Re: DRE: CTS community mail

  • From: Manase Zote <bmlzote@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Wed, 25 Mar 2015 10:43:51 +0200

....

On Wed, Mar 25, 2015 at 10:37 AM, Wynand-Ben <paashaasggx@xxxxxxxxxxx>
wrote:

> You guys need some DMC in your life!
>
> ------------------------------
> Date: Wed, 25 Mar 2015 10:26:59 +0200
> Subject: Re: DRE: CTS community mail
> From: bmlzote@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>
>
> Royal guard was awesome...
>
> On Wed, Mar 25, 2015 at 10:21 AM, Nicholas Robertson-Muir <
> nicmuir@xxxxxxxxx> wrote:
>
> Counter style was OP. Lol
> 1-hit boss kills.
> On 25 Mar 2015 10:19, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx> wrote:
>
> Perhaps it's because I played 1 too much.  Once I figured you could use
> counterhits on those scissor demons... you spend the entire game trying it
> again. Lol.
> The last time I played, I even decided to finish the easy mode too.
> Did you guys know you could use Devil Trigger to damage opponents in the
> game?  And Taunting recovers your trigger gauge?  ...and you can combo into
> that "psycho crusher" type move that Alestor had and do follow-ups with the
> arc lightning?
> So much for a 1'st gen PS2 game that was never supposed to be.
> On 25 Mar 2015 10:11, "Manase Zote" <bmlzote@xxxxxxxxx> wrote:
>
> That is why I put 1 and 3 together because they have all the great things
> we know and love about the DMC series.
>
> On Wed, Mar 25, 2015 at 9:59 AM, Donaldson, Alasdair <
> alasdair.donaldson@xxxxxxxxxx> wrote:
>
> I struggled to finish 2 and not because of difficulty.
> 3's gameplay was the best, but I preferred 1's story.
>
> Sent from my Windows Phone
> ________________________________
> From: lindsey kiviets<mailto:lindseyak@xxxxxxxxxxx>
> Sent: ‎2015-‎03-‎25 09:57
> To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>
> Subject: RE: DRE: CTS community mail
>
> 3se was the best, then 1.
>
> 2 is not a dmc game and I didn't like the grapple thing in 4.
>
> ________________________________
> Date: Wed, 25 Mar 2015 09:42:05 +0200
> Subject: RE: DRE: CTS community mail
> From: nicmuir@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>
>
> 2 was rubbish unless you played as Trish... then it was a polished Turd.
>
> I liked 4. The grapple for Nero made the game fun.  Too bad Dante was only
> a shade of a character in it.  It was like a healf-hearted DMC3 copy, done
> badly.
>
> I still have to play the reboot, but I expect PSN+ to be discounting the
> PS4 one soon.
> I saw a screen of the new mode in the Updated DMC4, soo many characters on
> screen at once O_o.
>
> My order of high to low is 3, 4, 1, 2... and there is a far gap between 1
> and 2  :/
>
> On 25 Mar 2015 09:31, "Donaldson, Alasdair" <alasdair.donaldson@xxxxxxxxxx
> <mailto:alasdair.donaldson@xxxxxxxxxx>> wrote:
> One and three were awesome games. The others were fun, but I just didn't
> feel them as much.
>
> Sent from my Windows Phone
> ________________________________
> From: Manase Zote<mailto:bmlzote@xxxxxxxxx<mailto:bmlzote@xxxxxxxxx>>
> Sent: ‎2015-‎03-‎25 09:27
> To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> Subject: Re: DRE: CTS community mail
>
>
> DMC 4 was a good game but not as awesome as DMC 3 though.
>
> On 25 Mar 2015 09:23, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx<mailto:
> nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>>
> wrote:
>
> Looks like Trish is going to be playable too, in that case I expect Gloria
> to be playable as well.
>
> ...and t=I was looking for a reason to replay DMC 4 again. Lol.
>
> On 25 Mar 2015 09:18, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx<mailto:
> nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>>
> wrote:
>
> Guess I'll be getting DMC4 again, lol.
> They're going to put DMC3 Virgil (and hopefully his Neo Angelo devil
> trigger) in it.
