Tario Saga: Road To Araboth

Discuss and unveil current Marathon projects.

Re: Tario Saga: Road To Araboth

Post Sep 13th '18, 02:21

Looks cool. Definitely captures the feeling of being a part of a much larger conflict in a way a lot of Marathon scenarios don’t, and there’s a sort of trench warfare feeling to some of it that I don’t often see.

A couple notes:

  • I forgot to mention that the default Aleph One video export is ridiculously low quality. You should go into your preferences file and change movie_export_video_quality from 50 to 100. Make sure your text editor doesn’t change the regular quotes to curly quotes, or A1 will overwrite your prefs with the defaults. (It might be worth backing it up just in case.) The location of your preferences file will vary depending upon your OS. Up to you whether it’s worth re-rendering the above video with the correct preferences, but it will look immeasurably better.

  • Might want to slow down the loon in the third level. It sounds like it plays every two seconds right now. Change it to seven or ten, maybe.
Other than that, I’m pretty disoriented watching it, but that’s probably largely because I don’t have any idea what’s going on and what a lot of the items do. And I assume a lot of that was intentional. I like a lot of the sounds in particular, and the plant scenery is particularly cool.
People should not be afraid of their governments. Governments should be afraid of their people.

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

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The Man
Sarasota, FL

Post Sep 13th '18, 14:48

The Man wrote:Looks cool. Definitely captures the feeling of being a part of a much larger conflict in a way a lot of Marathon scenarios don’t, and there’s a sort of trench warfare feeling to some of it that I don’t often see.

A couple notes:

  • I forgot to mention that the default Aleph One video export is ridiculously low quality. You should go into your preferences file and change movie_export_video_quality from 50 to 100. Make sure your text editor doesn’t change the regular quotes to curly quotes, or A1 will overwrite your prefs with the defaults. (It might be worth backing it up just in case.) The location of your preferences file will vary depending upon your OS. Up to you whether it’s worth re-rendering the above video with the correct preferences, but it will look immeasurably better.

  • Might want to slow down the loon in the third level. It sounds like it plays every two seconds right now. Change it to seven or ten, maybe.
Other than that, I’m pretty disoriented watching it, but that’s probably largely because I don’t have any idea what’s going on and what a lot of the items do. And I assume a lot of that was intentional. I like a lot of the sounds in particular, and the plant scenery is particularly cool.


Yeah I didn't realize that for the quality, will do that for next time. Also yeah the Loon is looped and I haven't fixed that yet haha, it's very annoying.

Glad you enjoyed it though. The sound effects are either self made or just freebies dug up around the internet. I want to get some voice overs maybe for the other sounds but otherwise it's not too necessary since it's not "alien" and I don't think there's a need for guys to be going "HEY!" everytime they are activated.

The items are pretty straightforward. The Trench Rifle has a "scope" to it which sort of imitates sights and critical hits. The thing I am trying to figure out is how to get it so that a "charged" shot doesn't count for more than 1 round.

On the level where the video ends, you get a Shotgun/Grenade launcher combo which is probably my favourite one as it causes a lot of carnage. There's a minigun for really tough opponents and big groups, a rocket launcher, and an "alien" weapon from the game's past which can be found in various levels.
"He looked at his hands, but the fire in his eyes made him blink."
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WeirdoYYY
Mars

Post Sep 13th '18, 19:18

Thanks for the explanations.

You can probably fix the charged shot thing with Lua. IDK enough about the specifics of the scenario’s mechanics to write a script right now, though.
People should not be afraid of their governments. Governments should be afraid of their people.

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

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The Man
Sarasota, FL

Post Sep 18th '18, 18:54

You could conceivably handle the sniper by giving the primary trigger a burst count of 3, I think, and zero error. Then it looks like you're firing one shot, but really you're firing 4. Then cut the damage on the shot created by primary to 1/4 (or re-use a shot from a wimpier gun). A side effect (besides the 0 error) is that shots might sometimes appear to go through a kill, but that may be desirable for firing a powerful round at short range. Also, make sure Horizontal and Vertical wander are turned off for the shot.
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ravenshining
Hawai'i

Post Sep 19th '18, 11:49

ravenshining wrote:You could conceivably handle the sniper by giving the primary trigger a burst count of 3, I think, and zero error. Then it looks like you're firing one shot, but really you're firing 4. Then cut the damage on the shot created by primary to 1/4 (or re-use a shot from a wimpier gun). A side effect (besides the 0 error) is that shots might sometimes appear to go through a kill, but that may be desirable for firing a powerful round at short range. Also, make sure Horizontal and Vertical wander are turned off for the shot.


Might try this. Would just need to fix the HUD which was a bit of a bitch to get set up right.
"He looked at his hands, but the fire in his eyes made him blink."
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WeirdoYYY
Mars

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