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Comment History  (0 - 30 of 41)
Breadsticks
Breadsticks - - 41 comments @ Cobalt Runner

1. Nope. There will be an offline time-trial mode for freerunning, though. The game is still primarily based around freerunning ala Mirror's Edge. The guns you see in the video are there to compliment the multiplayer gamemodes with more than just freerunning.

2) Yep. Multiplayer, host your own server/custom maps/skins/gamemodes/modded servers.

3) We're going with a free-to-play with a premium option for some extra content. We're not interested in a pay2win model. Paying would unlock cosmetics and extra customization options.

4) We expect to be done in around 4-5 months.

5) The game is almost entirely controlled with the buttons. The touchscreen can be used for aiming if you prefer, but the second analog stick works just as well.

6) The teams will be of two factions, something akin to anarchists and a suppressing security force.

Good karma+3 votes
Breadsticks
Breadsticks - - 41 comments @ Plans and demo video

Thanks!

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Plans and demo video

It's for the PS Vita. That's more like impossible for the PSP.

Good karma+5 votes
Breadsticks
Breadsticks - - 41 comments @ Hiring artists!

We have a very strong concept of our art direction, and all the artists talk among themselves to ensure that vision is preserved.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Hiring artists!

There's actually bump and specular mapping applied to all the map surfaces in the scene, so it's not really bare mapping. We are, however, going for that clean visual aesthetic, so while we're adding some visual flavor with the bump and spec maps, we aren't going overboard with them. That being said, it's really easy to see the difference in a before and after shot.

Good karma+3 votes
Breadsticks
Breadsticks - - 41 comments @ Cobalt Runner

Not dead, just awaiting updates for the PS Suite that currently cripple it for a project of this scale. There's a lot of bugs in the shader compiler and artificial limitations placed on the device. I'd be much better off with an official devkit, but unfortunately I doubt that's going to happen unless I have some capitol.

I also didn't respond to Shane until about five minutes ago, partially because I didn't see his comment until about two weeks ago, coupled with the fact that it wasn't a PM (Which would've made a lot more sense and also makes me think it's B.S.) and then on top of the fact that I have other projects that I'm much more interested in and are further down the line.

To sum it up, Cobalt Runner isn't dead, just waiting for PS Suite updates. Could take a while.

Good karma+5 votes
Breadsticks
Breadsticks - - 41 comments @ Cobalt Runner

Not really relevant any more.. That's the old PSP version.

Good karma+3 votes
Breadsticks
Breadsticks - - 41 comments @ Cobalt Revival!

On second thought, **** the 360. I just remembered their licensing terms and requirements and I can't accept those terms.

Good karma+5 votes
Breadsticks
Breadsticks - - 41 comments @ Cobalt Revival!

There might be an issue with licensing on the PSN where I won't be allowed to deploy it to other devices.

However, if this is not the case, you can expect a 360 and PC remake with XNA.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Augustine: Despondent

I'm not part of this scene any more, but I do check in every now and then and see that everything's going in the completely wrong direction. I'm cool with that, though. If you guys want to continue pushing out sub-par work, then by all means, continue.

The irony of telling me to finish something.. None of you have finished a project.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Augustine: Despondent

You're right, it's going to turn out to be a Halo clone with a different title and names for characters, and it definitely won't be a "Halo Portable", because you've nearly ditched the PSP builds.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ MERCENARIES: DESTRUCTION MOBILIZED

Loading maps as you move through them will require a new map format, more or less. You won't be able to do that very elegantly with the BSP format. Good luck finding someone to implement an entirely new format.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Teddy

The polycount is ridiculous for anything in an overhead game with the camera that far back.. Really, really ridiculous.

Good karma+4 votes
Breadsticks
Breadsticks - - 41 comments @ Racer Five!

Good thing 3D Rad is closed-source and not distributed to the PSP, not to mention an awful development choice.

Good karma0 votes
Breadsticks
Breadsticks - - 41 comments @ The 14 Mod (Quake version)

You might get the Quake version working, but I don't think you'll ever be able to publish it, as you're using Half-Life's property, and using the Half-Life 2 version on the 360 is impossible, I'm afraid.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Flying Hamster

He thinks it's not indie because it's on the PSN and doesn't require a hacked PSP; which is completely inaccurate.

Good karma+4 votes
Breadsticks
Breadsticks - - 41 comments @ Nazi Zombies: Portable

Why are you people voting for this?

Good karma-3 votes
Breadsticks
Breadsticks - - 41 comments @ Regarding my Current and Previous Progress

Looks pretty enjoyable, albeit frustrating. It's clear you put a lot of work into this; well done.

Good karma+2 votes
Breadsticks
Breadsticks - - 41 comments @ Left 4 Quake

You know a toaster is powerful enough to run a Quake dedicated server, right?

Good karma+2 votes
Breadsticks
Breadsticks - - 41 comments @ // Error

It's the crotch of a robot.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Another look at the new Spartan

The shoulders look pretty bad, I wouldn't mind if you placed a few more verts in just so the shoulders could be fixed.

Also, the shade of green you're using, while better than the last one, seems.. off. And the black sections could be a bit lighter, so you can actually make out the details.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Update 5- 3 new enemies, and alot of wireframes next to their beta counter parts

Make a completely original model and I'll believe you aren't taking the lower LOD versions of models from the Half-Life 2 beta, and saying you "remade them".

Also, 1.7k triangles is too much for a single character model on the PSP. They're all way too high poly.

Good karma+2 votes
Breadsticks
Breadsticks - - 41 comments @ Adding reloading to Quake

There's a redundancy in the first function you tell us to replace, the reload function could be made shorter and a bit simpler (Simpler in my opinion, anyway), and the tutorial's layout itself is messy and hard to read.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Adding reloading to Quake

This reload code is a bit redundant, although it works, and could be optimized/made cleaner in places.

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ The Spoofer

Plantable bomb for defusal in multiplayer, ala Counter-Strike?

Good karma0 votes
Breadsticks
Breadsticks - - 41 comments @ Update 3-Fast assassin and stalker !

I'd say that's true, especially since he just wrote a tutorial on how to convert HL2 models into Quake format:

Forums.inside3d.com

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Update 3-Fast assassin and stalker !

You made it? Eh, to me it looks like you just took different parts of different models and glued them all together, like the legs, head, torso, feet thingies from Portal and maybe used lower LoD versions.. Yeah..

Good karma+2 votes
Breadsticks
Breadsticks - - 41 comments @ Flaming Ice's inhouse development tools

Yeah to me it just looks like a little GUI to chuck in command line options written in Visual Basic or something.

Hell, this one's available for that Nemesis.thewavelength.net

Good karma+1 vote
Breadsticks
Breadsticks - - 41 comments @ Coder and new models

What's the polycount on that?

Good karma+1 vote