Abyss Odyssey - (new IP from ACE team)
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prudislav
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PostPosted: Thu, 6th Mar 2014 13:00    Post subject: Abyss Odyssey - (new IP from ACE team)

Quote:
With Zeno Clash developers ACE Team at the helm, Abyss Odyssey will no doubt take place in quite an odd world, but it definitely won’t take place in Oddworld, even if the title does look a bit like Abe’s Oddysee. The newly announced game is a side-scroller like Oddworld’s first, but ACE Team are sticking to their principles by concentrating on creatures engaging in fisticuffs. Taking place in a randomised world, Abyss Odyssey is a beat ‘em up in which every enemy has a full moveset and enough artificial gumption to offer a challenge. This is demonstrated by means of a video showing a lady fighting a skeleton.



(will update when more info is available)
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DarkRohirrim




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PostPosted: Thu, 6th Mar 2014 13:27    Post subject:
That looks quite awesome, plus... ACE TEAM! Love what they did with the tshirts, haha!
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dodger2020




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PostPosted: Thu, 6th Mar 2014 15:45    Post subject:
damn I was interested for a second because I thought it said ACES team. Very Happy Oh well. Smile
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prudislav
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PostPosted: Thu, 13th Mar 2014 22:18    Post subject:
Quote:
This video is the first of a series where we will show the potential of the combat system applied to the enemies you can capture and use in the game. These combos, which are being displayed in the game's 'training room', were invented on the fly by Game Designer Carlos Bordeu.



Last edited by prudislav on Thu, 13th Mar 2014 22:48; edited 1 time in total
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ace2kx




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PostPosted: Thu, 13th Mar 2014 22:39    Post subject:
Its beat him up time men.
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prudislav
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PostPosted: Thu, 13th Mar 2014 22:50    Post subject:
also some new info:
Quote:
Some enemies can drop weapons, health and other things. The game will also feature stats, mostly associated with magic accessories, like weapons, rings, bracelets, etc. I don't think we have a luck stat anywhere though (it wouldn't blend too well with the fighting mechanics). 

Quote:
There's no plans for Early Access or a Beta unfortunately. It's just too much to handle for such a small team considering we're working simultaneously on console builds. :-/ We'd love to find the time to do something like this though. Maybe for our next project? 
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prudislav
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PostPosted: Fri, 23rd May 2014 23:10    Post subject:
being streamed on twitch now
http://www.twitch.tv/atlususa
looks cool
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prudislav
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PostPosted: Thu, 12th Jun 2014 23:10    Post subject:
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Kein
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PostPosted: Fri, 13th Jun 2014 04:10    Post subject:
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prudislav
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PostPosted: Sat, 14th Jun 2014 14:24    Post subject:
http://store.steampowered.com/app/255070


Release Date: 15 Jul 2014
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FireMaster




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PostPosted: Sat, 14th Jun 2014 14:31    Post subject:
Abyss odyssey
Abe's odyssey...

hmm
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Drowning_witch




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PostPosted: Tue, 8th Jul 2014 22:07    Post subject:
opening 7 minutes



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sabin1981
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PostPosted: Tue, 8th Jul 2014 22:10    Post subject:
That looks freakin' awesome! Visuals are a huge "meh", especially model quality, it looks like the PSP version of Dracula X Chronicles, but the gameplay looks hype! Very Happy
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kerrang




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PostPosted: Wed, 9th Jul 2014 04:58    Post subject:
the graphic is not impressive..but the gameplay looks not bad..
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fearwhatnow




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PostPosted: Tue, 15th Jul 2014 14:00    Post subject:
"It’s worth noting that there’s no way to actually save your game in the middle of an Abyss run. Quitting the game will see your character returned to the entrance the next time you load up, so it’s necessary to complete a full run (which could be anywhere between an hour or two) or die in the attempt".



Release later today.


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prudislav
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PostPosted: Tue, 15th Jul 2014 14:06    Post subject:
standard roguelike thing - no big deal, but i guess they might implement some form of saving if enough people will complain


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fearwhatnow




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PostPosted: Tue, 15th Jul 2014 14:11    Post subject:
prudislav wrote:
standard roguelike thing - no big deal, but i guess they might implement some form of saving if enough people will complain


It should be optional. It's not a feature imo.
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prudislav
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PostPosted: Tue, 15th Jul 2014 14:28    Post subject:
so complain on steam forums and they might implement it Wink


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Pey




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PostPosted: Tue, 15th Jul 2014 14:46    Post subject:
I played it for a bit and I wasnt very pleased with it. What really put me off were the controls, way too clunky and a bit unresponsive.

In the abyss, you advance in dmc-style segments fighting waves of 2-3 enemies and they drop coins which you can use to buy weapons and rpg-like items (you can even fight the merchant lol) but i wasnt really surprised with the rpg+street fighter mix to be honest. I played a few levels and fights get repetitive too son, hope it improves with the new skills you can acquire.

