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  #91  
10-06-2014, 09:38 AM
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That's some good news, good to see they are making progress on the other versions of the game

  #92  
10-06-2014, 10:41 AM
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Good news!!! I hope that this weekend say more news
  #93  
10-06-2014, 10:41 AM
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Now those of us on PC can start the twitching too :3
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  #94  
10-07-2014, 02:05 PM
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Given that they'll probably announce at least 1 month ahead of release and the news item says they're still uncertain, I think my Christmas estimate is starting to become pretty accurate. For optimism sake I'm going to say the first week of December for now, though.
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  #95  
10-07-2014, 02:52 PM
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The saddest thing would be if it came out for Christmas, because you can’t wrap digital downloads and put them under a tree.
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  #96  
10-07-2014, 03:33 PM
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I'm going to go to Play Expo and try it on PC before all you bastards.
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  #97  
10-07-2014, 03:36 PM
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The saddest thing would be if it came out for Christmas, because you can’t wrap digital downloads and put them under a tree.
I keep getting my sister Crusader Kings DLC for Christmas. I take a screenshot of the inventory icons, print them out onto some card, put it in a nice envelope and wrap a ribbon around it.

Then I send the Steam gift on Christmas morning before going downstairs to open stuff; everyone sticks together i.e. away from computers until the afternoon, so it's almost like the act of opening the envelope caused the DLC to magically spawn in her inventory.


Last edited by MeechMunchie; 10-07-2014 at 03:38 PM..
  #98  
10-08-2014, 02:39 PM
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I keep getting my sister Crusader Kings DLC for Christmas. I take a screenshot of the inventory icons, print them out onto some card, put it in a nice envelope and wrap a ribbon around it.

Then I send the Steam gift on Christmas morning before going downstairs to open stuff; everyone sticks together i.e. away from computers until the afternoon, so it's almost like the act of opening the envelope caused the DLC to magically spawn in her inventory.
That's a super neat way to give a DLC to someone. I might steal the idea at some point.

  #99  
10-11-2014, 05:07 AM
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Any news from Play Expo?
  #100  
10-11-2014, 02:30 PM
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No idea, I'm going tomorrow. Missed Saturday because of work.
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  #101  
10-11-2014, 05:59 PM
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Any news from Play Expo?
I've seen a few pictures of the stand on Stew's Facebook but that's about it. Looking forward to hearing Nep's impressions of the pc port.

  #102  
10-11-2014, 10:21 PM
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It's running well so far, given the caveat that it's still in development.

Bring a name badge.
  #103  
10-12-2014, 02:04 AM
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I'm really looking forward to the PC version. Hopefully the keys will be all rebindable so I can play it play just like the originals on PC.

Also. A quick, off topic question. Are you and Wil not working at JAW anymore? I ask because of the "Oddworld Inhabitant" title you now both have.
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  #104  
10-12-2014, 12:50 PM
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The PC port is looking great, I spent almost the entire time just sat there playing through various levels, and I have to say that after actually playing the game most of the worries I had about it have been completely evaporated. Besides the logo.

There were a couple of small bugs though. One of the more notable ones had me returning to the area where Elum was drinking honey, only to see that he decided to stop drinking honey and jump over to the other side of the platform, which was weird. There was also a couple of minor glitches, heavy frame-rate drops in some cut scenes and the fact that the Alf's Escape DLC was unplayable for some reason. There still seems to be a lot to do, though, and they still have no idea when it'll be ready for release.

Speaking of Alf's Escape, I had a chance to play it on PS4 and it's great, it's difficult as hell though. The only way I can describe it is imagine if Abe's Oddysee was Portal 2. Alf's Escape would be the (good) community test chambers which are relentless in their difficulty.
With the main game, I may have been too cocky when I said "put me on the hardest difficulty" because there were quite a lot of little differences to the original (as expected) which threw me off and had me dying all the time and making a fool of myself. The extra puzzles and set pieces were a welcome change and it was actually really exciting to see new things in this 17 year old story.

Overall I give it the official Manc seal of approval: "sick mate".

Also I met Wil, Alex and CrowbarSka, who gave me an awesome New 'n' Tasty poster. The one from the game, not the logo of the game.
Pics to come.

