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Messages - Megagun

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Spore: General / Re: Qeustion - Are there any cheats out yet?
« on: June 19, 2008, 04:38:31 am »
Also have u seen how many resources it needs to run? My Cpu never goes further then 23%.
The game runs very low on resources and that has to do with the procedural coding.
Wrong. Procedural content means that instead of storing textures on your harddrive, it either pregenerates them, or generates them "on the fly" when they are needed. Thus, Spore uses *more* CPU instructions when compared with a similar game that loads everything from the harddrive.

Spore: General / Re: EU: go ask EA / NA: less than 1 day
« on: June 17, 2008, 03:12:03 pm »
Just got the mail here, too.. The Netherlands...

Spore: General / Creature cheating...
« on: June 14, 2008, 12:47:01 pm »
Okay, so look at the guy I made..

Looks normal, does it not?
Well, yes, it is normal, apart from the fact that if you remove the eyes, you'll see lots of "detail" parts *inside the eyes* which make the creature get a lvl 10 on all three options (attack, social and abilities).

Now, I'm ofcourse not really sure if creatures' prices are counted for when you play the game, and how things are exactly balanced, but it seems (to me) that allowing endless details and the bonuses they give to your creature is a tad lame, and allows for some pretty 10/10/10 creature creation, which could kind of spoil the game (instead of making a decision between attack, social or abilities, you'll max them all out)...

So, does anyone know how this will be handled in Retail Spore? I can't say I've been rather involved with spore lately, so this might have been mentioned earlier and I wouldn't have noticed, but the CC got me interested again.. ;)

PC Games / Re: Supreme Commander sign up?
« on: October 29, 2006, 10:47:53 am »
If you were observant enough and cared for the game, you would have noticed that there were 5 places on the 'net you could get a Beta key from for free (4 if you're in the USA).

So this ain't a Fileplanet subscriber only beta. IIRC 3dgamers (also pay) also have a beta..

But then there are always not totally legal ways to play the beta. You see, the game is HIGHLY moddable, even the Beta version. Google..... ;)

PC Games / Re: Playing RTS Games on a Widescreen Monitor
« on: October 10, 2006, 11:38:13 am »
Total Annihilation

PC Games / Re: Good Space Colonization games
« on: September 30, 2006, 09:40:23 am »
I think he is referring to the hypothetical possible Toys for Bob sequel, which they are trying to make and trying to convince Activision about as soon as their new Tony Hawk game for the Wii is done/released/whatever. See

And yes, SC2 = best game ever. :)

Outpost 2 was pretty nice (better than 1 by far. :P)
And then there's Alpha centauri...

Site News / Re: Who are the new Moderators?
« on: August 21, 2006, 02:10:41 am »
KS because I knwo whats its liek to be a post leader w/o mod powerz ..makes you feel rejected :(
Quote from: HordeOfDoom
PS: omgz GS almost has 1337 posts!
Quote from: HordeOfDoom
i think KS should get it, because on other forums I have been the post leader as he is on this one, and I was not moderator, and I know what it feels like to be post leader without mod. powers. You feel rejected <_<

Oh, gee, I wonder why!

PC Games / E3: Cancelled!?!?!?!
« on: July 30, 2006, 02:51:41 pm »

(Okay, so this could aswell be in console or handheld games sections, but....)

Hoax or truth?
What will this mean for us gamers?
What will the GDC be like next year?


Spore: General / Re: If Spore didn't have procedural animation
« on: July 13, 2006, 06:23:53 am »
Er, I assumed the original poll author meant that if it didn't have procedural animation, thus meaning that you'd have to animate your creature yourself..

In other words, creation won't be limited because of it at all...

Now, let's change the poll then a bit:
Would you still like Spore as much as before if you had to do your own animations for your critters?

PC Games / Re: Total ann.. er.. Supreme Commander!
« on: June 16, 2006, 12:58:16 pm »
Erm, I think the guy was referring to TA-styled custom units..
Or: additional tools that come with the game which allow you to make your own units from scratch..

The same was done with TA (made by mostly the same guys) and I think there are over 3000 units available for TA on the net today.. Maybe more..

