Blackjack
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« Reply #40 on: June 10, 2010, 09:13:26 PM » |
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looks like I'll be finally get around to finishing the first game in time for the second, which will be announced at E3.
There's a teeny, weeny acknowledgement at official forums that there WILL be PC version (at least eventually): http://frozenbyte.com/board/viewtopic.php?f=15&t=2305&sid=ce0b6dcaf3ff32faf39dc9699c0b2837Yes. And before anyone asks, it will come to PC in addition to any other platforms. That's all we can say right now. 
And we're very happy too.  They're now partnering with Atlus as publisher, which sounds good to me.
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« Reply #41 on: June 18, 2010, 03:25:43 AM » |
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« Reply #42 on: June 18, 2010, 04:57:17 PM » |
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Online Co-Operative Play.... Hmmm... maybe if they return to Shadowgrounds some day they can juryrig that in finally. They kept saying the Shadowgrounds engine couldn't do online play at all or be retrofitted with it. I gave up finishing Trine. Maybe if there'd been an online co-op with it, someone brighter than me could show me how to get past the parts I can't. 
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« Last Edit: June 18, 2010, 05:13:04 PM by Blackjack »
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« Reply #43 on: June 19, 2010, 03:29:42 AM » |
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E3 Co-op and Classes Interview (it's with an official with Atlus, their new publisher):http://www.gametrailers.com/video/e3-2010-trine-2/700740*There's some footage that suggests it supports 3-player co-op (you can see all 3 character types running around). *It sounds like it'll be a digital download only release.
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« Last Edit: June 19, 2010, 03:32:09 AM by Blackjack »
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« Reply #44 on: July 03, 2010, 07:36:11 PM » |
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« Reply #45 on: August 09, 2010, 03:05:01 AM » |
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Gamespot has a Q&A with the game's designer, albeit PS3 focus: http://www.gamespot.com/ps3/action/trine2/news.html?sid=6272625&om_act=convert&om_clk=picks&tag=picks;title;4&mode=previewsLH: Trine 2 brings back the familiar trio--the wizard, the thief, and the knight--in a new quest to restore the balance of the world. This time the heroes are thrust into the kingdom's old territory, where a new threat has emerged. The story goes a lot deeper than it did with the original Trine; we're really focusing on telling a great fantasy tale with Trine 2.
On the gameplay side, there are a lot of improvements: the heroes get new abilities, there's a lot more enemy variety and all-new unique puzzles, plus many more additions big and small. Last but not least, we have rewritten our whole gameplay engine, which means that cooperative multiplayer is available both off- and online, so players all over the world can now join up and play with their friends no matter if they're in the same room or 10,000 miles away.
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« Reply #46 on: March 04, 2011, 12:49:27 AM » |
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« Reply #47 on: March 21, 2011, 11:46:57 PM » |
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« Reply #48 on: August 19, 2011, 04:29:22 AM » |
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Blackjack
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« Reply #49 on: August 31, 2011, 07:28:16 PM » |
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For PC, I wonder if the online play will be via some matchmaking service (peer-to-peer connection) or if there'll be some sort of dedicated server setup (guess the latter probably doesn't make sense for this type of game, but maybe it's possible to do). I can still find Alien Swarm dedicated server games, but the automatic matchmaking is pretty much useless due to the dearth of people still playing it. The few that still are, are on dedicated servers is separate from the matchmaking system. At least, that's how I understand it.
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« Reply #50 on: October 28, 2011, 03:51:13 AM » |
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you can now pre-purchase Trine 2 on Steam, and you'll get beta access to two levels of the game.
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« Reply #51 on: October 28, 2011, 12:42:33 PM » |
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you can now pre-purchase Trine 2 on Steam, and you'll get beta access to two levels of the game.
Just to be nitpicky, it's two multiplayer (co-op) levels of the game. http://store.steampowered.com/app/35720/
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« Reply #52 on: October 28, 2011, 02:24:06 PM » |
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you can now pre-purchase Trine 2 on Steam, and you'll get beta access to two levels of the game.
Just to be nitpicky, it's two multiplayer (co-op) levels of the game. http://store.steampowered.com/app/35720/ http://forums.steampowered.com/forums/showthread.php?s=370d5717a1676b035507cc524119adde&t=2201779Basically the Beta should work quite well in multiplayer, and you can have others join and leave during a game session at any point. that makes it souind like it is MP enabled but you can play it solo.
