Today I loaded the pilot and looked for the smoke of the crashed ship that I needed to destroy. And I saw something like a smoke, so I immediatelly look there and wanted to turn my ship, but it was something else (maybe a raised dust).
This reminded me that after some experience with the game, one ...
Search found 39 matches
- 2022-Jun-29 19:30
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
- 2022-Jun-29 19:12
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Random shade of color of alien's helmet
How about making the helmet color of some aliens a random color exactly between the darkgreen and white used in Remake. When I say "exactly", I mean that it will be exactly on the "line segment" connecting these two points in the "color space", but it can be anywhere on that line.
I propose this ...
I propose this ...
- 2022-Jun-29 19:04
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
A small comment on alien scare
Just a short personal observation about the alien scare:
When I proposed that alien damage should be cumulative, I wrote (as a reason) that now the tension from a scaring alien jump is very little (almost none) because the alien looks the same each time and because it is too easy to kill him in ...
When I proposed that alien damage should be cumulative, I wrote (as a reason) that now the tension from a scaring alien jump is very little (almost none) because the alien looks the same each time and because it is too easy to kill him in ...
- 2022-Jun-25 23:33
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Re: Fractalus 1.x: ideas for future updates
Right now I played level ca. 24 and I think I reacted to the alien in less than ca. half a second. I think it was his first blow - and game over.
Well, I don't question that it is faithful to the original. And I don't question that this kind of difficulty contributes to player's thrill and ...
Well, I don't question that it is faithful to the original. And I don't question that this kind of difficulty contributes to player's thrill and ...
- 2022-Jun-25 23:26
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Re: Fractalus 1.x: ideas for future updates
I would like to propose an animation between alien's decisive hit and the "game over" screen. Even a very simple one would do. As it is now, I (almost) don't know whether I was too slow to kill the alien or something killed me at the same time. For example a saucer. Or energy consumption which ...
- 2022-Jun-25 17:11
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Re: Fractalus 1.x: ideas for future updates
Two low-importance ones now:
- - -
It seems to me that the message "Ship off scope" should have a precedence before "Pilot too far". Because if I am very near a crashed ship (for example so near that it takes some attention to determinate the direction from the radar), then the message "Pilot too ...
- - -
It seems to me that the message "Ship off scope" should have a precedence before "Pilot too far". Because if I am very near a crashed ship (for example so near that it takes some attention to determinate the direction from the radar), then the message "Pilot too ...
- 2022-Jun-25 15:51
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Re: Fractalus 1.x: ideas for future updates
And when we speak about the margin of error in aiming: I think that destroying the vacant crashed ships is easier than it should be; if I am near and I shoot in a very loosely the reasonable direction, I destroy it. (With a beautifully strong explosion, I like that :lol: )
It is often easier to ...
It is often easier to ...
- 2022-Jun-25 15:32
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Unrealistic aiming
Or is this discrepancy deliberate to allow the player to shoot at very distant turrets with an angular margin of error big enough to make for the fact that the ship heading cannot be controlled by the player absolutely smoothly?
I don't know if it is caused by slow computer, but I think not: I ...
I don't know if it is caused by slow computer, but I think not: I ...
- 2022-Jun-25 15:25
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Unrealistic aiming
And that reminds me:
I suspect that the original game (and maybe even the remake?) had to devise a very clever fractal algorithm which gave a realistic impression of flying over irregularly structured mountains, even though it DID NOT HONESTLY work with the 3D model of reality (graphics done by a ...
I suspect that the original game (and maybe even the remake?) had to devise a very clever fractal algorithm which gave a realistic impression of flying over irregularly structured mountains, even though it DID NOT HONESTLY work with the 3D model of reality (graphics done by a ...
- 2022-Jun-25 15:25
- Forum: Fractalus
- Topic: Fractalus 1.x: ideas for future updates
- Replies: 47
- Views: 600431
Unrealistic aiming
Hi all,
Today I played again and I was again reminded of something I have see often: Sometimes it is pretty hard to hit a very close turret, but at high distances, it is (relatively) very easy; the turret explodes even if my missile imho clearly misses it.
I find it very hard to believe that the ...
Today I played again and I was again reminded of something I have see often: Sometimes it is pretty hard to hit a very close turret, but at high distances, it is (relatively) very easy; the turret explodes even if my missile imho clearly misses it.
I find it very hard to believe that the ...