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Random Themes

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Post by Exzaith Sat Jan 02, 2016 1:52 pm

is the lite version however is very nice I will re edit some parts of gknight for add this game
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Post by Endymion Sat Jan 02, 2016 3:18 pm

I searched myself here and there but found only a 0.83 version. The official site still list only the 2nd version's 0.61 patch. The Windom SV site still have no content. XD

Even through there is a video from the author on YouTube, I don't know if this is a real thing or just a showcase of capabilities. That 0.83 version not even starts for me.
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Post by Exzaith Sun Jan 03, 2016 12:24 am

I guess still it is an unstable version
it is notable that many things changed but still maintains the basic things
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Post by Endymion Sun Jan 03, 2016 9:36 am

I hope he removes the registration requirements, and give us server files since his server is works only with Japanese IPs and locals. Otherwise this game is worth nothing for me. Unsure
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Post by Exzaith Sun Jan 03, 2016 11:56 am

I have some problems of compatibility :S
could you make a guide or a series of steps please
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Post by Endymion Sun Jan 03, 2016 1:07 pm

If you ask about the Windom SV 0.83 then it won't start to me too. About the Japanese local you can bypass it by setting the game's local to Japan. The IP is tied to the local through the MAC address. If you change the system's local it will change the IP's local too.
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Post by Exzaith Mon Jan 04, 2016 11:56 pm

you can play without a account
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Post by Endymion Tue Jan 05, 2016 9:55 am

But that isn't enough if the has a restricted multiplayer. The Bootfighter and the Ultimate Knight was designed to be a party game. You can play with friends on a single machine, or trough the internet. The SV is just like the Infinite Stratos Versus Colors, a dumbed-down version of the original. Every stupid developer fucked up with these registration nowdays. Even the core players are refuse to support him on the Comicet website. He must change his way before too late.
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Post by Exzaith Tue Jan 05, 2016 9:12 pm

I still have no idea if we can change that
the game does not even work on my computer
but yes it's a real headache
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Post by Endymion Wed Jan 06, 2016 9:49 am

Maybe it is an another restriction. It could require full Japanese unicode settings.
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Post by Exzaith Thu Jan 07, 2016 9:01 pm

umm is a pain well on windows is easy change it
so I think that maybe this game is 64bits
on my windows vista of 32 bits show a error of user32.dll
I will have to use the windows 7 64bits :/
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Post by Endymion Fri Jan 08, 2016 9:49 am

It is run on my wife's PC, so I can play it, but I not really want. This version somehow isn't as fun as the old one.

Do you know that the PV was uploaded from a different account than what used for the UKWXP and the PowerUp Kit?
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Post by InfinitasImpetum Tue Mar 01, 2016 11:51 pm

something i started programming awhile back.
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Post by Endymion Wed Mar 02, 2016 1:56 pm

Looks reall good. There isn't much true TPS mech games with mouse control. This one is promising, nice work.
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Post by InfinitasImpetum Wed Mar 02, 2016 1:59 pm

武蔵 象二郎 wrote:Looks reall good. There isn't much true TPS mech games with mouse control. This one is promising, nice work.

there is no mouse control. i used a 360 controller.
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Post by Endymion Wed Mar 02, 2016 8:00 pm

Oh then it works like the Armored Core. The truth is that there was no mouse controlled mech games other than Exteel. Or if that is count as one then the Unreal Tournament 2004's Cygen mod.
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Post by Exzaith Sun Mar 06, 2016 6:08 pm

It is more comfortable only with the keyboard or a control
the mouse could be only more useful in the part of the camera
like skyrim I mean
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Post by Endymion Sun Mar 06, 2016 7:46 pm

For me it is no matter. Both method has its hard and easy points. The mouse control is the better because it is more free, but I like the keyboard only. There isn't difference which is harder to use.
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Post by Exzaith Mon Mar 07, 2016 10:19 pm

mm is very variant depending on the game
in this case if is the same style as ukwxp
I think that is better keyboard... is more simple
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Post by Sodium Thu Mar 24, 2016 8:14 am

It would be cool to, like, make some custom mecha for the game
As in, not based from other franchises, but original creations.
We could use these to better use the capacities of the game.
For example: there's the possibility to make transforming mecha but this feature's not well exploited?
Plan a playable unit which does or even has it as its core mechanic!
Do you get what I'm trying to tell here?
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Post by Endymion Thu Mar 24, 2016 10:57 am

This is what I exactly saying. More unique content for the game. More operation system named units like Macintosh, OSX, and so on. Very Happy
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Post by Sodium Fri Mar 25, 2016 11:23 am

I'm quite new to the game, can someone guide me to a how to play section of the forum?
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Post by Sodium Fri Mar 25, 2016 11:24 am

I see the OSX mecha as sleek, alien-shaped machines or as the mass-produced battletech-ish robots
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Post by Sodium Fri Mar 25, 2016 11:40 am

If I were able to mod and create a mech form the ground up it would be a getter robo-ish oone which could transform in 3 different forms: An average one with beam projectiles, punches and kicks for melee and with strong sub attacks; a speed and flight focused one with bullet projectiles, an integrated weapon (like a drill arm or the like) for melee and with at least a rushing sub attack and a sluggish one with telescopic fists for ranged attacks, strong punches for melee and with missile-focused sub-attacks.
It wouldn't need to change between melee and ranged and while dashing its transformation would consist on it dividing in 3 planes (with the top one on the front and the other components under his sides), making it a small target, but the damage the planes take is shared. the transformation would be a lot like the getter's, gaining a slight invincibility frame because anime logic. Its colours would be Red-Blue-Yellow.
I know it isn't too original but I think it's nice.
Feedback?
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Post by Sodium Fri Mar 25, 2016 11:41 am

Oh, and the forms have the names of mythical creatures
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