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« Reply #53 on: October 28, 2011, 04:52:38 PM » |
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I like the "drop in during a game" aspect (I've liked that going all the way back to the first Diablo). I kinda wish Renegade Ops gave you that option. I've revisited Trine now and then and always enjoy it, but there are certain tough sequences I either can't figure out or I get so frustrated with, that I lose interest in trying to finish it. Being the easily frustrated wuss I am. 
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Blackjack
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« Reply #54 on: October 28, 2011, 08:53:21 PM » |
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Hey, somewhere in the features list is this gem... Save anywhere to play as long or short sessions as you like 
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Lordnine
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« Reply #55 on: October 29, 2011, 05:01:28 AM » |
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The beta is the first two levels of the full game. Fully playable single-player. Really fun in co-op but a bit buggy. My general impression is that they did a much better job balancing the classes. With Trine 1 I most just stuck with the Thief because she was highly mobile and better at combat than the Knight but all three have a lot more necessity this time around.
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« Reply #56 on: October 29, 2011, 05:41:51 AM » |
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I'm a longtime supporter of Frozenbyte going back to Shadowgrounds so it seems like I should add this to my cart.  Sometimes the footage makes me think of a side-scrolling Diablo, and to me, that's great stuff. 
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« Reply #57 on: October 29, 2011, 02:08:52 PM » |
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Hey, went ahead and pre-ordered this morning. So if anyone wants to bumble around in the co-op in beta, just holler. You'll have to drag me out of Renegade Ops though.  Sigh, I get this message every time I tried to start Trine 2 beta:  Yeah I know, "It's a Beta! It's not supposed to work!" But it's hard to test something that won't even start up.... I rebooted Steam, still get the same crash at startup. I never had any startup issues with Trine. I'll check the Steam forums.
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« Last Edit: October 29, 2011, 02:24:35 PM by Blackjack »
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« Reply #58 on: October 29, 2011, 04:57:24 PM » |
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I probably won't preorder since I haven't finished the first game yet (I think I only got past the opening levels before I got sidetracked), but I'm hoping to finish it up in my planned 'End of the Year Gaming Blowout'.
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« Reply #59 on: October 31, 2011, 12:35:18 PM » |
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I knew full well after seeing walkthroughs of Trine's last couple levels there was NO WAY I would ever finish the game. So I stopped worrying about that.  -------------------------------------------------------------- Got this little update at Steam forums from Frozenbyte's JoelFB: http://forums.steampowered.com/forums/showthread.php?p=26158392#post26158392Originally Posted by blackjackGT I pre-ordered Trine 2 this morning and can't get the beta to start. I get this crash message every time (I tried exiting and restarting Steam, and didn't help): Then I see the Trine title screen with a meter, but after that it just exits back to desktop. Just curious if there's any workaround. I use an ATI 5670 video card, fwiw. Never had any issues starting up Trine. ============================================ We'll have an update out in a couple of days and I hope this will have been fixed. If not, let me know and we'll go in-depth with it.
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« Last Edit: October 31, 2011, 12:54:11 PM by Blackjack »
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« Reply #60 on: November 01, 2011, 12:45:43 PM » |
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Just a reminder the Trine 2 beta update today is supposed to include about a dozen fixes (hopefully including my "crash at start" situation): http://forums.steampowered.com/forums/showthread.php?t=2201768&page=5I hope this crash fix is included in tomorrow's update, it includes a dozen fixes or so.
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Blackjack
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« Reply #61 on: November 02, 2011, 01:19:36 AM » |
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The update fixed my problem and now I can play!  And I'm... stuck.  There's a level where your knight drops down a hole of bouncy vines. At the bottom, you're supposed to be able to spin the mouse wheel to choose a hammer but I get... nada. And there's no other way to bash open the rock wall there afik. Ring a bell with anybody? Someone holler if they wanna try the co-op some time. Ain't nobody online so the matchmaking is pretty useless atm.
