I've been working on my very first game for the last month or so, and would like to receive some feedback about it.
Graphics is mostly non-existent/placeholder, but gameplay should be working.
Some of what I'd like to test is how self-explanatory the game is, so I'll keep description to a minimum, other than saying that this is a 2-player game on same machine (split screen) where you need to kill each other.
Download is available here and will be updated as the project progresses:
http://agamer.netai.....php?f=26&t=680
Screenshots:
http://i.imgur.com/AjVzZ.jpg
http://i.imgur.com/bHaOx.jpg
Enjoy!
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galzohar
Member Since 24 Jul 2008Offline Last Active Yesterday, 10:53 AM
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- Active Posts 1,694
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- Member Title Master Blaster
- Age 27 years old
- Birthday August 30, 1985
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Gender
Male
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Location
Israel
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PC gamer
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Topics I've Started
A game I'm working on
28 December 2012 - 06:36 AM
Who uses tracers?
05 August 2012 - 06:20 PM
Following this discussion on the Project Reality forum:
http://www.realitymo...rd-set-bit.html
And apparently a recent rule they made on their server to not use the non-tracer rounds because they are only in the game because they forgot to disable them..
Therefore I was wondering how many regular infantry actually load tracers into their regular magazines. I know in IDF the standard for rifles is 6 normal magazines (no tracers) and 1 all-tracer magazine, while LMGs (5.56) had 1/10 tracers (also often manually removed by the gunner). MMGs (7.62) had 1/5 tracers. HMGs (0.5") had 1/3 or 1/4 (don't remember exactly).
Does anyone have any concrete information about how US army/USMC/British Army/other 5.56 users actually load tracers into their magazines, in a 1/3 or any other ratio? And where it is actually a standard, do everyone actually go with it rather than take the tracers out? I just find it very weird that using 1/3 tracers in normal rifles is such a wide-spread standard (that I've just happened never seen any evidence for myself), and that those who serve in an army with such a standard don't go out of their way to re-load their magazines with 0 tracers.
If they end up forcing use of tracers in PR I will seriously consider shooting every 2rd round into the ground to avoid detection. I just can't believe people actually choose to use tracers as part of their regular ammo, as the disadvantages are so great compared to the advantages.
Note that the purpose of this thread isn't about how effective/ineffective tracers are, I'm sure we all know their advantages and disadvantages, but I was rather interested in who actually ends up loading them and going into combat with all his magazines having some sort of 1/X tracer load.
Thanks for any info!
http://www.realitymo...rd-set-bit.html
And apparently a recent rule they made on their server to not use the non-tracer rounds because they are only in the game because they forgot to disable them..
Therefore I was wondering how many regular infantry actually load tracers into their regular magazines. I know in IDF the standard for rifles is 6 normal magazines (no tracers) and 1 all-tracer magazine, while LMGs (5.56) had 1/10 tracers (also often manually removed by the gunner). MMGs (7.62) had 1/5 tracers. HMGs (0.5") had 1/3 or 1/4 (don't remember exactly).
Does anyone have any concrete information about how US army/USMC/British Army/other 5.56 users actually load tracers into their magazines, in a 1/3 or any other ratio? And where it is actually a standard, do everyone actually go with it rather than take the tracers out? I just find it very weird that using 1/3 tracers in normal rifles is such a wide-spread standard (that I've just happened never seen any evidence for myself), and that those who serve in an army with such a standard don't go out of their way to re-load their magazines with 0 tracers.
If they end up forcing use of tracers in PR I will seriously consider shooting every 2rd round into the ground to avoid detection. I just can't believe people actually choose to use tracers as part of their regular ammo, as the disadvantages are so great compared to the advantages.
Note that the purpose of this thread isn't about how effective/ineffective tracers are, I'm sure we all know their advantages and disadvantages, but I was rather interested in who actually ends up loading them and going into combat with all his magazines having some sort of 1/X tracer load.
Thanks for any info!
Main page of blackfootstudios.com
22 August 2011 - 03:30 PM
Since I put blackfootstudios.com in my signatures all over a long time ago, I've had several times where people would ask me "so what is this Blackfoot Studios?" and unfortunately when I tell them to just look at blackfootstudios.com they come back to me after 5 minutes and ask me "so what is this Blackfoot Studios?"
Therefore, I think the main page could be a bit more self-explanatory so new people who have no idea what BFS is or trying to do will actually understand what Blackfoot Studios is when they come in, and then maybe even stay and read around. Nothing special is really needed IMO, just some short answer to the commonly asked question to show up on the main page. After all, I'm sure John can answer that question a lot better than I can
Therefore, I think the main page could be a bit more self-explanatory so new people who have no idea what BFS is or trying to do will actually understand what Blackfoot Studios is when they come in, and then maybe even stay and read around. Nothing special is really needed IMO, just some short answer to the commonly asked question to show up on the main page. After all, I'm sure John can answer that question a lot better than I can
DTAS for Arma 2 CO
25 February 2011 - 12:59 PM
I've spent quite a lot of time working on various A&D style missions, most recent being DTAS-style round-based A&D mission where you need to destroy randomly placed ammo caches, however it resulted in mission being to easy to attackers if they have rocket launchers available, and too hard for attackers if they need to go all the way to the ammo cache to destroy it (defender's advantage).