> I'll wait for the bundle special.
>
> On 25 Mar 2015 05:51, "Ilitirit Sama" <ilitirit@xxxxxxxxx<mailto:
> ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>>>
> wrote:
> It's hard to diagnose without seeing what the jump looks like, but these
> are these changes I'd make:
>
> if (place_meeting(x,y,obj_ground))
> {
>     // This part is tricky.
>
>     // Check your speed - if it's positive, you are falling.
>     // Set vsp to 0, and set jump = false;
>
>     // If it's zero, you have initiated a jump.
>     // Apply your initial jump force and set jump = true
> }
> else if ( vsp = 0 ) // We aren't on the ground, but our speed is zero
> which means we've reached the apex of our jump and need to fall
> {
>     vsp += grav // I've used between 0.2 - 0.5 here
>
>     // Remember, your jump variable may be set here, so you need to have
> an else
>     // or it will run both pieces of code, which is not what you want
> }
> else if (jump)
> {
>     // We are jumping, we aren't on the ground, and we haven't reached the
> apex
>     // which means we are either moving upwards or downwards.
>
>     if (vsp < 0)  // We are still moving up
>     {
>         vsp += <use some variable here - maybe gravity, or gravity *
> weight>
>
>         // IIRC, Game Maker uses + for downwards and - for upwards.
>         // so if our current speed is still negative, we need to slow down
>         // by adding a value to vsp until it reaches zero
>     }
>     else
>     {
>         // If we've reached this part, it means we are descending from a
> jump.
>         // Apply gravity
>
>         vsp += grav;
>     }
> }
>
>
>
>
> On Wed, Mar 25, 2015 at 1:24 AM, Ryan Williams <ryan820509@xxxxxxxxx
> <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto:
> ryan820509@xxxxxxxxx>>> wrote:
> I agree that 0.2 is very low for gravity. I just used it for testing
> purposes to see if it would make any difference. In my DnD tests, I used
> 0.5 which worked well.
>
> This is what I had before, based on some examples I came across online
> (just for a single jump, which is what I'm currently having gravity issues
> with:
>
> //Jumping (input for jump set to keyboard_check_pressed(ord("w"))
>
> if (place_meeting(x,y,obj_ground)
> {
>    vsp = 0; // if object is on ground, there is no vertical speed
> }
>
> if (vsp < 10) //10 being the vertical speed
> {
>   vsp += grav // I've used between 0.2 - 0.5 here
> }
>
> if (jump) //custom variable for above input
> {
>   if (place_meeting(x,y+1,obj_ground)) //if object is one pixel above
> ground
>   {
>     vsp = -jumpspd //jumpspd = 10
>   }
>   else
>   {
>     vsp = 0
>   }
> }
> y += vsp //required in order for vertical movement to function
>
> I messed around with negative acceleration when I first encountered this
> problem but I think I had other problems with my code at the time; mostly
> related to ground vs object collisions. At present, the gravity functions
> as intended if I add a multiplier to it, but if I raise my vertical speed
> too high (to gain greater upwards momentum), the object rises too fast and
> the jump looks unnatural.
>
>
>
>
>
> On Wed, Mar 25, 2015 at 12:33 AM, Ilitirit Sama <ilitirit@xxxxxxxxx
> <mailto:ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:
> ilitirit@xxxxxxxxx>>> wrote:
> Hmmm... how are you implementing gravity?  This is a very common problem
> but it can be due to many different reasons.  First thing I would do is to
> ensure that you're setting your vertical velocity back to zero first when
> you apply the velocity of your double jump.
>
> The simplest method I know of for fake gravity is basically to apply a
> constant negative velocity in the Y direction over time while you aren't on
> a platform.  In other words, suppose the platform you're on disappears,
> then you would apply a velocity that is opposite to your gravity variable
> multiplied by each "step" (or frame) your game makes.  So if your "gravity"
> is 0.2 (this is VERY low), then your speed as you fall is:
> On frame 1:  (-0.2) * 1 = -0.2 units per second
> On frame 2:  (-0.2) * 2 = -0.4 u/s
> On frame 3:  (-0.2) * 3 = -0.6 u/s
> On frame 4:  (-0.2) * 4 = -0.8 u/s
>
> etc.
