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Affichage des résultats 181 à 210 sur 1301
  1. #181


    Features
    First steps of a new main menu!

    Balancing
    Horror's beam now gets cleared in a small area when it destroys a projectile, making it harder to cut through loads of bullets.
    Flame Cannon now costs 1 more ammo.
    Cursed Caves enemies now drop a lot more rads.
    Lil' Hunter no longer deals contact damage.

    Fixes
    Discs, Flames and the Flame Cannon cause less shake and sleep.
    Fixed a crown typo.
    If you kill yourself by using lightning weapons underwater, it now properly shows that as a cause of death with beautiful placeholder art.
    Gun Warrant's text now says 7 seconds, as it should.

    Misc
    Bumpers on gamepad now swap weapons.
    You can now set how strong you want the "freeze frames" effect to be in the options.
    Added some screen shake to the menu.
    Rephrased the "gain damage" crown for now.
    We actually did a tiny bit of optimizations!
    Cursed ammo explosions now work with Crown of Death.

  2. #182
    Ce menu dégueulasse sérieusement... et le jeu est supposé sortir en version finale à la fin de l'année ?

  3. #183
    Toi, t'as vraiment la haine contre le jeu.

  4. #184
    Citation Envoyé par CruZer Voir le message
    Ce menu dégueulasse sérieusement... et le jeu est supposé sortir en version finale à la fin de l'année ?
    Pour le menu, le texte de la mise à jour (que je n'ai pas mis) est d'accord avec toi.
    C'est vraiment une pré-alpha de menu, Vlaamber est très clair là-dessus.
    Sinon je n'ai toujours pas vu de date de sortie dans les textes de mises à jour et sur leur twitter.
    Dernière modification par loki111 ; 06/07/2015 à 16h59.

  5. #185
    Ca faisait un moment que je n'avais pas relancer le jeu et je regrette vraiment le slowtime du poulet

  6. #186


    Atttention ! Via le twitter de Vlaamber.
    Not weekend yet, it seems. We have a crash on launch for Windows, seems a faulty upload due to hotel wifi. Hotfixing it now.
    Sinon

    Features
    Awesome Crown selection sounds!
    Paul cleaned up some of the interface art in the character select screen! We now have beautiful letters and the nicest splats you've ever seen.
    Two new bullet weapons: the Bouncer Shotgun and Bouncer SMG
    Crowns have now been divided into two groups: post- and pre-loop.

    Balancing
    A bit more Chicken throw damage, because why not?
    A tiny bit more pickup range for ammo and health.
    A bit of spawn tweaking.
    Flame weapons are now more fuel-efficient!
    A little effect and timing tweaking to Assassin attacks!
    Lil Hunter now only spawns Grunts pre-loop.
    Lil Hunter now waits a bit longer after spawning IDPD.
    Guardian Dogs have slightly more less HP.
    Heavy Bolts are affected a tiny bit less by Bolt Marrow.
    Crystal's Fortress Ultra now gives her +6HP, for when you want to be 10 times more healthy than Melting!
    Being high on ammo now lowers your drops slightly less.
    Changed Plant's trapper Ultra to give you a big snare.
    Plant Throne Butt now kills enemy under 30% instead of 40%.
    HP now drops less the further you loop, which seems like a solid idea.
    Shell weapons no longer reduce your sight distance.

    Fixes
    Corpses for the Snow Tanks are back!
    Chicken now drops a head when going through a portal headless so the camera doesn't stay static.
    Fixed the situation where only one portal drags you.
    Melting's special after death is now the same as when still alive without Throne Butt.
    Might've fixed a crashed where wall collisions completely froze the game.
    No more YouTube videos raging at "invisible walls" on 0-1.
    Turret corpses are stationary now.

    Misc
    New art for the Eraser and Guitar.
    Nice art when you get killed by Lightning underwater.
    Nice art for Y.V.'s Giant Chests.
    New art for Cursed ammo drops.
    Big Dog missiles now rotate!
    New sound for the Rogue Rifle.
    Thrown golden weapons now sparkle.
    Jungle Bandits now play a pop gun sound!
    Portals are slightly brighter on the inside.

  7. #187


    Attention un hotfix a été déployé suite à cette mise à jour !

