Moldy bread: For all newcomers, Armored Core and all JP mecha discussion here. You are welcome to shill western stuff with JP influence. We can talk about Ace combat as well and puchi posting is fine too.
BEFORE YOU PROCEED LISTEN TO OUR THEME SONG!!! instaud.io/jzI
AC pastebin: pastebin.com/z1bJS9gF Read that if you have any questions. If the pastebin doesn't answer whatever question you may have feel free to ask us in the thread.
even if they did, JP AC fans hate fraternizing with international AC fans, that's why they complained to From about getting their own server after ACFA
Nolan Ramirez
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Leo Torres
Online nips are total dicks.
Jackson Lee
Does anyone else get kinda of motion sick from the camera setups in ACV/VD?
Jack Price
I don't, but it's probably a combination of low framerate and a lack of motion blur.
ACV is a much worse offender because they put "cinematic effects" over the screen by darkening the edges, having particle effects and weird ambient glowing everywhere. They got rid of it for ACVD thankfully and it looks much cleaner, but still no motion blur.
Caleb Robinson
Yeah I was replaying V the other day and it really was setting me off which I found odd since I've been gaming for a while.
I hadn't played VD in a long time but I remember it being similar so I just lumped it in.
Any mech games with a really smooth camera system?
Alexander Ortiz
>Any mech games with a really smooth camera system?
Depends on what you mean by "smooth"
Basically the only mech games I can think of where the camera doesn't twitch around a lot are super slow cockpit/first person walker mechs like Mechwarrior.
Alexander James
I never use motion blur unless It's implemented to where I can't remove it.
Bentley Lewis
Fucking hikkimoris
Oliver Murphy
post thicc ACs
Jeremiah Gray
Think I'm going to start recording some more FM4 today. Been busy lately.
John Moore
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Cameron Lopez
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Ryan Evans
Bump
Asher Wright
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Joshua Lopez
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Jaxson Carter
Sorry I can't help keep the thread alive man.
Nolan Young
Ahab you okay, brah?
Carter Lewis
Is that texas?
Colton Robinson
Interstate 10 apparently
Hudson Rogers
Bump
Gavin White
Bump
Aiden Powell
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Parker Rivera
Houston is about five hours away from me. Only problem up here is that it's not cloudly enough.
Dylan Allen
I always forget how fucking huge texas is
do you need a Vanguard overboost to commute to work
Eli Morales
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Samuel Powell
Last from me.
Dylan Smith
Be ready to make a new one tomorrow in the morning
Juan Jones
THIS IS GOOD FAN ART
Colton Mitchell
Glad to hear it, don't go driving down the interstate without your hover legs fitted though.
Brayden Edwards
What sort of things would you like to see in a mech game, /acg/?
I'm making one.
William Martin
What game engine? Unity? Unreal?
Andrew Martin
The world needs a 1v1 multiplayer mech combat game that isn't slow walking tanks or anime gundam robots.
Basically ACVD's free battle mode but without the 50% of the part in the game that aren't good. Or Garrison Archangel but with strategic environmental combat instead of twitchy button mash combat.
Daniel Collins
I don't care about the mechanics, but there must be lots of venting steam after doing cool stuff, thrusters twitching and flaring, and satisfying vrrrms of hydraulics. Actually I do care a little bit about mechanics, take ACVD but make damage tables less autistic and give us FA's quick turn ability. And missile circuses.
Logan Butler
Unity
I'm going for more of an arcade style TPS setup where you're tasked with completing various missions but a 1v1 multiplayer mode could be interesting. Thanks for the Garrison Archangel namedrop. I wasn't aware of it.
A lot of that is icing on the cake to come later but I'll look into it.
>missile circuses Yes.
Asher Gonzalez
>arcade style TPS setup what does this mean?
Mason Mitchell
So more like ZoE/FA? Also look at strike suit zero if you're doing missiles. I adore that game's missile lock and general target lock system. Abusing it correctly, you can max boost halfway across the battlefield in a second in fighter mode, transform to quick turn to your intended target, spew 3 dozen missiles into a swarm of fighterd, then transform back for a bombing run on a large ship.
Christian Stewart
Chainsaws. No, work is easy. School was about five hours away, so that would've been nice. Five hours in the opposite direction of Houston. And still not out of Texas.
David Gomez
>arcade style Kill small enemies for small points, big enemies for big points. Mission based. >TPS Third person shooter. Zoomed out viewpoint.
This would be in contrast to the Garrison Archangel game you mentioned which is setup more like a traditional fighting game. Arena-based, both players seem to stay in camera (from what I've seen), etc.
The game that triggered my interest in making a mech game was ACFA, yeah. I'm trying to diverge from it and put in my own flavour. I've played Strike Suit Infinity but not Strike Suit Zero. I'll load it back up and review it, but I remember having a lot of fun with the missiles as you've mentioned.
