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    <title type="text">Beatnik Games Forums</title>
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    <rights>Copyright (c) 2010</rights>
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    <id>tag:beatnikgames.co.uk,2010:09:07</id>


    <entry>
      <title>game crashing at menus</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7377/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7377</id>
      <published>2010-09-01T22:37:37Z</published>
      <updated></updated>
      <author><name>Nail</name></author>
      <content type="html">
      <![CDATA[
        <p>Microsoft.Xna.Framework.Content.ContentLoadException: Error loading &#8220;Content\Textures\UI\highres\bg\perkSlot&#8221;. Cannot open file.&#8212;-&gt; System.UnauthorizedAccessException: Access to the path &#8216;D:\Program Files2\Beatnik Games\Plain Sight\Content\Textures\UI\highres\bg\perkSlot.xnb&#8217; is denied.<br />
&nbsp;  at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)<br />
&nbsp;  at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)<br />
&nbsp;  at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)<br />
&nbsp;  at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)<br />
&nbsp; &#8212;- End of inner exception stack trace&#8212;-<br />
&nbsp;  at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)<br />
&nbsp;  at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)<br />
&nbsp;  at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)<br />
&nbsp;  at PlainSight.PickPPerkScreen.LoadCommonTextures()<br />
&nbsp;  at PlainSight.PickPPerkScreen.LoadContentToConstraints(Rectangle region)<br />
&nbsp;  at BeatEngine.Graphics.UI.Tab..ctor(String tabTitle, Vector2 position, TabScreen tabScreen, Rectangle screenRegion, Int32 tabCount)<br />
&nbsp;  at PlainSight.CreateGameScreen.LoadContent()<br />
&nbsp;  at BeatEngine.ScreenSystem.ScreenManager.AddScreen(GameScreen screen)<br />
&nbsp;  at PlainSight.MainMenuScreen.SinglePlayerGame(Object sender, EventArgs e)<br />
&nbsp;  at BeatEngine.Graphics.UI.TriggerObject.HandleInput()<br />
&nbsp;  at BeatEngine.ScreenSystem.ListMenuScreen.HandleInput()<br />
&nbsp;  at PlainSight.BaseListMenuScreen.HandleInput()<br />
&nbsp;  at BeatEngine.ScreenSystem.ScreenManager.Update(GameTime gameTime)<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)<br />
&nbsp;  at PlainSight.PlainSight.Update(GameTime gameTime)<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Tick()<br />
&nbsp;  at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)<br />
&nbsp;  at Microsoft.Xna.Framework.GameHost.OnIdle()<br />
&nbsp;  at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)<br />
&nbsp;  at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)<br />
&nbsp;  at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)<br />
&nbsp;  at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)<br />
&nbsp;  at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)<br />
&nbsp;  at System.Windows.Forms.Application.Run(Form mainForm)<br />
&nbsp;  at Microsoft.Xna.Framework.WindowsGameHost.Run()<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Run()<br />
&nbsp;  at PlainSight.Program.Main(String[] args)
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Chance at random powerups in empty perk slots</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7364/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7364</id>
      <published>2010-08-30T22:22:27Z</published>
      <updated></updated>
      <author><name>Mad Mathis</name></author>
      <content type="html">
      <![CDATA[
        <p>(I am a brand new player, so feel free to point out anything I might be missing due to lack of experience.)</p>

<p>How about when one or more of your persistent perk slots is empty, you still have a chance of picking up a random, 1-use powerup from a star?</p>

<p>I see several advantages to this system:<br />
1) New players would get to try out the powerups right away, and also test them out before spending their points to unlock them.<br />
2) The advantage of veteran players would be intact but slightly lessened.<br />
3) Players who enjoy the variety and/or surprise factor could still leave room for this in their build.</p>

<p>One might argue that this would reduce the value or appeal of persistent perks, but I would think being able to choose your favorites and having them with you all match is still a great incentive.</p>

<p>Thoughts?
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Flat maps.&amp;nbsp; And an SDK.</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7274/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7274</id>
      <published>2010-08-25T22:15:32Z</published>
      <updated></updated>
      <author><name>thelordxl</name></author>
      <content type="html">
      <![CDATA[
        <p>Hello, I&#8217;ve been playing for a little while now.&nbsp; Love the game, great concept, great execution.</p>

<p><br />
I love the map &#8220;thats no moon&#8221;, I&#8217;d love to see other maps like it, or just anything that wont have me spinning in orbit forever.&nbsp; In essence, more planet style or flat battlefield styled maps.</p>

<p><br />
Also to add, I enjoy making maps for games.&nbsp; I&#8217;d really love to see an SDK and other player created content.</p>

<p><br />
Cheers guys, great job on this amazing game!
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Getting stuck in midair</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7394/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7394</id>
      <published>2010-09-07T12:45:12Z</published>
      <updated></updated>
      <author><name>lunboks</name></author>
      <content type="html">
      <![CDATA[
        <p>Hello,</p>