    Features
    Some work on the Throne!
    Reworked Crystal, with a more mobile, snappier shield, usable Throne Butt, and complete B skin graphics!
    Portals now look better!

    Balancing
    Assassins still deflect, but the projectiles won't hurt you! Great way to take out enemies behind you with trick shots. We've also made them a bit meaner again.
    Lil Hunter's IDPD spawning has been balanced.
    Blood and Lightning Hammer now spawn earlier.
    Energy Hammer and Sword now spawn a bit later.
    Plant's Throne Butt now kills things under 33% HP.
    We got rid of the HP-loop-change we tried out last week. Turns out giving people less HP reliably gives them more ammo, destroying some of the fun balancing going on there. We'll solve this problem soon when we get closer to reworking loops.
    Loop Big Bandits now spawn from different positions, which wasn't spurred at all by a certain video last week.
    Bouncers now have harder impact, more damage, and glow.
    Bouncer Shotgun now has a higher rate of fire.
    Super Plasma and Flame Cannon now take longer to reload.
    Lasers can now damage Crystal in her shield.

    Fixes
    Fixed Total Recall.
    After long deliberation, we fixed a tip saying "follow your" and nothing else.
    Bouncer Shotgun now works with Eagle Eyes.
    Big Maggots no longer slide when burrowing.
    Might've fixed a problem that causes the game to freeze.
    Explosives no longer explode in your face when fired exactly when a Portal opens.
    Fixed a collision problem with Bouncers.

    Misc
    Changed the default audio levels.
    Changed gamepad layout to the old buttons until we implement key customization.
    Tweaked the colors for the Game Over map when looping a lot.
    Robot now gets an Ultra Update instead of Ultra Mutation.
    Art for Bouncer weapons.

  8. #188
    > Explosives no longer explode in your face when fired exactly when a Portal opens

    C'est bon ça !

  9. #189


    Grosse mise à jour. Il va falloir que je m'y remettre.

    Features
    • Boss intros.
    • Brand new mutation screen.
    • Brand new pause screen with futuristic functionality, like access to the settings.
    • Elite IDPD. There'd be a joke here if it wasn't so serious. Hope you enjoy getting trashed on loops.
    • New late-game shell weapon: Hyper Slugger.
    • New sound effects for the Jungle Assassins, Jungle Flies, Turtles, Turrets, Exploding Guardians, Dog Guardians, Crystal Spiders, Mimics and the Golden Scorpion! Whew!

      Balancing
    • Tweaks to the Frozen City algorithm.
    • Snowtanks are more agressive.
    • Scrapyard difficulty curve has been tweaked a bit, slightly fewer Ravens.
    • Plutonium Hunger attract range for ammo and HP has been slightly decreased.
    • Small enemies can't deal melee damage when on their hurt animation now.
    • Gamma Guts burst size has been increased again.
    • More IDPD Grunts the further you loop.
    • Flames from Flame Traps and Salamander no longer linger around when hitting a wall.
    • IDPD Inspectors have a lower Telekinesis range now.
    • Long Arms no longer has a gap!
    • Looping now clears cursed weapons.

      Fixes
    • Fixed the "drifting enemy" bug when multiple enemies spawn on top of eachother.
    • The Guardians in 7_3 can no longer spawn Portals.
    • Floors under the Proto Statue now have the proper material.
    • Hyper Crystal no longer takes damage from debris.
    • Fixed a bug related to restarting the game with Patience active.
    • Fixed a graphical glitch that caused Splinter and Seeker weapons to float away when fired a lot.
    • Necromancer should no longer revive enemies inside walls.
    • Fixed the "back to main menu" glitch that made the game blurry.
    • Assassin sounds are now played at the proper moment.
    • Pressing WASD no longer crashes the title screen. Yeah.
    • Pausing now shows dark areas properly, and fog no longer scrolls when paused.
    • The widescreen effect no longer disappears when pausing during the Mutation screen.
    • Mutation Icons are now centered properly.
    • Fixed a bug related to the campfire scene.
    • Fixed lag caused by the Throne beam. We'll have to redo this entire thing eventually.