>Chainsaws. While I'm not sure if I'll do those specifically, I did want to have melee weapons.
If you all are interested I'll come back here and post the demo when it is ready. I'm working on getting the basic (and I mean basic) functions in, but you'd be able to play and give feedback on how the movement feels.
Ayden Carter
If you've played one you've played the other. Infinity is just horde mode for Zero with that god-tier soundtrack. If you haven't played Zone of the Enders, pick up the ps3 and play through both games. Jehuty's grabs and sword slashes are a lot of fun. I get why AC has melee weapons the way it does, just macros for the arm movements, but Jehuty feels like how a LYNX would actually use a sword.
Ayden Gonzalez
Check out Project Nimbus, also. It's a bit more ZoE-like. The problem with both ZoE, Nimbus, and ACFA, is that they tend to be "button mashy" and boring because they streamline the gameplay at the cost of depth. You could also look into Murakumo: Renegade Mech Pursuit for another example of arcade shooter style, or Metal Wolf Chaos. Gundam breaker, too, which is baically a gundam ripoff of AC.
With most games like that, what's your main mechanical gimmick? AC's main gimmick is that customization makes your AC play completely differently depending on what you use, so you must adapt to the situation.
But with a game like ZoE, the main gimmick is that the game uses the same controls for both melee and ranged, and auto-targets for you, so you can create very stylish gameplay by only pressing a few buttons. This is called contextual gameplay, where your controls change based on where you are. AC is the exact opposite and is more of a simulator style control, where one button does one thing and only one thing and -always- one thing, and can be used any time without being interrupted by other actions.
Example, in AC you can move, boost, fire, and change weapons simultaneously. But in ZoE, you go from one attack to another in sequence, and what attack you depends on where you are. Using sub-weapons also interrupts your normal melee/shooting.
So what's your elevator pitch?
I'd love to see a demo (along with most other people here I'm sure).
Camden Stewart
I've only had a short chance to play ZoE but I was immediately presented with the contextual controls you mentioned. I'm working to figure out how exactly I'd best utilize both gamepad and M+KB setups so it seems like some things are going to have to be contextual just because of the limited amount of buttons on a gamepad (not to mention that keys such as Y,U,I,O,P, etc. are not readily accessible on a typical WASD + Mouse setup).
I've played Project Nimbus quickly also just to test it out but wasn't really impressed. It seems like they're constantly doing work on it so maybe it has improved since the time I spent with it a year or so ago.
>So what's your elevator pitch? Heh, I'll have to sleep on that one. I'd have to throw in the towel as a gamedev if the only way to describe my project would be the reductionist line of "It's X and Y but with Z."
I'm going to try to have a demo by the end of the year. I'm at Uni right now but classes are very manageable and I expect I'd have something sooner, but I like the be generous in my estimates. I'm loosely a part of /agdg/ (I don't post on the threads on Veeky Forums) so keep an eye out for their demo days. There is one upcoming that I wont be ready for but there should be another for the start of November. I think there's another user also working on a mech game going by the name of "Project M" that you may be interested in checking out in the meantime.
Gavin Sanders
Garrison Archangel is still in development and they've shown off a few other stages, the arena one is just the one they have out now in the demo.
And speaking of, they have a contest up right now. Last few hours to submit though:
> I'd best utilize both gamepad and M+KB setups Do gamepad first, then let KB+M players set their own bindings. Allow rebinding of the gamepad too, and players will eventually find their own best controls. You can patch in a default or different control schemes later.
A gamepad has plenty of buttons for most mech games, unless you're going for a cockpit simulator like Steel Battalion.
Here's a few ideas to consider: >Auto-targeting (turns to the enemy immediately when one dies, ZoE style) vs Manual targeting (no lock on) vs Fuzzy lock on (lockbox or "snap to" targeting) >ground movement vs floating vs boosting/jumping >DPS vs blocking/cover shooting >strategy (customization, planning ahead, resource management etc.) vs skill (reaction time, precision, aiming)
etc.
I'd start with one of those decisions, then see what can cascade from that. "Auto-targeting skil-based Cover shooting in mid-air" for example is enough of a gimmick to build a combat system around, and something like Nimbus/ZoE is close to that. "ground boosting strategy-based lockbox" would be AC.
Liam Thompson
Walljumps
Ryan Wilson
>FA's quick turn ability
I got a question. In V/VD, when you boost on the ground and turn, is that quicker than boosting an turning in mid-air? It FEELS faster but I'm curious if it just rotates faster to compensate for the sliding on the ground after the boost where you arent able to turn.
Oliver Davis
Yes, ground boosting does have a quick-turn. You just don't get it in the air. Basically you have momentum when you land on the ground and turning while landing will basically pivot you in place.
However if you have no momentum, such as just moving forward in one direction with normal boost and not dropping to the ground, you don't do a quick turn.
