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Fry Crayola

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Everything posted by Fry Crayola

  1. Fry Crayola


    Nope, it was GTA: London 1969. San Francisco is located on the San Andreas Fault, hence the name.
  2. Well, I'll look forward to your efforts. I think I get what you're on about. For example, when running with the ball down the wing you'd like to be able to ignore the ball and get your body between it and the opponent, shielding while dribbling. In defending, you want to be able to tackle where you want. Understandable but I believe this can be implemented into existing systems rather than requiring a re-invent. It's all interesting though. Certainly, it would provide for another layer of skill to the proceedings but it all boils down to playability in the end.
  3. It's not called foot Now then, the Madden point I'm making is that there was room for experimentation because Player One wants to see who he's passing to, and Player Two wants to see who he has to block. So EA could experiment with a thousand views before settling on the one option that gives both players what they need. Tell me a view that doesn't handicap one particular player (in PES the players may be handicapped, but none more so than the other) in a football game while also giving the best view for both. There's none, because football is too dynamic. I see what you're saying and always have done. But there is no view that works and that's why you can't use Madden as a benchmark - for all it's claims of multiplayer goodness it's still 95% aimed at the attacking team. Like American Football, really. Up and down, and left and right are equally intuitive, given the viewpoint. Unless you're playing Libero Grande, you'll always want to point the stick in the direction you want the player to travel. However, diagonals don't fit this, because the mind doesn't think like that. Don't ask why, it just doesn't fit. Let me know some of your ideas - for all I know I'm blind to some possibilities you've opened up. But as I see it you'd need a button to actually kick the ball, and perfectly implemented analogue controls to choose a direction. Leading to over-complex gameplay and a need for a zoomed camera angle. That's how I see it, but how do you see it? I'll keep talking about the ball because the ball is the most important thing. Everything you do is a reaction to the ball's movement first, the opposition second.
  4. Ages ago I started making my game the wrong way, starting with the graphics. It was more an experiment to see if I could do what I wanted on my computer. To make sure it all looked good, I used the very same top-down replay system in PES1. I'd love a game like that, which is what I'm trying to make. Eventually. There's a lot I want in this game. Damn me.
  5. Like I said, you can't expect all games to do this because understanding the ending heavily relies on the actions and events of the game. If a decision halfway through the game affects all dialogue and action for the remainder, a cut scene of the ending will not suffice. You need to understand it. A film on the other hand will usually only have endings that fit the rest of the story. Any other endings were left as scripts or storyboards and usually don't make it to the DVD, as they aren't part of the film at all anymore and thus weren't shot.
  6. Madden can deviate from the normal camera without affecting gameplay because it's impossible for the defending team to counter attack. Thus they are not hampered by a restrictive angle. In footie, you would be. By giving a side-on view of the action, no player is handicapped. An early FIFA-like isometric perspective doesn't work either, because diagonal movements to run along a side-line aren't intuitive. A SWOS-view in PES might work but only with a great deal of effort from the player. I fail to see your point in PES and its ilk taking footie games backwards. Creating an intuitive control system that also ensures the ball works for you is practically impossible thanks to the infinite number of ways we can nudge and push the ball.
  7. SWOS thrives on its camera, yes. And it's perfect for that game but I don't think it's perfect for PES3. In Vertical mode I have the same inability to play a 40 yard pass as I do in Wide - I still need the radar. Which I have got used to. You couldn't incorporate a changing camera view in a soccer game a la Madden. Unlike American Football the ball changes possession a hell of a lot, so every tackle would see the game pause and the camera swing round for the winning tackler. Quickly changing the perspective would create chaos and confusion. SWOS doesn't have the problem of the up/down screen because it's viewed from quite a distance. If that were possible in PES3 it'd be nice but it'd take a long time to adjust because the gameplay relies on you making the movements at the right time, given the position of the ball. So closer angles are better, and wide is the best at this. My game's top down though, so I have to look at how I can get around this. If I can make the game highly playable without any loss of control, I'd be advocating the same as you, but for now I just don't know if it's possible. Without a massive telly, of course.
  8. I disagree with you, Penguin Lad. I have PES3 on Wide camera, and it gives me a good coverage of the pitch. The Vertical perspective gives an unfair bias to the team playing up the pitch (he sees more of what's ahead of them) and PES3 doesn't allow you to zoom the camera out far enough. Leading to KO2 style games. Wide is excellent for all your needs. Mind you, because 3D takes too long and my 3D graphical talents are totally pants, my game aims to use a SWOS style viewpoint. But with controls more akin to PES.
  9. Tell you what though (Ron mode cancel), the best thing to happen in recent times was Sports Interactive making Championship Manager shit-slow. Now I can't be arsed to play it, and can't go back to CM01/02 because I miss the match engine. So I have a ton of free time to play those games I haven't finished yet. And make my own game. Thanks, SI.