      Misc
    • You can now pause the game during loading screens.
    • Added a "DELETE DATA" option.
    • Added an option to enable/disable Boss intros.
    • [R] is now a quick restart hotkey in the pause screen.
    • Mutation names stay on the screen for a bit after picking them.
    • Going back to the main menu from in-game now skips the intro.
    • Alt+F4 now insta-quits the game.
    • Throne statues are placed slightly higher now and have updated art.
    • Fancy menu buttons!
    • Assassins now have a new notice effect!
    • The loadout splat has been updated.
    • IDPD Shielder shield sprite has been updated.
    • Crystal's shield shakes again when almost out of time. Fixed some depth things with it as well.
    • New art for the Bouncer projectiles.
    • Started work on the stats screen. More of a drawing test than anything else so far.
    • Character select now properly supports keyboard and gamepad as well.
    • Chicken now plays a sound when trying to throw a cursed weapon.
    • B tracks now only play under more specific conditions.
    • Minor changes to the second Ultra of all mostly triangular characters.

      Broken
    • Coop mode has been broken by the UI overhaul. We're afraid that fixing this will take a few weeks at the least, so if you enjoy co-op, we recommend switching to another branch in Steam. The 'smite' branch would be our recommendation.

  10. #190
    J'adore, ils font quelques modifs et hop, tout cassé le mode co-op.

    Il est pas prêt de sortir ce jeu, moi j'vous l'dis

  11. #191


    La ligne masquée contient
    Spoiler Alert!
    Visiting jungle now gives you a free mutation in exchange for Last Wish
    .

    Features
    Very rough daily scoreboards in-game.
    Friends leaderboard.
    Reworked Hyper Crystal, now also scales with loops. Good luck!
    Boss Intro for the first loop boss!
    Rate of fire can be higher than 1 shot per frame now!

    Balancing
    Lil' Hunter now doesn't start increasing the amount of IDPD right on the first loop. First only all normal types are spawned, then elites as well, then the number increases.
    Big Dog now scales the bullet hell with loops, and can have random holes in his bullet patterns for fun dodging!
    Horror's C Ultra has been changed to MELTDOWN, which doubles your total rad capacity.
    Plant's Snare is now less effective on bigger enemies.

    Wolves now stop rolling after firing. Much better.
    Changed the way Turrets spawn a bit.
    Laser Crystals now have a chance to drop ammo.
    Sword damage for Elite Inspectors has been increased.
    Elite IDPD now all have a bit more HP.
    Elite Shielders and Grunts are now slightly more agressive.
    Inspectors now fire faster slugs.
    Blood Cannon now deals 2 damage when fired without ammo.
    Blood Cannon now spawns less explosions, deals slightly less damage, but has a higher rate of fire.
    Plasma Cannon and Super Plasma Cannon damage has been decreased. Plasma Cannon now costs less ammo to fire.
    Flame Cannon damage has been decreased.
    Lightning and Flame Cannon now have slightly less AOE range when flying.
    Seeker Shotgun damage has been decreased slightly while rate of fire has been increased.
    Nuke Launcher contact damage has been increased.
    Ultra Shovel now uses more rads.
    Bouncer weapons spawn earlier.
    Gamma Guts now deals AOE damage whenever triggered, not only when firing.

    FIXES:
    Gamma Guts bug has been fixed. Will probably get more work in the future so that you don't take damage from enemies that are killed by it instantly.
    Mutations should now be properly centered.
    Pausing/unpausing at the 0-1 fight no longer keeps the letterbox effect on screen.
    Fixed a boss intro bug related to dead players.
    Fixed the Wrench icon hopefully.
    Fixed a graphical glitch where portals glitched around when going to the character select. Also brings it back to 0-1.
    Big Rats now only break walls when actually charging.
    Fixed Steroid's Throne Butt text for now, also changed his ultra from saying "weps" to "weapons".
    Every boss only shows their intro once per run now.
    Steroids now has reload sounds for Plasma/Lightning weapons fired in their second hand.

