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Author Topic: early 4.2 menu impressions  (Read 17125 times)

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namajnaG

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Re: early 4.2 menu impressions
« Reply #15 on: November 22, 2011, 12:35:47 am »

how about the loading bar from L4d1?

Hey, This ain't a crazy idea, In fact, I believe that it could work out pretty well. 'Up to the devs to give their point of view on this and if it could be realisable.

terps4life90

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Re: early 4.2 menu impressions
« Reply #16 on: November 22, 2011, 02:02:15 am »

If they make this game like battlefield 3 or call of duty im kicking your ass namajnaG
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killermonkey

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Re: early 4.2 menu impressions
« Reply #17 on: November 22, 2011, 03:15:17 am »

I'll see what I can do. None of this stuff is documented by Valve so it takes a lot of exploratory debugging to figure out :-D
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namajnaG

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Re: early 4.2 menu impressions
« Reply #18 on: November 22, 2011, 06:12:32 am »

If they make this game like battlefield 3 or call of duty im kicking your ass namajnaG

And I will gladly take the ass whooping for forcing the devs to ruin such an amazing classic game ;-)

mbsurfer

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Re: early 4.2 menu impressions
« Reply #19 on: November 22, 2011, 06:17:01 am »

KM never ceases to amaze me about how he can teach himself code that is undocumented o_O
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markpeterjameslegg

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Re: early 4.2 menu impressions
« Reply #20 on: November 22, 2011, 10:40:54 am »

If they make this game like battlefield 3 or call of duty im kicking your ass namajnaG

They won't, they have already stated that they won't compromise the core mechanics, but will advance on them to bring in a bigger crowd and hopefully get Goldeneye Source the popularity it deserves.
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Wake[of]theBunT

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Re: early 4.2 menu impressions
« Reply #21 on: November 22, 2011, 05:33:39 pm »

You mean the playerbase? ;)

We have popularity, and credibility, and notoriety. Now we need it to culminate a consistent base of playing players. Not just 100,000 downloaders. But 10 maybe 20,000 daily players. This would max out our servers easily. 5 times over.

Hell I've said before even if we had 1000 consistent players playing 1-2 hours daily, that fills every server in peak times and has the other 9000 wanting to get in on that when they get home.. Or a free hour!
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Gabbo

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Re: early 4.2 menu impressions
« Reply #22 on: November 22, 2011, 09:01:19 pm »

KM never ceases to amaze me about how he can teach himself code that is undocumented o_O
He is our code monkey god.
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Rick Astley

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Re: early 4.2 menu impressions
« Reply #23 on: November 23, 2011, 11:01:32 am »

i had another idea (inspired by the arkham city game) is that when you are selecting a charater you can click on a button to view the history of that charater

Eg:

Real Name: Alec Treveylan
Alias: Janus
Occupation: Terrolist
Affliction: Janus Syndicate
Eyes: Blue
Hair: Brownish Blond
Weight: 182 lb
Height: 6 ft
First Appearance: Goldeneye
Attribute 01: right side of his face was burnt
Attribute 02:
Background Story: Etc

i would just love to see this sort of thing for GE Source...dont know how it might be possible due to charater rights....
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markpeterjameslegg

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Re: early 4.2 menu impressions
« Reply #24 on: November 23, 2011, 11:06:18 am »

i had another idea (inspired by the arkham city game) is that when you are selecting a charater you can click on a button to view the history of that charater

Eg:

Real Name: Alec Treveylan
Alias: Janus
Occupation: Terrolist
Affliction: Janus Syndicate
Eyes: Blue
Hair: Brownish Blond
Weight: 182 lb
Height: 6 ft
First Appearance: Goldeneye
Attribute 01: right side of his face was burnt
Attribute 02:
Background Story: Etc

i would just love to see this sort of thing for GE Source...dont know how it might be possible due to charater rights....

I agree, that would be cool, the character could be rotating in a side window in a pose that suits their character.
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major

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Re: early 4.2 menu impressions
« Reply #25 on: November 23, 2011, 12:00:08 pm »

Good idea. But its a trade off: Spend time coding more features into a menu that people look at for 5 seconds. Or move on to a new project.

A new menu was needed, but how much is needed.

Not against any ideas, simply throwing in another side.
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Rick Astley

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Re: early 4.2 menu impressions
« Reply #26 on: November 23, 2011, 01:40:32 pm »

Good idea. But its a trade off: Spend time coding more features into a menu that people look at for 5 seconds. Or move on to a new project.

A new menu was needed, but how much is needed.

Not against any ideas, simply throwing in another side.

well its a wild idea it would be probarly better as an afterthought
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markpeterjameslegg

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Re: early 4.2 menu impressions
« Reply #27 on: November 23, 2011, 03:48:56 pm »

Absolutely, a menu update can come with a small update.
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terps4life90

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Re: early 4.2 menu impressions
« Reply #28 on: November 26, 2011, 04:18:13 am »

To be honest KillerMonkey, I honestly think the first screen shot is perfect for the main menu.
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V!NCENT

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Re: early 4.2 menu impressions
« Reply #29 on: December 15, 2011, 10:19:03 pm »

I like how [whoever designed it] added the level-/location-select-photo-menu from GE007 to the GES menu background. I do still prefer the GE007 main menu over that. However I prefer the GES ingame menu over the GE007 multiplayer menu.


PS: I also like how you don't have to type in the weapon selection by hand anymore!  :-)

Good idea. But its a trade off: Spend time coding more features into a menu that people look at for 5 seconds. Or move on to a new project.

A new menu was needed, but how much is needed.
It's the people their first impression. Remember how people decide whether or not to keep listening to a new song, based in the first twenty seconds?
« Last Edit: December 15, 2011, 10:21:32 pm by V!NCENT »
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