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« Reply #62 on: November 02, 2011, 06:19:07 PM » |
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Oh, the Trine 2 beta update notes were like so: http://forums.steampowered.com/forums/showthread.php?p=26208857#post26208857General improvements:
- online text chat now accepts longer sentences, displays client numbers properly, and works better in general - game now uses/saves the settings from the Launcher during first startup (this was due to missing AppData/.../Trine2 folder) - multiple keyboards and mice now has an option in Control Settings (doesn't actually work though, sorry) - 4:3 displays now uses slightly different FOV that should make sure no unintended graphics are shown (outside of the the actual art)
Technical fixes:
- added Steam minidump information (map + position) for easier debugging - fixed "invisible players" issue/crash - fixed a crash related to firewall blocking - fixed a user interface potential crash ("ButtonCatcher") - fixed a crash related to Hail of Arrows Achievement - fixed a myriad of potential crashes - fixed multiple minor under-the-hood issues - fixed Profile button in the menus - fixed "Recently played with" list entries - fixed Delete profile button - fixed missing skull texture in Forlorn Wilderness - fixed Hail of Arrows Achievement unlocking - fixed multiplayer lobby list a bit - fixed/added Wizard's introduction scene effects - fixed a few grappling hook "helpers" - fixed the snake's targeting a bit - fixed "Report this to the programmers" error(s)
Usability fixes:
- added ping to lobby list - added note about data corruption if detected - added Esc to close the Upgrade Menu - fixed tooltip for using the Inventory (default: I) - fixed "Ready!" and "Press Start" buttons in local multiplayer menu (now they can't be clicked) - fixed Windowed mode issues (icon, ignore Alt/F10 special key stuff) - fixed videos/logo images on non-wide resolutions to be letter-boxed instead of stretched - changed "Push to Talk" voice chat button to R (used to be Q) Think they indicated they're working on some key-binding menu option. Although it worked, I did have some periodic freezes after enabling antialiasing in the game's settings menu. Didn't really play far enough to ascertain if AA was the cause or if it was specific to the Thief character I was using at the time. T2 definitely looks gorgeous, and with the new engine, it often feels like it has 3-D depth in spite of being a side scroller game. To my eyes, the characters look a tad larger, and have some interesting new details and animation touches.
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« Reply #63 on: November 14, 2011, 11:08:17 PM » |
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New update (would cut and paste but iPhone won't let me): http://store.steampowered.com/news/6756/
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« Reply #64 on: November 15, 2011, 02:13:17 AM » |
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Here ya go: Trine 2 Beta 3rd update 14 November 2011:
Major improvements:
- added controller configuration
Technical:
- added framerate counter (options.txt in %APPDATA%/Trine2, set "ShowFPS" to true) - added graphics quality options (low-end settings work) - fixed several "sky models" (seams etc) - fixed several grappling hook target helpers - fixed physics/animation timing if framerate dropped below 30 - fixed various issues for non-wide resolutions (incl. shadow projection) - fixed a crash related to ending a multiplayer game - fixed a crash related to exploding barrels - fixed sound effects being muted after resuming the latest save - fixed Knight's animation sync - fixed Achievement detection for air flow - fixed Upgrade menu (Monster levitation/Charge popup reset; ESC logic; texture color bleeding/stripe) - fixed Pause menu "(B) Return" button add for PC (for gamepads) - fixed Gameover menu failsafes - fixed controller breakdown if changed on the fly in the Tutorial - fixed grappling hook issues (visualization/animation) - fixed a mouse wheel direction problem - tweaked minor things in Forlorn Wilderness; static collisions, camera areas
Multiplayer:
- improved network throttling - fixed ice shattering effect not being displayed for clients - fixed players warping to wrong position (0,0,0) when dying in a multiplayer game - fixed random frame rate drops during a multiplayer game - fixed "ghost lobbies" appearing in the lobby list - fixed server list pinging
Usability:
- changed upgrade menu bind to TAB (used to be I)
Misc:
- added a couple of credits
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« Reply #65 on: December 05, 2011, 09:51:57 PM » |
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looks like Trine 2 will be live Wednesday, a day that will live in infamy.
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« Reply #66 on: December 06, 2011, 02:56:16 AM » |
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looks like Trine 2 will be live Wednesday, a day that will live in infamy.
Wow, then I might finally see someone in its online lobby to play it with. Never saw a soul in all this testing time so I still have never tried the co-op.