>
> This gives you negative acceleration.  I recommend testing it by setting
> your character above the ground and then tweaking the values until you get
> the effect you want.  When you use this method, then for jumping you have
> to completely *ignore* gravity until your Y velocity = zero.  You just
> apply the same scheme in reverse.  In other words, when you press the jump
> button, you set the Y velocity to some positive number that decreases over
> time.  And when you double-jump, remember to set your velocity to zero
> first, and then apply the same scheme.  Once your velocity reaches zero,
> allow gravity to do its work again.
>
> Keep in mind that you typically want high gravity with high velocities.
> This gives you high jumps with fast fall speeds.
>
>
> On Wed, Mar 25, 2015 at 12:06 AM, Ryan Williams <ryan820509@xxxxxxxxx
> <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto:
> ryan820509@xxxxxxxxx>>> wrote:
>
> Thanks bro :)
>
> Most of the examples l've seen incorporate some form of jump counter which
> l've been able to implement successfully. For some reason though, my
> gravity isn't working as intended :/ lt's the first time l've experienced
> this.
>
> If l use the DnD method for gravity, it works perfectly, but l want
> complete control over my objects which is why l'm coding everything. I
> understand the logic of gravity and how it applies to objects in the game
> world and l've even successfully coded it. The only snag now is that my
> object is seemingly too heavy despite my gravity setting not being all that
> high (currently 0.2). What's worse is that the object is floaty on the way
> down instead of falling fast, but the object barely leaves the ground when
> jumping. I used the same values in DnD and the object jumps and lands
> normally, so there has to be something wrong with my code. Have you
> experienced something similar?
>
> Btw, regarding aerial movement, l want the player character to be able to
> jump and only commit to a single direction while airborne, but change
> direction during a double-jump. The only directions for aerial movement
> that should apply are up, up/forward and up/back. Back and forward must not
> affect aerial movement. I'm basing it on the double-jumping system in
> Guardian Heroes, which functions exactly the same way.
>
> On 24 Mar 2015 22:44, "Ilitirit Sama" <ilitirit@xxxxxxxxx<mailto:
> ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>>>
> wrote:
> I did double-jumping last week.  Ask me anything.  The basic idea is that
> you have a jump counter (2, for a double jump).  You can only jump if the
> counter is above 0.  If you jump, subtract 1 from the counter.  When you
> hit the ground, set the counter back to 2.  The second part of what you're
> trying to do is kinda tricky because you have to consider falling (Can the
> player change directions as they fall?  Can they jump while falling?).  But
> it's still not that hard.  If the jump counter is less than two, then make
> it so that directional inputs have no effect.  If they are in the air and
> the jump counter is 2, make it so that the jumping input has no effect.
> This will prevent them from jumping while falling from a platform, but
> still give them air control.  It all depends on the mechanics of your game.
>
>
>
> On Tue, Mar 24, 2015 at 4:37 PM, Ryan Williams <ryan820509@xxxxxxxxx
> <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto:
> ryan820509@xxxxxxxxx>>> wrote:
> Busy working on my game engine. I finally have the following down:
>
>   *   Walking
>   *   Running
>   *   Backdashing
>   *   Cancelling run with backdash
>   *   Hitbox and hurtbox collisions (with enemy reactions and pushback)
>   *   Screen shake during attack impact
>
> I created separate project files for movement and collisions so that I
> could gain a better understanding of how everything works before I add it
> to my main project file.
>
> Currently working on implementing jumping and double-jumping - which is a
> bitch - but I'll get it done. I need to code it in such a way that if the
> player commits to a jump direction, they cannot switch directions mid-air.
> I'm considering adding airdashing *lol* After that, I need to work on
> combos. Single-hitting and chainable attacks are easy. Ensuring that a
> series of varied attacks occur consecutively for 4 individual button
> presses (think Final Fight or Streets of Rage), not so much.
>
> I'd like to finalise the engine before I continue working on my sprites. I
> have the walk animation down for my main character but I still need to
> complete animations for running, jumping, backdashing, guarding and
> attacking.
