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I have an abducted chief in one of my games (he drifts up into space). The big problem is that even if I intentionally loose the round, Spore automatically resumes at the save game which has already been glitched. Simple fix would be to add an option to restart the stage.
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I like the photoshop analogy. I was going to go with microsoft and microsoft word. I mean if you use microsoft word to write something, that means it belongs to mmicrosoft right? (since you used their software.) ha, but it doesn't work that way.
I think they have a disclaimer in there so that they don't have to worry about incidental inclusion of player creations. I doubt they have any intention of taking a few player creations and turning them into a product line... (but then again?) and even if they did, I doubt they could justify that action, should a lawsuit pend, even with the terms of service.
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Well we've had a good run, but I guess after 5 months this thread may have finally lost steam. It's been fun, and I really WOULD like to see better building textures in the game. I guess like those who have gone before the glimmer of hope may have finally died. Well MAXIS I hope you add sufficient gameplay with GA and fix the textures like you promised. Toodles...
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Ok this is a Galactic Adventures screenshot released by maxis. I have to admit I'm not very hopeful that the texture issue has been addressed...
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Has anyone found screen shots from Galactic adventures that show better textures for buildings yet? I'll post if I find any (haven't looked yet...)
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MaxisCactus wrote:We've heard your requests and are working to improve creation texture quality outside the creators in the upcoming expansion.
Keep an eye on our Galactic Adventures screenshots section on Spore.com to see more images from the expansion:
http://www.spore.com/what/screensmovies#screenShots
Sorry for dredging up an old post. Just wanted to thank you for listening and I look forward to seeing the improvements to building and vehicle textures. I am getting more and more hopeful about the upcoming expansion. But as it was famously said "There's an old saying in Tennessee — I know it's in Texas, probably in Tennessee — that says, fool me once, shame on — shame on you. Fool me — you can't get fooled again." So I wait and see and hope that it can deliver what I want. Otherwise... I guess just wait for the next space/sci-fi game.
Edit: I also really want to change my signature... Please help
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Mythalinear wrote:Greetings fellow Sporians.
Do we really think MAXIS, after the shallowness of its much anticipated brainchild game, can create an adventure editor that will satisfy its creative customers?
...
Myth
No, but I could be wrong. Let's just say I won't be the first in line to buy it but I will be watching. I have dreams of there one day being a space game equal to my childhood favorite Sundog: Frozen Legacy. Spore had the potential and I was a disappointed. It's wait and see as far as I'm concerned.
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um wow, this thread has taken a bit of a nasty turn... everyone knows putting the word "pie rat" next to the word "bay" is going to get you in trouble, so don't do it... (at least that's what I assume you did)
Anyhoo, back to the topic: There seems to be a problem with the building and vehicle textures. They show up fine in the editor but for some reason they come out very muddy in game. For a program centered on player creations this issue causes great frustration and really needs to be addressed.
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you're joking right?
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I now I've said it before, but in my opinion this game caters more to people wanting to create than it does to people wanting to play. Since Spore is mostly about the creations it becomes imperative that our creations be rendered the same in game as they are in the editor. Having had the textures removed/blurred out on my first building I have to say it crushed my desire to create ANY more buildings. For a game based on player creations that's a deal breaker.
I would normally fall in the gameplay over graphics category, but since Spore needs such an overhaul in the gameplay department, I'd settle for better building textures. The same issue affects vehicles, but to be honest it doesn't bother me as much. But that probably has something to do with scale. The buildings are huge compared to vehicles.
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ChaosHarbinger wrote:The solution to this issue is obvious: fewer people are on the Spore forum because they are too busy playing the game, whereas all Fallout 3 players can do is gush about how brilliant it is to each other without ever playing the SPORE thing for longer than five minutes each.
The thought crossed my mind, but it simply is not true. The peak log on for spore message boards was 3,146 and is now 29. My math skills are pretty bad, but that seems like a 99% drop to me.
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FutureFilms wrote:It is sad, but hey, theres always modding!
I was just thinking about mods. Some of my favorite games like Fallout 3, Witcher or X3:reunion, etc are designed to allow mods. I get the impression that Spore doesn't support player mods (yet?) beyond the built in creation editors. In my experience, the player mods can make a huge and positive impact on a game. (Often fixing original deficits)
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piePIEpie wrote:what fish i want fish
Tribal stage
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I just had a depressing realization, there are currently 27 people viewing the spore message boards. By comparison there are over 500 viewing the Fallout 3 boards (another game I'm currently enjoying). It seems there just isn't the same level of fan base. The original sales might have been fine but it seems Spore just doesn't hold players attention. The texture issue (one of my pet peeves with the game) is not the game's biggest flaw, just one of the most obvious. I'm taking a "wait and see" attitude from here on out. If the space adventures expansion delivers I might check the game out again in earnest.
Good luck Maxis, it's a fun game that just needs a little more re-playability. Once through was enough for me to experience 90% of the game (made up statistic of course), the second play through was less enjoyable and each game after that held my attention less and less.
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Thanks avmf8, your comparison confirms a suspicion of mine: the low, med, high settings did not appreciably affect building textures. I was surprised to see that the plant textures were also virtually unchanged. To my eyes, the only texture that appears noticeably different is the ground texture.
What a sad state of affairs, we really are stuck with low-res textures in Spore.
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