Thomas Sanders
It's commonly referred to as 'drifting'. And it's an intended mechanic, that is actually very useful. For clarification, you just need to touch the ground (or a rooftop) with lateral momentum (doesn't have to be just forward), while not inputting anything on the left stick, while holding a turn on the right stick. It's much more easily done by simply cutting your boosters as you land, as doing so will force the game to ignore left-stick inputs for a moment. And, the faster you are moving when you land, the further you will turn.
Drifting allows you to turn much faster than you would normally be able to, which allows for complex maneuvers such as a fly-by run, followed by a 180 for an immediate follow-up, or keeping an opponent away from your rear flank. It also allows for some mild compensation for builds with low innate turning, such as quads and RJs. However, even your drifting ability is still determined by your overall turning performance, so there will be no quad-360s. Also, tanks cannot drift.
James Morales
I've had a hankering for replaying Armored Core Nexus while watching MRE videos. Do you think a mech pilot would subsist on MREs, or would they go the puss route and have that gay toothpaste food that astronauts eat? Let me tell you, processed nutrient paste made by some nu-male in a lab just can't compare to canned bread and 50 year old perfectly preserved peanut butter spread. And if I was piloting a giant robot, I'd take the manly MRE every time. In particular the ones that have the shortening cookies and maybe a chicken meal.
Gabriel Ortiz
Most AC pilots seem to do very short missions, so unless they're using MREs on the way there, actual combat would probably not have provisions except in the case of emergencies.
Patrolling MT pilots probably survive off rations or regular bunker meals between patrols.
Robert Ortiz
the thiccest
Bentley Carter
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Adrian Bailey
We made it through the night, nice.
Robert Adams
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Sebastian Clark
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Kevin Gutierrez
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Nathaniel Wilson
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Christian Powell
Neat. No wonder I'm being danced around playing with you guys.
Justin Nelson
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Jeremiah Hernandez
no.
And so is your food. I don't get why you only use salt and pepper as a seasoning on everything.
im pretty sure in a world where karasawa rifles exists, there must be a microwave that serves you cheeseburgers in the cockpit
>And so is your food. I don't get why you only use salt and pepper as a seasoning on everything.
bitch you should fuckin' see my kitchen
I've got coriander coming out the ass
spices for days
Evan Foster
just broke my neck thanks ahab good mecha designs for reference, see games series "armored core"
Andrew Ross
End of the first Gundam 00 opening. youtu.be/3nWI7KwsnNA Gud show. First half is great, second half is decent. The Gundam units are like non toxic NEXTs fighting an army of regular ACs and fighter-jet transformables.
Eli Morris
> non toxic NEXTs fighting an army of regular ACs and fighter-jet transformables. that actually sounds kind of awful, I'd rather see normal ACs work together to take down NEXTs
Alexander Rogers
That's the idea. Celestial being has 4 Gundams. They have to take on the entire world, using the Zero Approval Gambit to unite the 3 economic factions of 2307 AD. You'll like seeing regular units 1v1ing them too, there's a couple characters skilled enough to match a Gundam-type in combat. Celestial Being are the protagonists, but you're not rooting for them.
Henry Bennett
Looks like registration is still up... time to whip together a shitter and hope for the best.
Jeremiah Myers
We don't talk about the movie though.
Logan Wood
I didn't mind it, but I understand why it's divisive. The lead up was there. Could have used a much better "final battle like a melee-only guardian at the end.
Josiah Clark
> I'd rather see normal ACs work together to take down NEXTs
Thats what I was expecting from aldonoah zero, S1 fun and it has it moments of that, but S2 goes full on with the dominant theory and Inaho
Owen Perez
Spoilers for the details of the Gundam 00 movie below.
I just didn't care for the main enemy of the movie being aliens coming out of nowhere and the way it ended with shiny godlike Setsuna.
Austin Turner
Cuckonoah zero still triggers the hell out of me. Why couldn't they keep the director the same after the first episode.
Adrian Hernandez
They did come out of nowhere, but it was talked about since Aeolia's first message. I don't mind what happened to him since He is quite literally a Gundam now. It's what he always wanted.
Dominic Reed
>tfw I'll never be a Gundam. I would like to be Aegis.
Logan Ross
>Why couldn't they keep the director the same after the first episode.
No idea, and sadly the same person is directing Re:Creators, I had to drop that shit before I got too involved, seeing the direction it was going.
Colton Martin
>but you're not rooting for them I did.
Josiah Gray
Apparently people are dying in it now. Not-Kamille is still alive though.
Asher Collins
I know, but still, with all the "lets make a massive crossover were we win the battle" I was like "the plan is going to fail and a HUGE asspull is going to save the day" and I was really getting tired of nothing happening and the repetitive expositions, I dropped one episode after the recap one.