What I ended up with is even more similar to DTAS - Simply a zone placed at a random location with a Seized By trigger, meaning that if attacking side has more soldiers in the zone than the defending side for long enough, they win, and the more they have in there the less time they need - with minimum and maximum timers, currently set to 60s maximum (if you barely overpower them) and 20s minimum (if they have nobody in the zone). Zone size is a bit bigger than the DTAS zone due to the nature of Arma 2 islands, but is still relatively small to focus the fighting on a specific location - currently 35m radius.
I also started with ACE-only version that has spectator script for those waiting for next round, but decided to also make it available for non-ACE by implementing some tricky scripts. If server doesn't run ACE, people who run ACE will have the mission end (for them only) with an appropriate message, and same if they don't have ACE but the server does. Of course ACE weapons and spectator script are not available if ACE is not running, but I'm doing my best to make sure no errors are generated in any situation.
Currently it's in an "almost-ready" state, just need some testing help. If you're willing to join in on some testing, please talk to me on Steam (galzoha), or e-mail me on galzohar (I use @hotmail.com), which is also my MSN messanger and facebook.
Any feedback/suggestions/testing help/anything else would be appreciated.
What I ended up with is even more similar to DTAS - Simply a zone placed at a random location with a Seized By trigger, meaning that if attacking side has more soldiers in the zone than the defending side for long enough, they win, and the more they have in there the less time they need - with minimum and maximum timers, currently set to 60s maximum (if you barely overpower them) and 20s minimum (if they have nobody in the zone). Zone size is a bit bigger than the DTAS zone due to the nature of Arma 2 islands, but is still relatively small to focus the fighting on a specific location - currently 35m radius.
I also started with ACE-only version that has spectator script for those waiting for next round, but decided to also make it available for non-ACE by implementing some tricky scripts. If server doesn't run ACE, people who run ACE will have the mission end (for them only) with an appropriate message, and same if they don't have ACE but the server does. Of course ACE weapons and spectator script are not available if ACE is not running, but I'm doing my best to make sure no errors are generated in any situation.
Currently it's in an "almost-ready" state, just need some testing help. If you're willing to join in on some testing, please talk to me on Steam (galzoha), or e-mail me on galzohar (I use @hotmail.com), which is also my MSN messanger and facebook.
Any feedback/suggestions/testing help/anything else would be appreciated.
Need help making some keyboard macros for games
06 August 2009 - 12:16 PM
I couldn't find any program that already does this, so if there is one please just point me in its direction...
The idea started when my fingers started hurting (in a "maybe I should see a doctor" way) after playing some Arma 2 and holding down the "move forward" button way too much. The game doesn't include an autowalk key which is very much needed (when I played World of Warcraft, I had the autowalk bound right next to my forward key, I used it *that* much).
What I need in order to make such a program myself:
- A way to listen to keyboard key press/combination even when Arma 2 is running as the focus window.
- A way to send "key down" (without releasing it) message to Arma 2.
- If it doesn't happen by default, a way to make Arma 2 keep the key down until that key was pressed again (and thus a "key up" was sent from the keyboard).
Of course, assuming that once I can solve the above the rest would be easy enough, this can later be improved to support other games and maybe have some GUI or settings file where you can set what would you like it to do for you (for example, make your backwards button also send a "forward key up" message, or having a configurable "double tap" speed to lock the forward movement, or any other nice ideas). But the real problem is the 3 points above which I just couldn't easily find (in an understandable form) by using google/MSDN/etc. Then again I'm terrible at finding those kinds of things.
The idea started when my fingers started hurting (in a "maybe I should see a doctor" way) after playing some Arma 2 and holding down the "move forward" button way too much. The game doesn't include an autowalk key which is very much needed (when I played World of Warcraft, I had the autowalk bound right next to my forward key, I used it *that* much).
What I need in order to make such a program myself:
- A way to listen to keyboard key press/combination even when Arma 2 is running as the focus window.
- A way to send "key down" (without releasing it) message to Arma 2.
- If it doesn't happen by default, a way to make Arma 2 keep the key down until that key was pressed again (and thus a "key up" was sent from the keyboard).
Of course, assuming that once I can solve the above the rest would be easy enough, this can later be improved to support other games and maybe have some GUI or settings file where you can set what would you like it to do for you (for example, make your backwards button also send a "forward key up" message, or having a configurable "double tap" speed to lock the forward movement, or any other nice ideas). But the real problem is the 3 points above which I just couldn't easily find (in an understandable form) by using google/MSDN/etc. Then again I'm terrible at finding those kinds of things.
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