    Misc
    Updated Big Dog music!
    Escape now continues the game when paused.
    Daily game over screen no longer has a retry button.
    You should be able to use the digits to select mutations again.
    Buttons and nice splat graphics on the Game Over screen!
    Removed Daily and Options button from the Character Select.
    Big Rad Canisters now have their own hurt sprite.
    Changed the way B tracks are loaded.
    Changed the "sizes" of enemies and bosses, this is basically used to check how much they are moved around when touching other enemies and affects Plant's Snare now.
    Some new tips.
    The Pause, Load and Game Over screen now tell you when you're on your daily.
    Big Bandit charge sprite has been updated.
    Art for the Hyper Slugger.
    The Back button on menus now has an outline.

  12. #192
    Non. Pas d'image cette semaine...

    Balancing
    Turrets are more reactive, but have a lower firing range and a delay before firing.
    Changed Robot's Regurgitate Ultra to make it drop a random chest about slightly less than half of the time when eating a weapon.
    Y.V.'s Throne Butt now has different timing. 25% less reload time than 4 shots.

    Fixes
    Fixed Y.V.'s active timing.
    Might've fixed the "freeze on death" bug, but probably not.

    Misc
    Fixed some of the optimization code.
    Removed the Credits button from the main menu, we'll be moving that to options eventually.

  13. #193
    Hop, Loki, rajoutes moi sur steam comme ça on pourra faire les malins avec nos daily.

    J'ai fait 10 points hier. ^^

    Je me suis fait exploser comme une merde sur le premier niveau avec le grenade launcher.

    http://steamcommunity.com/id/Thom986

  14. #194


    Important: il y a désormais un bouton "Unlock All" qui débloque tous les personnages (si comme moi, vous en avez marre de tout vous retaper chaque semaine.)

    Features
    New daily screen, now showing you what character someone played as and exactly where they died!
    Basic sounds for the main menu!
    J.W. couldn't help it: the Super Bazooka.
    We've updated the character unlocks! They're now a bit more spread out, as we want to slowly start testing the timing and curve for this. This also includes little popups when unlocking a character or golden weapon and a huge temporary UNLOCK ALL button for those who don't feel like grinding through the meta until full release.
    Boss intro for the second loop boss.
    Hard mode. Reach loop 2 to unlock it.

    Balancing
    Gamma Guts tweaks again. You no longer take damage from enemies you kill instantly with it!
    Regurgitate gives you more weapons now.
    The second loop boss now has more HP and functions as a light source.
    Lil' Hunter is now a bit more predictable, using the snipe shots only from far away.
    Crystal's shield cooldown has been increased a tiny bit.
    Better rate of fire for the Splinter Gun.
    Chicken throw damage now scales up with your level.
    Flames spread easier.
    Blood Hammer deals more damage to enemies.
    Big Dog gains a lot more HP per loop than other bosses now.
    Tiny bit more Lightning Cannon range.
    Guardian Dogs now chill a bit longer at the start of a level.
    Exploding Guardians explode in less projectiles.

    Fixes
    Fixed a freeze that happened on death.
    Fixed a crash that happened on startup.
    Fixed a bug where portals didn't open chests.
    Music volume should now directly change when changed in the options menu.
    Piles of explosions no longer become horizontal lines.
    Pausing while Crystal is shielding no longer locks her shield.
    The 0-1 fight now breaks small walls when activating, preventing "invisible walls" from appearing.
    Bolts should now be able to damage enemies close to walls.
    Bolt damage now stacks properly.
    Gold weapons are now unlocked properly for your loadout.
    Lasers should no longer glitch through walls.
    Big Rad Canisters now have the proper sprite when they break.
    Pausing as Chicken no longer always shows headless Chicken.
    Fixed a few things kind of related to Melting.
    Fixed the rate of fire for Steroid's second weapon.

    Misc
    Trying out some new decals in the Frozen City.
    Updated Toxic and IDPD projectiles for readability. A few more projectile sprite updates in general.
    The new default "freeze frames" value is now 80%.
    Added an effect for when Chicken's thrown weapons hit something.
    New tips!
    The ambient tracks now start playing at a random offset.
    Ambient track is now faded out inside portals.
    Loading now shows percentages as 001% instead of 1%.
    The (!) thing for new characters is back.
    The reload bar is more clear in the HUD.
    Continue/Retry are now slightly brighter than other buttons.
    The back arrow now animates and has been moved around a bit.
    Last but not least: your HUD now animates slightly when swapping/picking up weapons!
    Invitation envoyée: Thom

  15. #195

  16. #196
    Citation Envoyé par Kaede Voir le message
    La co-op est toujours cassée ?
    Je viens de vérifier: hé oui il est toujours H.S.