Edit: Also I met Craig Charles. Yeah.
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Last edited by Nepsotic; 10-12-2014 at 01:18 PM..
  #105  
10-12-2014, 01:27 PM
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No release date?
  #106  
10-12-2014, 01:30 PM
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they still have no idea when it'll be ready for release.
.
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  #107  
10-12-2014, 02:50 PM
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Were the controls different for PC than the original, Nep?

EDIT: Also, OWI_Alex, now?
  #108  
10-12-2014, 02:56 PM
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Why is _alex in OWI instead of JAW now?
  #109  
10-12-2014, 03:04 PM
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Most likely explanation is they’re working full-time on Oddworld.
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  #110  
10-12-2014, 03:28 PM
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Were the controls different for PC than the original, Nep?
They're re-mappable as far as I could tell, but yeah the defaults are different.
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  #111  
10-12-2014, 04:40 PM
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Besides the logo.
Down, boy.

I am glad to hear the PC port is looking like it'll be just fine and awesome, can't wait.
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  #112  
10-12-2014, 04:57 PM
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Down, boy.
Yeah I had Wil raging internally with my every mention of the logo today. He didn't show it that much but I could see it in his eyes. I'm such a card.
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  #113  
10-12-2014, 05:27 PM
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Most likely explanation is they’re working full-time on Oddworld.
... and JAW aren't.
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  #114  
10-13-2014, 01:24 AM
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Great to meet you Nep, glad you liked it in the end...!

Cut-scenes are pre-rendered, first pass using a new decoder, so they were a bit rough! The ones on the PS4 are much better, not sure if you got chance to see them.

:
Were the controls different for PC than the original, Nep?
Controls were different in the demo, but it's totally remappable on the keyboard, so don't worry.

:
... and JAW aren't.
JAW are working super hard on the other versions of the game.

:
Edit: Also I met Craig Charles. Yeah.
What a day.

Last edited by OWI_Alex; 10-13-2014 at 05:31 AM..
  #115  
10-13-2014, 07:26 AM
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Wait, wasn't NnT supposed to had realtime cutscenes? Why was the idea dropped?

(To be honest I'm all for pre-rendered, it makes it possible to render something which can't be rendered by a limited engine [and Unity is really limited]. I just want to make sure why)
  #116  
10-13-2014, 08:20 AM
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Wait, wasn't NnT supposed to had realtime cutscenes? Why was the idea dropped?

(To be honest I'm all for pre-rendered, it makes it possible to render something which can't be rendered by a limited engine [and Unity is really limited]. I just want to make sure why)
You answered your own question!

Another major reason is loading times. The intro sequence, for example, is made up of several complex scenes. You would either have to have the whole thing loaded in memory at once, or you would have to have loading times when the scene changes part way through.

Both of these methods would impact performance. If it's pre-rendered, performance is not an issue, so we're able to pack in way more detail and have it run smoothly on all hardware.
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  #117  
10-13-2014, 09:08 AM
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What do you peoples think sqeak will look like
  #118  
10-13-2014, 09:34 AM
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You answered your own question!
Seems like I did, but thanks for clarification!

EDIT: Actually, I have an another question: Was it rendered by a software like Maya or 3DSmax or via engine?

:
What do you peoples think sqeak will look like
Like an odd, kind of ugly, but very sympathetic clumsy alien with a tragic or semi-tragic story/past

Last edited by Varrok; 10-13-2014 at 09:45 AM..
  #119  
10-13-2014, 09:51 AM
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JAW are working super hard on the other versions of the game.
Could we have that in big, bold red text on the Oddworld site so that people stop asking me about the release dates.
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Last edited by Crashpunk; 10-13-2014 at 09:56 AM..
  #120  
10-13-2014, 10:18 AM
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Was it rendered by a software like Maya or 3DSmax or via engine?
It was all done in Unity (except, possibly, for the opening shot of RuptureFarms, not 100% sure about that part).

The characters were all animated in 3D modelling software like Maya or Max and then exported, and brought into Unity. Then in Unity the environments were built around them, lighting was added, VFX added, and camera work was done.
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