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Comments
Actually, if it was me, I'd make it Numpad2 to go down and Numpad5 to jump.
Though that doesn't really matter since I mostly use an Xbox 360 controller for my games anyway.
^^ You just make a text file (in Notepad or similar) and save it as whatever_your_filename_is.ahk (make sure that the "Save as type" dropdown is set to "All Files" and not "Text Files" or else it'll probably add a .txt extension), and then run it.
Tried that. Computer refused to recognize it as anything but a plain text file for some reason.
I always have difficulty changing file types and I am not sure why. It made sense on Windows 7 Starter where you kind of expect everything to be shitty, but it's still a problem even on my new laptop, which has the standard Home edition. IDK.
I've tried this and would ideally like to do that myself, but very few indie games (which is what I mostly play nowadays) seem to support controllers natively, and I have never been able to get JoyToKey to work.
I'm left handed and I use my right hand for the mouse.
That said, when someone is using a left handed set-up, I can adapt very quickly.
My exact situation. I started out with the right-handed setup and that's just what I got used to.
I am not trying to begrudge anyone their setup, I'm just saying I think the absence of key-remapping as a basic feature is very annoying.
The specific game I'm trying to play (In Ruins) doesn't even recognize the re-mapping I did with sharpkeys, which doesn't even make any sense.
ActionFist! seems to though. Now I just have to solve the slowdown issues with that game and I'll be able to play it.
So how does your keyboard bindings look for a left-handed setup? Is it really action keys on the left?
Because ironically I've been doing that for years, lol.
So, I was thinking of playing and demo-ing The Secret World since it doesn't require a subscription anymore. It actually looks pretty good and it's only 30 bucks.
I kind of want to, but I'm currently juggling 2 MMOs and a job
Well, it appeals to me, just from the style, the premise, the fact that it is a modern day MMO, and it puts some kind of cool emphasis on story.
Want me to make a kinda-liveblog thread if I get it? Show my thoughts?
Sure.
What caught my attention was the fact that it's real world locations but with fantasy and mythical monsters.
Also Cthulhu.
They are doing a special December 21, 2012 event with Mayan Zombies or something. So what better time to start!
Eh...2012 stuff.
That just, like, halved my interest in the game.
Seems pretty superficial, if you're serious.
It's only for that day. And honestly, I don't know much about the game yet, but from what I'm reading it seems like the kind of game to lampoon the idea in a fun way.
Yeah, but 2012 stuff is a really high level of stupid.
Well, I mean, it is a phenomenon. -shrug-
I'm still probably getting the game; it's just...eh.
It's like if the Skyrim trailer had ended with a fart joke or something.
Woah, I wouldn't say it's as bad as THAT. For a few reasons. <-<
But I still know what you mean.
How do you people play more than one MMO at a time?
By only playing for a few hours a week each?
I don't think I've ever played more than one MMO seriously at a time though.
You know, one of these days, I really do want to get some people together who can make music and draw and make sprites and program, buy RPG Maker VX Ace off of Steam, and actually make a fucking full game.
The thing about RPG Maker has always been that it's a severely limited tool for the sake of accessibility. Not dissing it -- it's a lot of fun and you might be surprised what you can get out of it at times. But all the same, it contains a weird mixture of technical accessibility with the requirement of game design knowledge to pull off the systems well.
It's also kind of disappointing to see how it's progressed over the years. Every iteration adds new features, sure, but most of the new stuff is comprised of updated RTP game assets rather than useful tools. Mind you, I think since RPG Maker XP there's been a coding tool, so you can do stuff with that. But if you can code, then there's a lot of other tools on the market you can use to greater effect, too.
There's also an inconsistency with how the default combat systems are presented. Every iteration of RPG Maker has had a different in-built combat system and depending on your preference, you might be miffed that they got rid of one thing in favour of another. For instance, I think it was RPG Maker 2000 that had a side-on viewpoint for combat and an ATB system. The former quality is the more relevant one here, because unlike other iterations of RPG Maker, you could see your characters in combat as sprites rather than using a collective first-person perspective. Then the next versions all went back to the first-person perspective.
At least the latest one has an interesting split between magic points and technique points.
Oh yeah, I forgot Game Maker was a thing for some reason.
Alpha Protocol is great.
I'm currently running what I like to call the Mike Thornton kills everything show.
I loved Alpha Protocol.
My main issue with AP was the bosses (Brayko sucks forever), partly because I specialised in melee/stealth, but chain shot eased the pain a bit.
I didn't really have much trouble, since the pistol was kind of crazy overpowered in that game, but yeah, the bosses were annoying.