>
> On Tue, Mar 24, 2015 at 4:07 PM, Manase Zote <bmlzote@xxxxxxxxx<mailto:
> bmlzote@xxxxxxxxx><mailto:bmlzote@xxxxxxxxx<mailto:bmlzote@xxxxxxxxx>>>
> wrote:
> You mean the 'Musou' genre created and perfected by Koei now Tecmo+Koei?
>
> On Tue, Mar 24, 2015 at 3:44 PM, Nicholas Robertson-Muir <
> nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx
> <mailto:nicmuir@xxxxxxxxx>>> wrote:
>
> So, I was thinking.
> Ken's Rage is a bit of a "kuso" game, I know, but I love it anyways.
> I was just thinking of how awesome a game type it would be for something
> like a Golden Axe game.
>
> I would love a North meets East clash of Barbarians VS Samurai and Ninjas.
>
> On 24 Mar 2015 15:20, "Di Lhong" <geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>>> wrote:
> I have this movie. I personally enjoyed it.
>
> On Tue, Mar 24, 2015 at 12:38 PM, Ryan Williams <ryan820509@xxxxxxxxx
> <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto:
> ryan820509@xxxxxxxxx>>> wrote:
> @Paas and Manase, this is the Stephen Chow movie I was talking about.
>
> http://www.imdb.com/title/tt2017561/
>
> On Tue, Mar 24, 2015 at 12:30 PM, lindsey kiviets <lindseyak@xxxxxxxxxxx
> <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>>> wrote:
> NZ dgaf
>
> > From: alasdair.donaldson@xxxxxxxxxx<mailto:alasdair.donaldson@xxxxxxxxxx
> ><mailto:alasdair.donaldson@xxxxxxxxxx<mailto:
> alasdair.donaldson@xxxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> > Subject: RE: DRE: CTS community mail
> > Date: Tue, 24 Mar 2015 10:23:08 +0000
>
> >
> > With one friggin ball remaining. Sigh. Really?
> >
> > Sent from my Windows Phone
> > ________________________________
> > From: Stephen Scheidel<mailto:gieroadsteve@xxxxxxxxx<mailto:
> gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto:
> gieroadsteve@xxxxxxxxx>>>
> > Sent: ‎2015-‎03-‎24 12:14
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > Subject: Re: DRE: CTS community mail
> >
> > Esidkao
> >
> > On Tuesday, March 24, 2015, euraima tobias <euraima@xxxxxxxxx<mailto:
> euraima@xxxxxxxxx><mailto:euraima@xxxxxxxxx<mailto:euraima@xxxxxxxxx
> >><mailto:euraima@xxxxxxxxx<mailto:euraima@xxxxxxxxx><mailto:
> euraima@xxxxxxxxx<mailto:euraima@xxxxxxxxx>>>> wrote:
> >
> > Wtf, so this is what he does when we not sessioning O.o
> >
> > "the wondering mascot"
> >
> > On 24 Mar 2015 7:02 AM, "Stephen Scheidel" <gieroadsteve@xxxxxxxxx
> <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto:
> gieroadsteve@xxxxxxxxx>>> wrote:
> > [cid:ii_i7mtl4dd0_14c4a1bbd40ca282]
> > ​
> >
> > On 24 March 2015 at 06:24, lindsey kiviets <lindseyak@xxxxxxxxxxx
> <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>>> wrote:
> > WOOOP
> >
> > 7 dandy mappa's in 1 combo
> >
> > GGXrd 1.10 - Slayer combos<https://www.youtube.com/watch?v=mKRy2tEOmOc>
> >
> > ________________________________
> > Date: Mon, 23 Mar 2015 18:18:33 +0200
> >
> > Subject: Re: DRE: CTS community mail
> > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto:
> gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> >
> > Enough about kuk old rpg's though.
> >
> > Everyone chill the fuck out and listen to some Origa.