  17. #197


    Features
    We've created a simple tutorial to explain the controls! Turns out it's rather possible to miss the fact that you can switch weapons.
    Awesome music for the Labs and Crystal Caves loop bosses!
    Boss intro for the Labs loop boss!
    Updated the stats screen, now a bit more bare-bones but functional.
    Unlock popups!
    The loadout screen has been updated, crowns are now locked from the start until looping with them with a specific character.

    Balancing
    Crown Statues are no longer damaged by enemies.
    Nerfed Chicken's "hard to kill" Ultra.
    Caves loop boss can no longer be pushed through walls.
    Bit less HP for the Caves loop boss.
    The Throne boss now shoots slightly less projectiles.
    The Sewers loop boss now scales in difficulty with loops.
    The Throne boss now scales in difficulty with loops.
    Bouncer Shotgun rate of fire has been increased, and it spawns a bit sooner.
    Laser Crystals now drop more ammo.
    Made IDPD a bit more effective on loops.

    Fixes
    Y.V.'s B Ultra reload time has been restored.
    Fixed a crash on the daily score screen.
    Swapped the Plant and Robot unlocks, whoops.

    Misc
    Changed some tips.
    Art for the Super Bazooka!
    Nicer debris in the Jungle.
    The way areas and secret areas are named has been changed.
    Back buttons are slightly brighter.

  18. #198


    Features
    New elite enemy in the sewers.

    Balancing
    Slightly more bullet ammo per drop.
    Alligators now wait for a bit before firing.
    Less HP drops and less rads in Hard mode.
    Splinters are now more effective with Bolt Marrow.
    Ultra crossbow now has a higher rate of fire.
    Less "last enemy is a turret somewhere far away" situations.

    Fixes
    The unlock screen now works with gamepad too.
    Stopped some things from spawning very close to the player. Few more tweaks to these things.
    Removed bandits from a certain area.
    Removed IDPD from a certain area.
    Loop portal is now green again.
    Fixed a tutorial crash.
    Some changes to the Chicken Sword.
    You can no longer take crowns to the tutorial.
    Fixed a bug caused by pressing arrow keys in the stat/character select screen.
    Fixed a bug related to toxic gas.
    You should be able to swap your loadout weapons again.
    Fixed a boss intro crash.

    Misc
    Unlock screen now has a darker background.
    Removed the random crown option for now.
    Toxic Gas now glows properly.
    Updated the Crown Vault art.

  19. #199
    Ils viennent d'où les dessins?

    Sinon je suis plus trop motivé depuis que j'ai terminé la loop 1 avec 5-6 persos. La boucle 2 c'est le bordel, j'avoue avec les ennemis de tous types. De plus y a moins le côté combinatoire débile d'un binding of isaac, même si le gameplay est à mon avis meilleur.
    Mes dessins sur DeviantArt IG et BlueSky

  20. #200
    Toujours pas de retour de la co-op ? oO

  21. #201
    Citation Envoyé par Kaede Voir le message
    Toujours pas de retour de la co-op ? oO
    Il est toujours désactivé.

    Citation Envoyé par Uriak Voir le message
    Ils viennent d'où les dessins?
    Des annonces de mises à jour publiées sur Steam.

  22. #202


    Features
    Changes to the 0-1 fight.
    Changes to the Labs loop boss.
    Loop enemy overhaul.
    Updated Steroids B skin.

    Balancing
    Hard mode weapon drops now progress three times slower. Sorry.
    Hyper Slugger rate of fire has been decreased a bit.
    Hyper Launcher rate of fire has been increased.
    Chicken's Harder To Kill gives you a bit less time per kill.
    Flames now have more stopping power.
    Turrets should now break walls they spawn on.
    Super Bazooka spawns a tiny bit later.
    Fish speed with Throne Butt has been increased.
    Vans spawn slightly slower now and one by one.
    Vans now deal 20 damage instead of 50.
    The big green projectiles now explode into one less bullet stream.

    Fixes
    You can no longer spawn craters outside the level in 0-1.
    Props are no longer randomized on loops.

