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Necr0
- Posts: 14
- Joined: Thu Jun 10, 2010 8:59 am
Re: Game Development: Rollin'-rollin'-rollin'
Nice , keep the good work
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Tonkyhonk
- Posts: 4501
- Joined: Fri Sep 10, 2010 6:43 am
Re: Game Development: Rollin'-rollin'-rollin'
what are you blaming russians for?shubla wrote:Bloody russians.. Theyre too slowjorb wrote:We have initiated the processes to get something better going. Right now the delay is not on our side.BrutaLord wrote:What about new payment options?
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Moretimer
- Posts: 29
- Joined: Fri Sep 04, 2015 10:12 pm
Re: Game Development: Rollin'-rollin'-rollin'
Any chance you can put animals pathfinding on human characters?
No idea how you missed the fact that animals don't get stuck on trees but player characters do.
No idea how you missed the fact that animals don't get stuck on trees but player characters do.
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raybon256
- Posts: 163
- Joined: Fri Jul 17, 2015 12:29 am
Re: Game Development: Rollin'-rollin'-rollin'
I've been wondering when the wagons were going to come, does that mean we have oxcarting as well.
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Rollin'-rollin'-rollin'
How about we skip pathfinding altogether and leave it necessary for you to control your character?Moretimer wrote:Any chance you can put animals pathfinding on human characters?
No idea how you missed the fact that animals don't get stuck on trees but player characters do.
I'll take WASD controls though.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Axatros
- Posts: 135
- Joined: Sat Mar 23, 2013 10:03 pm
Re: Game Development: Rollin'-rollin'-rollin'
So you add a new hat every update.. Woah there's going to be more hats than is Team Fortress 2 
Pixel art is (and always will be) better than this plastic looking Hafen you gave us here.
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TwentyThree
- Posts: 178
- Joined: Mon Oct 10, 2011 10:58 pm
Re: Game Development: Rollin'-rollin'-rollin'
#hatcityAxatros wrote:So you add a new hat every update.. Woah there's going to be more hats than is Team Fortress 2
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Game Development: Rollin'-rollin'-rollin'
As its a cash shop at some point in time it will be cleaned up, likely after a year some of them will be removed, making those who picked them up now, very special people.
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Galthon
- Posts: 106
- Joined: Sat Sep 17, 2011 4:31 pm
- Location: Willamette Valley
Re: Game Development: Rollin'-rollin'-rollin'
All Haven players are very, very special people.
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Moretimer
- Posts: 29
- Joined: Fri Sep 04, 2015 10:12 pm
Re: Game Development: Rollin'-rollin'-rollin'
How does pathfinding take away control from the player? I know you guys are no starcraft pros, but I'm sure you can get above 10-15 APM and actually control your character regardless of pathfinding. Again, dying time and time again due to bad pathfinding of player characters whereas ai never gets stuck (other then water obviously) is lowering my and my pack of friends will to play. I do hope something can be done about it.Lunarius_Haberdash wrote:How about we skip pathfinding altogether and leave it necessary for you to control your character?Moretimer wrote:Any chance you can put animals pathfinding on human characters?
No idea how you missed the fact that animals don't get stuck on trees but player characters do.
I'll take WASD controls though.