> > Chouchou San By Origa<https://www.youtube.com/watch?v=l_rSLoufsdY>
> >
> > On 23 March 2015 at 18:16, Stephen Scheidel <gieroadsteve@xxxxxxxxx
> <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto:
> gieroadsteve@xxxxxxxxx>>> wrote:
> > Yeah at face value the combat is kaka.(combat is not why anyone plays
> elder scrolls)
> > To have fun with it you just have to see the "combat" as a
> representation of combat based on your stats and equip.
> > It's basically a tabletop game with a huge and deep system set in a
> giant 3d world.
> > That would leave the character as the translator between the game world
> and the game system.
> > Maybe to get the characters to physically adhere to all the shit going
> on was just too hard so they kept it in the background.
> > That may be the trade off.
> >
> > Skyrim - Most of the aspects of the character are represented on screen
> but it is more simple than Morrowind.
> > Morrowind - Very little of the character aspects are represented on
> screen but that allows them to go wild with the sytem.
> >
> > On 23 March 2015 at 17:39, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>> wrote:
> > To a certain degree I am... I do really think that the combat in elder
> scrolls games need help tho.
> >
> > Morrowinds calculations are cool and definitely puts it above stuff like
> Skyrim... but thats not saying much imo.
> >
> > ________________________________
> > Date: Mon, 23 Mar 2015 15:15:18 +0200
> >
> > Subject: Re: DRE: CTS community mail
> > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto:
> gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> >
> > Ag nevermind.
> > I know you just like playing devils advocate.
> >
> > On 23 March 2015 at 15:14, Stephen Scheidel <gieroadsteve@xxxxxxxxx
> <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto:
> gieroadsteve@xxxxxxxxx>>> wrote:
> > But you build your character by leveling and getting new stuff and that
> determines what each click does.
> >
> >
> > On 23 March 2015 at 13:46, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>> wrote:
> > How the numbers are generated doesnt really make the combat better imo.
> >
> > In a turn based game the calcualtions would be cool... seeing whats
> going to happen and comparing options.
> >
> > But if the game does everything for you in the background without you
> even knowing then all the player is left with is click to attack.
> >
> > ________________________________
> > Date: Mon, 23 Mar 2015 13:30:05 +0200
> >
> > Subject: Re: DRE: CTS community mail
> > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto:
> gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> >
> > The combat is great if you keep in mind the system that is generating
> the numbers.
> > Just watch that vid I posted.
> >
> > On 23 March 2015 at 11:38, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>> wrote:
> > Det combat... :(
> >
> > I loved the custom spells you could create in morrowind tho
> >
> > ________________________________
> > Date: Mon, 23 Mar 2015 11:34:05 +0200
> > Subject: Re: DRE: CTS community mail
> > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto:
> gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> >
> >
> > Morrowind would be my ultimate example of an open world RPG done
> perfectly.
> >
> > On Monday, March 23, 2015, Stephen Scheidel <gieroadsteve@xxxxxxxxx
> <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto:
> gieroadsteve@xxxxxxxxx>>> wrote:
> > Started playing morrowind again.
> >
> > Game is so gieroad.
> >
> > On Monday, March 23, 2015, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>> wrote:
> > Only 1 char.
> >
> >
> > Regarding MKX I am still torn about where to get the game... PC or PS4.
> >
> > > From: alasdair.donaldson@xxxxxxxxxx<mailto:
> alasdair.donaldson@xxxxxxxxxx><mailto:alasdair.donaldson@xxxxxxxxxx
> <mailto:alasdair.donaldson@xxxxxxxxxx>>
> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> > > Subject: RE: DRE: CTS community mail
> > > Date: Mon, 23 Mar 2015 08:16:49 +0000
> > >
> > > Ah okay. Do you control the party or just one char?
> > >
> > > Bt games doesn't have any Mk preorder options barring vanilla. Oh well.
> > >
> > > Sent from my Windows Phone
> > > ________________________________
> > > From: Wynand-Ben<mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>>
> > > Sent: ‎2015-‎03-‎23 09:44
> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > > Subject: RE: DRE: CTS community mail
> > >
> > > System is fine but odd. Its actiony but not totally... not as is DMC
> type shit etc.
> > >
> > > You got attack button and a special button.
> > > You customize the attack button strings properties depending on what
> you are fighting (What weapon to use for Initial hit, barrage, finisher,
> counter attack or jumping attack).