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« Reply #67 on: December 10, 2011, 01:13:30 PM » |
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Well it's of course live now. If anyone else wants to try co-op some time, lets find a way to meet up! 
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« Reply #68 on: December 10, 2011, 02:52:03 PM » |
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Well it's of course live now. If anyone else wants to try co-op some time, lets find a way to meet up!  You have it on Steam? I am loving Trine 2 so far and would be up for some co-op. I sent you an invite to be a friend on Steam.
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« Last Edit: December 10, 2011, 02:57:25 PM by The Grue »
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« Reply #69 on: December 11, 2011, 07:08:02 AM » |
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I added ya too Grue. I did do some 3-player and 2-player co-op this morning and afternoon. It's pretty fun. And a group really has got be cooperative to get through some areas, although the game's forgiving about "spawning" the other 2 players if 1 player reaches a certain checkpoint ahead.
If only two people are playing, then you can both still scroll between the different character classes, to some extent like in single player. I think to some extent that's more fun than with 3 players cause then you tend to just get stuck in the one class and may not get opportunities to try others.
I'm trying to use my Logitech PS type controller. While I think it works better than mouse/keys for the most part, the drawing of boxes and moving of things as the Wizard feels a tad more intuitive to me with the mouse. I also tend to hit the wrong trigger/front controller buttons, and up inadvertently switching classes pretty often.
*One thing of note: If you set up a private game, it seems to make it so anybody on your Steam Friends list can join your game if at least one character slot is available. They don't need to be invited into it. I found that out because a Steam bud and I were playing in a private game for some time and then, boom, we suddenly had a third person in the game. And I realized it was someone I'd added to the friends list this morning when he was the only person with a co-op game up.
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« Reply #70 on: December 11, 2011, 02:54:55 PM » |
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It's tough to get co-op screenshots where you can see all 3 of us on screen at once, but here's a few. It remains a drop-dead gorgeoous game, and it seems like they've fixed the various pre-release version's video glitches (release version's been very stable for me, though Topper and I had some erratic Steam connections yesterday, which I don't think was the game's fault per se):   The pipe thing in lower part of screen is interesting, in that the Wizard can reposition pipes to channel the flow of air, flame jets, etc. The physics engine gives some interesting effects.  This is a fairly common sight of the wizard helping folks across chasms or up vertical areas to grab various potions and items. Although I'm not usually nuts about puzzles, I do like having one or two other players with me to help crack a solution to them. While leveling up in co-op, it seems like the host can divvy (and reset and start over with the skill points at any time) up skill points. So it's helpful to ask co-op partners if they have any preferences. The wizard gets planks as a skill point choice, not by default, btw. Our Wizard had a lot of fun with the skill to levitate enemies -- he was using it to basically toss goblins into spikes and flames and other things, it was hysterical. 
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« Last Edit: December 11, 2011, 03:00:00 PM by Blackjack »
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« Reply #71 on: December 15, 2011, 08:43:17 PM » |
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Gamespy has an enthused review: http://pc.gamespy.com/pc/frozenbyte-2011-project/1214856p1.htmlI didn't know about the Wizard loophole (while you can't levitate something he's standing on directly, you can put a ledge on top of a box, and then levitate the lower item while the Wizard is standing on it). I enjoy the knight even if he's not much use in terms of traversing the environments. I feel there's a missed opportunity there -- maybe to let you stick the shield into a vertical wall to use temporarily as a "ladder step," something like that. Basically, to use the shield more like Captain America would might open some possibilities. The hammer toss is useful for reaching far targets (enemies, or environmental things you need to break/cut) if the thief's not available.
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« Reply #72 on: March 10, 2012, 05:39:24 PM » |
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new DLC this summer: This summer’s Trine 2 DLC will include six fresh stages, an entirely new story and plenty of new skills to complement some returning old ones, Frozenbyte Marketing Director Mikael Haveri informed our own John Laster today at the Game Developers Conference. Haveri didn’t go into too much more detail than that, but he was willing to divulge that fans can expect lots of puzzles when the content drops. Said puzzles will be based on light, water, low gravity and magnetic elements. The wait to see them won’t be too long, as a teaser is planned for release sometime tomorrow.
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« Reply #73 on: March 10, 2012, 08:29:35 PM » |
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Had an absolute blast with the co op in this. Will definitely look out for the DLC.
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