    Misc
    More tech changes to the Chicken Sword, now properly.
    Fixed an issue with Rebel's big art for the menu.
    IDPD projectiles have been updated for readability.
    Strong Spirit halo has been updated for readability.
    Updated Ultra HUD icons.
    Fixed some phrasing in the tip.

  23. #203
    je suis le seul gros naze a avoir terminer une seule fois le loop 1 ? Je trouve le jeu bien dur, et je dois admettre que j'aurais aimé un loop 1 un peu plus facile.

  24. #204
    Yep, le jeu reste dur même avec un peu plus de pratique. N'importe quelles erreurs : mauvais choix d'arme, mauvais axe d'attaque d'ennemi peut être punitif.

    Après, au bout d'un moment, on apprends à mieux faire ses choix en fonction des niveaux futurs et donc ça commence à aller un peu mieux.

    Je loop assez régulièrement mais je mange encore de bon gros râteau par moment.

  25. #205
    J'ai 22heures sur le jeu. J'ai dépassé qu'une fois la décharge.
    Voilà.

  26. #206
    Citation Envoyé par Septa Voir le message
    J'ai 22heures sur le jeu. J'ai dépassé qu'une fois la décharge.
    Voilà.
    Je dois avoir 40h, et j'ai atteint deux (2) fois le Throne. La deuxième je l'ai fumé mais il m'a eu en même temps J'ai jamais loopé.

    Et pourtant, j'y rejoue régulièrement: c'est un excellent petit jeu-apéro quand tu as 15 minutes sur le pouce, je ne m'en lasse pas.

  27. #207
    Je me le suis pris récemment, tout content et après 30min d'essai, ça ne va pas être possible @30fps.
    Grosse grosse déception.

    S'il y a une astuce pour avoir au moins du 60fps, sans bidouiller, je prends.

    Mais sur mes 1ères recherches, ça semble mort.
    That's the way the game is being developed, and it isn't changing. The game is made in GMS, or game maker studio, and games made in GMS run based of off framerate. Doubling the FPS to sixty would require a complete rework, and isn't happening. I'm unaware of any way to do it yourself, and if you do it probably won't look the best.



    Je vais passer par la casse refound, dommage.

  28. #208
    C'est vrai que ça génère une certaine fatigue.
    Mes dessins sur DeviantArt IG et BlueSky

  29. #209
    Citation Envoyé par zeXav Voir le message
    Je me le suis pris récemment, tout content et après 30min d'essai, ça ne va pas être possible @30fps.
    Grosse grosse déception.

    S'il y a une astuce pour avoir au moins du 60fps, sans bidouiller, je prends.

    Mais sur mes 1ères recherches, ça semble mort.

    Je vais passer par la casse refound, dommage.
    Moi qui lorgnait sur ce jeu, c'est l'argument qui me le ferait virer de ma waitlist
    Mais que reproche tu plus précisément au 30fps du jeu ? quels sont les effets indésirables ressentis ?

    Les fps en 60fps (huhu) je peux pas, d'ailleurs tous les jeux nerveux le 60fps c'est limite alors j'imagine même pas à 30 :/
    par exemple j'ai depuis quelques semaines viré le v-sync du jeu speedrunners pour passer de 60 à 100+ fps, et ça fait une grosse différence, mouvements plus précis, plus facile d'executer certaines techniques etc...
    Par contre pour un jeu comme creeper world 3 limité à 30fps je ne lui reproche rien et le trouve parfaitement jouable.

  30. #210
    Désactive le screen shake (ou baisse le un max), ça devrait déjà passer un peu mieux.

    Les devs n'ont jamais communiqué dans le sens d'un changement vers 60fps donc je n'y crois pas trop.

    Les déclarations du genre "c'était un choix de faire tourner le jeu à 30fps", ça sent l'ignorance, le PR, le damage control ou la masturbation intellectuelle.
    Dans un jeu un tant soit peu nerveux (et Nuclear Throne l'est), ça nuit à la jouabilité, et si c'est un choix délibéré, il est simplement mauvais.
    La résolution peut être un choix artistique mais pas une limite basse du framerate pour un jeu PC (en tout cas pas pour Nuclear Throne, et les contre exemples doivent se compter sur les doigts d'une seule main).

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