> > > Special attack for each weapon type. Dragoon jump thing etc. etc.
> > > Dodging takes MP, specials take MP, sword teleport takes MP.
> > >
> > > Think they mentioned there being spells but werent available in the
> demo.
> > >
> > > > From: alasdair.donaldson@xxxxxxxxxx<mailto:
> alasdair.donaldson@xxxxxxxxxx><mailto:alasdair.donaldson@xxxxxxxxxx
> <mailto:alasdair.donaldson@xxxxxxxxxx>>
> > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> > > > Subject: RE: DRE: CTS community mail
> > > > Date: Mon, 23 Mar 2015 07:28:10 +0000
> > > >
> > > > Does the demo have actual play then? System look okay, or not enough
> time to tell?
> > > >
> > > > Sent from my Windows Phone
> > > >
> > > > -----Original Message-----
> > > > From: "Wynand-Ben" <paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>>
> > > > Sent: ‎2015-‎03-‎23 09:23
> > > > To: "cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>" <
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > > > Subject: RE: DRE: CTS community mail
> > > >
> > > > Its probably not in the bloody demo lol
> > > >
> > > > Demo was great imo. Just need to work on the framerate and camera a
> bit.
> > > > Rest is fine.
> > > >
> > > >
> > > >
> > > >
> > > > From: lindseyak@xxxxxxxxxxx<mailto:lindseyak@xxxxxxxxxxx><mailto:
> lindseyak@xxxxxxxxxxx<mailto:lindseyak@xxxxxxxxxxx>>
> > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> > > > Subject: RE: DRE: CTS community mail
> > > > Date: Mon, 23 Mar 2015 07:04:31 +0000
> > > >
> > > >
> > > > my expectations are spot on.
> > > >
> > > > But so much hype cant be all for nothing.
> > > >
> > > > where is that epic cutscene of noctis coming out of a cathedral then
> beating the crap outa everyone with his mind control... ( I remember paas
> showing it to us back at OC once in 2009)
> > > >
> > > >
> > > > > From: alasdair.donaldson@xxxxxxxxxx<mailto:
> alasdair.donaldson@xxxxxxxxxx><mailto:alasdair.donaldson@xxxxxxxxxx
> <mailto:alasdair.donaldson@xxxxxxxxxx>>
> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> > > > > Subject: RE: DRE: CTS community mail
> > > > > Date: Mon, 23 Mar 2015 06:59:46 +0000
> > > > >
> > > > > Been playing Type Zero. Funny seeing it blown up on a big screen.
> Still no net access, so haven't dl the FF15 demo.
> > > > >
> > > > > @lb - sounds like you have unrealistic expectations for the new
> FF. Don't you remember 12 or 13?
> > > > >
> > > > > Sent from my Windows Phone
> > > > > ________________________________
> > > > > From: lindsey kiviets<mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>>>
> > > > > Sent: ‎2015-‎03-‎23 08:43
> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > > > > Subject: RE: DRE: CTS community mail
> > > > >
> > > > > its a good thing you didn't play the demo of ff15 lumi.
> > > > >
> > > > > I was watching max's stream this morning and it wasn't looking all
> that exciting tbh.
> > > > >
> > > > > This game has been in the making for too long and when the hype is
> much higher than the end product = fail
> > > > >
> > > > > ________________________________
> > > > > Date: Mon, 23 Mar 2015 08:39:38 +0200
> > > > > Subject: RE: DRE: CTS community mail
> > > > > From: nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:
> nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>
> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>
> > > > >
> > > > >
> > > > > no problem.
> > > > >
> > > > > On 23 Mar 2015 07:55, "lindsey kiviets" <lindseyak@xxxxxxxxxxx
> <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>>>> wrote:
> > > > > thanks nic
> > > > >
> > > > > ________________________________
> > > > > Date: Mon, 23 Mar 2015 07:50:58 +0200
> > > > > Subject: RE: DRE: CTS community mail
> > > > > From: nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:
> nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>><mailto:nicmuir@xxxxxxxxx
> <mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:
> nicmuir@xxxxxxxxx>>>
> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > > > >
> > > > >
> > > > >
> https://account.sonyentertainmentnetwork.com/liquid/cam/account/devices/media-devices-confirm-deactivate.action
> > > > >
> > > > > Go to account -> media and devices.