  10. As for selling games, it's not my style. I sell obselete games, like Pro Evolution Soccer 2, when I get the new versions. But I like to keep old games. Though I may rarely play them, I know my little sister gets great enjoyment out of PSone Lemmings. And Colin McRae 2.0 is as good as it ever was.
  11. I've been on a bit of a spree too but not in the same league as some of you. I've bought 15 games, a GC and soon an Xbox since September. Only recently has it dawned on me that it's a lot of stuff that I haven't really made use of. I've played Ocarina of Time until Link becomes an adult, and got a few shines in Mario Sunshine, and that's it. Splinter Cell, Metroid Prime and Wind Waker haven't been touched for the GC, which my mates have played more than me. Mario Kart has had a bit of an outing, but it was fleeting (too much work to do). Over Christmas I decided enough was enough, and I've set out to finish the majority of my games. Manhunt was done and dusted, PoP is on the way when I get the chance, then Ico (all recent purchases). Then I'll go back to older games, get that Cube played, and finish Mario & Luigi. And don't get me started on my PSone collection... I'll still buy games, but not as much as last year. I'll pick up the ones I must have, like Halo 2, or Metal Gear Solid 3. But until I've finished most of what I have, I won't be making any impulse buys. I don't need new games, I've a stack of games here. If I haven't played them, they're new to me.
  12. Why can't multiple endings follow the path of films? When I watch a film on DVD I'm not required to watch it again to see an alternate ending. Naturally, I can't expect the game to just open up all the endings for me to watch - if the story branches then I won't understand them. Instead, the game should, upon completion, give you an extra screen on the options that shows where the game branches, and what needs to be done to get those endings. Otherwise we'll miss half the game. There are some obscure endings out there, and resorting to FAQs isn't the best approach.
  13. You've got us... Mind you, my game hopes to have a player-oriented challenge too. Though that's a long way off...
  14. Going way back, I'll say Renegade for the CPC was a display of excellent graphics given the limitations. Colourful sprites, not too blocky, and conveying detail, emotion, and arse grabbing. You can't deny those flash blue suits looked cool on the knife wielding posse.
  15. Because of the wonderful world of hospitalised girlfriends, I missed the whole thread panning out and then being closed. Without warning. Boo! And I haven't played the game much either, but there's no denying Sensi is a huge influence. I can actually see Stuart's point about acknowledgement. And I see Andreas' acknowledgement in there. Maybe not how Stu wants it, but he can't have it both ways: Jon Hare acknowledged the games debt to Kick Off and Andreas Osswald is acknowledging Championship Soccer's debt to both SWOS and CM2. As for Sensi being a KO rip-off, I do remember the Edge making of... stating that the game started life when Sensible Software were developing Mega-lo-mania, and stuck the characters in football kits for a laugh. Considering that accounts for the graphics (and most Sensible games look like that), the gameplay is clearly Kick Off, with improvements where necessary (and there were a lot necessary in my opinion). It's not a rip-off, it's an accidental evolution. AOCS is an intentional evolution, but no less valid for that. Bit fiddly to set up, mind. And Siread, I reckon the header for his web page has great similarity to CM2. But then both Sensi and CM have similar interfaces...
  16. Maybe not FIFA but if the game ever took off I could see some greedy shits trying their hardest to put a stop to it.
  17. CM does have licenses, it just doesn't broadcast them as much as FIFA likes to. However the license doesn't extend to likenesses, but then for CM it doesn't need to.
  18. Well, good job he married Britney quick then, or she'd have died too... Hang on, "good job"? Heck no. Damn you, Jason Alexander!
  19. Intrestingly enough, from the Championship Soccer forum: Posted today. This morning. Could Stu be still lurking here? Probably. Anyhow, yeah, my game's like Andreas' in these respects: Career mode as a single player Top Down perspective Lots of leagues Management mode And that's about it. The similarities with CS and SWOS end there, because my game aims to have a strong tactical element. Management is foremost on my mind because frankly there isn't a decent management game out there. So there's a strong tactics engine and the game's developed as a management game first. When it comes to the gameplay I aim to have a more complex control system with more in common with PES than SWOS, because there's a lot of moves in the game. We'll have to see how it all works out.
  20. Hang on, your post is way too early... but he's been posting on the Championship Soccer forum.
  21. SWOS was almost 10 years ago though, back when you could get away with it. Nowadays there are a minority of money grabbing bastards in football who'd do anything. Like Ollie Kahn and the FIFA debacle.
  22. No need? How does that work? Surely if he's charging for the game he could get into trouble?
  23. Ta for the link. Looks and sounds very like what I'm aiming for, only naturally this has less leagues. Looks like I've found my interim replacement for the frankly poor CM. I've been playing every management game floating around trying to find one that's both fun and realistic, and aside from CM3 I've failed. Good for research purposes though (or that's what I tell myself), As for TCFG, I'll get around to updating the website after my exams, and hope to have an AI demo in March. All this depends on how much shite work I'm given by those uni gits though. In my opinion it's coming along well. Link to the site's in the sig, for those interested.
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