's Oddysee to be a lot darker as well. I never liked the comic book styled particles and sound effects.
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  #113  
01-16-2012, 06:02 AM
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@crashpunk thanks man. your avatar makes me laugh.

I really think the best examples they can look to are the munch pre-release materials. The concept for the game already had a dark atmosphere and perfect tone but it was unfortunately scrapped. I think now's the perfect chance to redeem some lost potential. Even if it's not possible to change the mechanics, a few small aesthetic changes in this direction would definitely be worth the effort. One more example: http://www.youtube.com/watch?v=nkCiD...eature=related
(even has the more natural jump that most people have mentioned)
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  #114  
01-16-2012, 01:04 PM
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Fred, I don't see how that picture is a solution for spooce
I think he’s suggesting that the glowing mushroom-esque objects in the picture would fit into the series’ art style and tone better than the current design for Spooce.
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  #115  
01-16-2012, 01:06 PM
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I'd agree with that but I suspect the engine is again going to form a limiting factor here. All the spooce is just 1 single model over and over again. Isn't very noticable when it's just a green blob, but anything more detailed and it will be.
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  #116  
01-17-2012, 01:26 AM
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I'd agree with that but I suspect the engine is again going to form a limiting factor here. All the spooce is just 1 single model over and over again. Isn't very noticable when it's just a green blob, but anything more detailed and it will be.
This
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  #117  
01-17-2012, 01:33 AM
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Exactly. There's not even any way of rotating them. Anything that made them less obviously symmetrical would also make them much more obviously cut-and-pasted. Especially because they're every-bloody-where.

Edit: Glitch sniped me. By 7 minutes. Not sure how.
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  #118  
01-24-2012, 08:16 AM
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If I could tweak something in MO? Hm.... well one thing I'd like to do, probably, is perhaps replace some of the amroured Vykkers with normal Vykkers. I was a bit.... not dissapointed, but.... something that Vykkers without armour only appeared in the last level. I suspect that if you were working in a lab all day working on loads of delecate stuff you wouldn't want to be wearing armour all the time. :P

Antoher thing would be to add the Interns with Shock Rockers.
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  #119  
01-24-2012, 08:31 AM
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I suspect that if you were working in a lab all day working on loads of delecate stuff you wouldn't want to be wearing armour all the time. :P
If I were in a lab all day working on Vykkers drugs and machinery, and testing them on Fuzzles, I would damn well want full body armour on all the time.
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  #120  
01-24-2012, 08:36 AM
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