> > > > >
> > > > > On 23 Mar 2015 06:00, "lindsey kiviets" <lindseyak@xxxxxxxxxxx
> <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto:
> lindseyak@xxxxxxxxxxx>>>> wrote:
> > > > > ey nick,ps3,
> > > > >
> > > > > Please direct me to that site where I can deactivate all on the
> ps3, its for an HK account.
> > > > >
> > > > > ________________________________
> > > > > Date: Sun, 22 Mar 2015 15:40:22 +0200
> > > > > Subject: Re: DRE: CTS community mail
> > > > > From: nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:
> nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>><mailto:nicmuir@xxxxxxxxx
> <mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:
> nicmuir@xxxxxxxxx>>>
> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > > > >
> > > > >
> > > > > Oh, good point.
> > > > >
> > > > > On 22 Mar 2015 14:04, "Moshe Shevel" <jaguguarang@xxxxxxxxx
> <mailto:jaguguarang@xxxxxxxxx><mailto:jaguguarang@xxxxxxxxx<mailto:
> jaguguarang@xxxxxxxxx>><mailto:jaguguarang@xxxxxxxxx<mailto:
> jaguguarang@xxxxxxxxx><mailto:jaguguarang@xxxxxxxxx<mailto:
> jaguguarang@xxxxxxxxx>>>> wrote:
> > > > >
> > > > > Isn't he considered a 'returning' character since he was in the
> Vita version of MK9?
> > > > >
> > > > > On 22 Mar 2015 12:18 PM, "Nicholas Robertson-Muir" <
> nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx
> <mailto:nicmuir@xxxxxxxxx>><mailto:nicmuir@xxxxxxxxx<mailto:
> nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>>>
> wrote:
> > > > >
> > > > > Tremor...
> > > > > Hmmm...
> > > > > Not really a "returning" character.
> > > > >
> > > > > On 21 Mar 2015 19:37, "Di Lhong" <geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>>>> wrote:
> > > > > Current mock up for roster:
> > > > >
> > > > >
> https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/s720x720/1610902_792583024173205_6426343917256515438_n.jpg?oh=77fbfbd1158246d0aa209e0cf9bb0edf&oe=55721CF7&__gda__=1438219632_ff539b1bbddcf2cb829c10729e663c5a
> > > > >
> > > > > Didn't they say there's 4 returning classic characters? Tremor +
> Tanya is 2. Who can the other 2 be?
> > > > >
> > > > > Nightwolf + Sindel? :D
> > > > >
> > > > > On Sat, Mar 21, 2015 at 12:28 PM, Moshe Shevel <
> jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx><mailto:
> jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx>><mailto:
> jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx><mailto:
> jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx>>>> wrote:
> > > > >
> > > > > They can do it the same way they did it in MK 9 where the one slot
> would be for all DLC's. So they'll probably use the slot Goro is on for all
> DLC
> > > > >
> > > > > On 21 Mar 2015 12:26 PM, "Wynand-Ben" <paashaasggx@xxxxxxxxxxx
> <mailto:paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto:
> paashaasggx@xxxxxxxxxxx>>>> wrote:
> > > > > Awesome...
> > > > >
> > > > > That means there is still hope for Nightwolf!
> > > > >
> > > > > :P
> > > > >
> > > > > ________________________________
> > > > > Date: Sat, 21 Mar 2015 03:55:56 +0200
> > > > > Subject: Re: DRE: CTS community mail
> > > > > From: geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx><mailto:
> geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx>><mailto:
> geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx><mailto:
> geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx>>>
> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto:
> cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>>
> > > > >
> > > > > Predator DLC Reveal Final<
> https://www.youtube.com/watch?v=XBKwuQDzCuU>
> > > > >
> > > > > Wonder how they'll fit everyone in the character selection
> screen...cos this is exceeding the spots already :/
> > > > >
> > > > > On Sat, Mar 21, 2015 at 3:52 AM, Di Lhong <geosaurus8@xxxxxxxxx
> <mailto:geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>>>> wrote:
> > > > >
> https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xft1/t31.0-8/s720x720/11054468_792356710862503_9183588001103826932_o.jpg
> > > > >
> > > > > Tanya and Tremor?