Versus mode might be fun but is local only at the moment (they will add online support later). Graphics are decent, but below average for my taste, something is not right between with the blend of characters and backgrounds, and models are really really weird, some of them remind me to zeno clash. Areas are a bit dark and lightning is practically non-existent -at least in the levels I played. I like the ost.

It might be a good game, I only played for 20-30 minutes, so take my impressions with a grain of salt. I´m uploading a video of the first 20 minutes -or so- of the game.


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JBeckman
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PostPosted: Tue, 15th Jul 2014 20:08    Post subject:












Unreal Engine 3 so it's very easy to tweak (Custom key binding commands work too.) and GeDoSaTo is 100% compatible. Smile
(Now I just need to get used to the keyboard controls.)

(The game looks really smooth with downsampling actually, which is a very nice effect.)
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Drowning_witch




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PostPosted: Tue, 15th Jul 2014 21:32    Post subject:
had no idea this is unreal 3. That engine really took over the world.

Anyways, downloaded, but won't be playing until I finish Death to Spies 2.
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Pey




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PostPosted: Wed, 16th Jul 2014 04:03    Post subject:
First 15 minutes.



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prudislav
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PostPosted: Wed, 16th Jul 2014 09:44    Post subject:
Well played for a hour yeasterday and really like the gameplay , but will probably wait some patches as both gamepad/keyboard controls needs a bit tweaking. Other than that its really good, but some form of saving in between of play sessions would be nice
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Drowning_witch




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PostPosted: Wed, 16th Jul 2014 17:02    Post subject:
Played a bit. not having any issues with the controls using the derppad.

Will need to configure gedosato before playing, as for some reason this u3 game doesn't recongnize my 2520x1575 custom resolution I use for downsampling.


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Vikerness




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PostPosted: Wed, 16th Jul 2014 18:22    Post subject:
They werent that responsive for me either. Plus the default gamepad configuration where you dodge on the same button that you use to block, (as with castlevania los) is just frikin horrible. And then you have dodges that move you past your opponent and you're left sitting with the back for a few miliseconds.. dunno.. for me the game is full of little annoyances


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Pey




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PostPosted: Thu, 17th Jul 2014 06:59    Post subject:
The coins the enemies drop remind me of El Capitan Trueno and Risky Woods, anyone?





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Kein
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PostPosted: Thu, 17th Jul 2014 09:09    Post subject:
I posted what it reminded me about above as well. it is your usual [coop] platformer beat-em up so no surprise here.
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Drowning_witch




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PostPosted: Thu, 17th Jul 2014 11:37    Post subject:
JBeckman wrote:
and GeDoSaTo is 100% compatible. Smile
(Now I just need to get used to the keyboard controls.)

(The game looks really smooth with downsampling actually, which is a very nice effect.)


can you share your gedosato config. not working for me here.

EDIT: had to whitelist the exe file.
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JBeckman
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PostPosted: Thu, 17th Jul 2014 13:30    Post subject:
Yeah you have to add the exe to whitelist.txt minus the .exe extension. Smile

Also don't use the blacklist over the whitelist as it will likely cause bugs and crashes unless you first enter all background programs and such into blacklist.txt (I have about fifty listed there now but I don't use it even so.)

For GeDoSaTo I usually have the global ini set to this.

 Spoiler:
 

(And since 0.8 and newer warn about non-standard character and spaces in file paths I had to move it from the "Program Files(x86)" folder to C:\Users\*USERNAME*\AppData\Roaming\GeDoSaTo )

The only change you might need to make is to set screen resolution from 1920 x 1200 to whatever you use (Such as 1920 x 1080) and if it's a different aspect ratio then changing the downsampling res to match that might be useful. (Such as 1920 x 1200 up to 3840 x 2400 or for 16:9 it would be 3840 x 2160 )

(And maybe change refresh rate if you have a 120hz monitor or custom overclocked hertz ratio or what it's called. Smile )


EDIT: As I understand it if you were to convert to supersampling scaling it would kinda be like this:
(From the resolution section of the above ini with a screen res of 1920x1200.)

# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
#
#renderWidth 7680
#renderHeight 4800 - 8x
#
#renderWidth 5120
#renderHeight 3200 - 6x
#
#renderWidth 3840
#renderHeight 2400 - 4x
#
#renderWidth 2560
#renderHeight 1600 - 2x
#

(I use 4x to still keep most games at least somewhat playable though some go above 8K / ~7680x4800 or even 16K for screenshot purposes but that won't really be playable.)


(GeDoSaTo does allow any screen res combination though I tend to keep it like above although variations like 2880x1800 instead of 2560x1600 can be used or any other combination desired to maintain good performance and still have nice AA quality.)
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Drowning_witch




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PostPosted: Thu, 17th Jul 2014 14:40    Post subject:
I use 2520x1575 personally as im on a 1680x1050 screen and my mem bandwith starved gtx660 can't handle more in new games.

I also had to assign that res in the ini file as the game wouldn't show that res in menu with any of the gedosato settings, therefore not allowing downsampling.


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