PC Games / Re: What to do if youve got a new (serious) game idea?
« on: June 03, 2006, 02:03:14 pm »
Problem? Everyone inside the game making companies and their pet dogs, as well as all of their fish AND willosaurs have ideas for games, too... And they're probably the ones that get made earlier.. Not that many of those ideas actually eventually get made..

So, yeah, your best bet is to either:

1) Get inside a game making company, and eventually prod the producer of the game you're currently working at with a detailed description of the game (preferably with some prototypes (LEARN TO CODE!) that show that it can be done and would be fun. More info? get the GDC 2006 Spore talks and listen to them all).. Still, this will take a LOOOOOT of time, but if you're lucky, you're going to get a nice game, which probably scores a lot more players than you'd get when you're doing nr 2:

2) Do it yourself. Ofcourse, you're going to need to learn how to code and how to manage your time and not get bored with the project (trust me, getting bored with your current project or just not feeling like working on it anymore is your biggest problem here.. Seriously.. Motivation is a bitch)... Advantages? you get to push your own ideas and they won't get forked. Disadvantages? you've got to do it yourself.. ;)

Myself, I'd go for nr 2, since there's pretty much zero possibility of anyone other than yourself is ever going to make the thing...

Spore: General / Re: Advanced editors idea ~ hear me out on this.
« on: May 23, 2006, 01:15:21 am »
I haven't read this thread completely, but everyone who likes this idea (me included!) should read Bastardman's post..

It is not possible with the way Maxis is going with pollinated content.

Advanced editors mean bigger filesizes, because of all the extra non-procedural (!!!) data, which is LARGE.
Maxis wants small filesizes.
Think of nonadvanced as 20 KB.
Think of advanced as 2 MB.
Maxis doesn't want that. Maxis wants it all to be accessible to anyone without killing their servers off quickly..

In other words: you want advanced editors? Better get yourself a faster internet connection then!

Spore: General / Re: The Arena
« on: May 23, 2006, 01:10:13 am »
Heh, this is somethíng I'm likely going to do, too.. That's what I wanted cages for.. :)

Problem? Different living conditions. It's just that some creatures just can't live at this or that place... They breath different gases, so you're probably going to make an entire solar system with different kinds of planets at different temperatures, and with different gas compositions...

Also, there's usually this creature that totally beats that one, but gets beaten by this herbivore thing... Rock-paper-scissors kind of way.. So you'll probably not see the "ultimate" creature.. More like the "ultimate" creature against this other creature..

However, you could ofcourse make "training grounds" populated by your archenemy, and drop various collected creatures there to see which one is great against it, and then clone those and release them on the archenemy's planet.. :)

Summarized: great idea, and I want to be able to do it, but I don't think it'd be possible, gameplay-wise, because of atmospheres and temperatures, and rock-paper-scissors type gameplay.

Hmm.. Guess I've got to listen to the GDC05 movie again then.... Must've missed that part then..

Anyways, it's actually way more efficient to use a Galaxy seed, since you don't have to store planets or planet seeds on the Harddisk..

The way Noctis IV (a universe simulator with 80 billion stars and billions more planets) does it, is by using a galaxy seed, and from that galaxy seed, it generates star positions, and from those star positions and the galaxy seed, it generates star IDs. The Star IDs are then used as another seed, pulled through another random number generator, which then pulls out star info (temperature, type, colour, etcetera..) and a few planet IDs. Those planet IDs are then used as yet another seed for yet another random number generator, which then generates the planet's orbit time, rotation periods, and planet surfaces..

With the Galaxy seed method, you don't have to write anything about star or planet positions or surfaces, anywhere. You just compile the seed with the program, or let the program read the seed from a file, and there you've got it: a galaxy in only a few KBs..

If you're going to generate stars "on the fly" without any form of Galaxy seed, you'd have to store the Star IDs and positions somewhere on the harddrive, which could use up a lot..

So, summarized, using a Galaxy seed is probably the best way to generate a galaxy, and is probably the thing the Maxis crew is doing. Therefore, it's also more likely that we might get a "random galaxy generator" (which basically only alters the Galaxy seed!) and that we don't all inhabit the same universe.

However, that raises the question: why have only ONE universe? By using Galaxy seeds, you can basically generate a whole lot of those things, technology-wise. So I'd guess it's a gameplay-oriented decision... This decision might also be made with future expansions to the game in mind...

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