> > > > >
> > > > > Cool. Wonder what Tanya will be like.
> > > > >
> > > > >
> > > > > Tanya, Tremor, Predator and Jason Voorhees make up the Kombat Pack
> for Mortal Kombat<https://www.facebook.com/MortalKombat> X! Press release:
> > > > >
> > > > > "As a follow up to announcing the Mortal Kombat X Kombat Pack
> playable character, Jason Voorhees, today, Warner Bros. Interactive
> Entertainment confirmed the additional playable characters that will be
> included in the Kombat Pack: the ultimate hunter Predator from the films of
> the same name as well as Klassic Mortal Kombat Kombatants Tremor and Tanya.
> > > > >
> > > > > Full Kombat Pack details are listed below:
> > > > > The Ultimate Horror Pack
> > > > > Playable character Jason Voorhees
> > > > > Horror skins Vampiress Mileena, Kraken Reptile and Pharaoh Ermac
> > > > > The Klassic Pack #1:
> > > > > Playable character Tanya
> > > > > Klassic skins for Kano, Sonya and Liu Kang
> > > > > The Predator / Prey Pack:
> > > > > Playable character Predator
> > > > > Predator-themed skins Commando Johnny, Infrared Scorpion and Carl
> Weathers as Jax
> > > > > The Klassic Pack #2:
> > > > > Playable character, Tremor
> > > > > Klassic skins for Quan Chi, Jax and Kung Lao
> > > > >
> > > > > In the Americas, the Kombat Pack is included in the Mortal Kombat
> X Kollector’s Edition by Coarse, Limited Edition and Premium Edition, and
> will be available for purchase separately for $29.99.**
> > > > > Starting April 14, 2015, when Mortal Kombat X launches worldwide,
> fans who purchase the Kombat Pack will receive the Samurai Pack containing
> three new character skins: Ronin Kenshi, Samurai Shinnok and Jingu Kitana,
> as well as an accompanying skin pack with each playable character. In
> addition, those who own the pack will gain early access to the above listed
> content before it is available for sale individually."
> > > > >
> > > > > Guess Liu Kang is confirmed then...eh.
> > > > > There's 2 Kombat Pack? do we get all if we buy the Kombat Pack or
> do we have to purchase them twice to both Tanya+Predator and Tremor+Jason?
> > > > >
> > > > > On Sat, Mar 21, 2015 at 12:27 AM, Di Lhong <geosaurus8@xxxxxxxxx
> <mailto:geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto:
> geosaurus8@xxxxxxxxx>>>> wrote:
> > > > > Does anyone know a website that i can use to download 60fps vids
> off YouTube?
> > > > >
> > > > > Clipconverter.cc doesn't allow age restricted video...
> > > > >
> > > > > On Fri, Mar 20, 2015 at 10:02 PM, Ilitirit Sama <
> ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx
> <mailto:ilitirit@xxxxxxxxx>><mailto:ilitirit@xxxxxxxxx<mailto:
> ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>>>>
> wrote:
> > > > >
> http://www.eventhubs.com/news/2015/mar/20/capcom-location-testing-new-ultra-street-fighter-4-controller-s-optimized-rufuss-focus-attack-cancel-grab/
> > > > >
> > > > > Good idea. IIRC only Tekken machines used to have ports for PS2
> controllers. All arcade machines should allow pads. Only problem is Capcom
> will probably only allow their controllers to be connected. Still, it's
> better than nothing.
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
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> > This email is being sent out by KPMG International Cooperative ("KPMG
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> arrive late or incomplete, or contain viruses.
>
> This email is being sent out by KPMG International Cooperative ("KPMG
> International") on behalf of the local KPMG member firm providing services
> to you.  KPMG International Cooperative ("KPMG International") is a Swiss
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> firms operating under the KPMG name. KPMG International provides no
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