<p>sometimes, I respawn, but am stuck in mid-air with the upgrades overlay still open. The only fix is to quit the game.<br />
This is very annoying and happens rather frequently (every other game).</p>

<p>Fix please
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>This game needs some Deathstreaks/Rubberbanding</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7383/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7383</id>
      <published>2010-09-02T21:33:09Z</published>
      <updated></updated>
      <author><name>adrian783</name></author>
      <content type="html">
      <![CDATA[
        <p>Right now, it is pretty impossible to win a round after the top player has gain the momentum to keep going, therefore i propose a system that is similar to what Mario Kart does.</p>

<p>in a mario kart game, the player that is placed further near the bottom has a greater chance of getting better items, so they have a fighting chance once they fall behind.</p>

<p>i don&#8217;t really want to see plain sight become a super hardcore fast action game, but more of a casual one that is easy to learn, hard to master, and sometimes maybe give in to random chance.</p>

<p>i think it is convenient that there already have stars that are similar to the item boxes in mario kart, now instead of shaving 10 seconds off global perk cooldowns, why not offer some kind of &#8220;item&#8221; that players can use?</p>

<p>for example, the players at the very top would get something not very useful, like the banana peel in mario kart. something along the lines of&#8230;reduce glow for 10 seconds. while the bottom ranking players would get an item that is incredibly helpful.</p>

<p>of course, it doesnt have to be implemented this way, as long as there is something that enables the losing players to fight back.
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>More ways to attack</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/6710/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.6710</id>
      <published>2010-04-06T07:57:45Z</published>
      <updated></updated>
      <author><name>Manstie</name></author>
      <content type="html">
      <![CDATA[
        <p>It can be a bit too repettetive with just locking on to people and holding the mouse down then letting it go.<br />
How about throwing a robotic ninja dart?<br />
Robotic grenades?<br />
Electro-sapper?</p>

<p>Just add something, not nesseceraly these, but something to have a bit of skill to kill.</p>

<p>And also if possible have different robot models to choose from.
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Game crashing at menus</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7387/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7387</id>
      <published>2010-09-03T23:37:33Z</published>
      <updated></updated>
      <author><name>Vlidi</name></author>
      <content type="html">
      <![CDATA[
        <p>Hello. I bought Plain Sight one week ago, and I&#8217;ve never been able to play it. It always crash when I select a game mode(Initiation or whatever, it&#8217;s always the same error). I tried all the solutions I could find here(all my drivers are up to date, Direct X too, I have re-installed the game at C:/Beatnik/..., XNA 3.1 is installed&#8230;). <br />
I have an Ati X1950 PRO, Intel Core 2 Duo E6300(1.8Ghz) and Windows XP SP3.</p>

<p>Here&#8217;s my errorlog : </p><div class="codeblock"><code><span style="color: #000000">
<span style="color: #0000BB">System</span><span style="color: #007700">.</span><span style="color: #0000BB">NullReferenceException</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">La&nbsp;référence&nbsp;d</span><span style="color: #DD0000">'objet&nbsp;n'</span><span style="color: #0000BB">est&nbsp;pas&nbsp;définie&nbsp;à&nbsp;une&nbsp;instance&nbsp;d</span><span style="color: #007700">'</span><span style="color: #0000BB">un&nbsp;objet.<br />&nbsp;&nbsp;&nbsp;à&nbsp;PlainSight.UILayer.UnloadTextures()<br />&nbsp;&nbsp;&nbsp;à&nbsp;PlainSight.GameplayScreen.UnloadContent(Boolean&nbsp;hardExit)<br />&nbsp;&nbsp;&nbsp;à&nbsp;BeatEngine.ScreenSystem.ScreenManager.UnloadContent()<br />&nbsp;&nbsp;&nbsp;à&nbsp;Microsoft.Xna.Framework.DrawableGameComponent.Dispose(Boolean&nbsp;disposing)<br />&nbsp;&nbsp;&nbsp;à&nbsp;Microsoft.Xna.Framework.GameComponent.Dispose()<br />&nbsp;&nbsp;&nbsp;à&nbsp;Microsoft.Xna.Framework.Game.Dispose(Boolean&nbsp;disposing)<br />&nbsp;&nbsp;&nbsp;à&nbsp;Microsoft.Xna.Framework.Game.Dispose()<br />&nbsp;&nbsp;&nbsp;à&nbsp;PlainSight.Program.Main(String&#91;&#93;&nbsp;args)&nbsp;</span>
</span>
</code></div>

<p>Thanks for your help !
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Persistent Perk Revamp</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7376/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7376</id>
      <published>2010-09-01T21:50:46Z</published>
      <updated></updated>
      <author><name>BlackIce</name></author>
      <content type="html">
      <![CDATA[
        <p>So, after not playing for a while, I entered a small room with about 4 players. Within 5 minutes, the room was empty except for me and another player who apperantly had been grinding for stars with a friend, because he maneged to buy the first 3 persistent perks; Shield, Flame Sword and Stealth. He was dominating the match without trying, since he could use the perks one by one, making him either invincible, invisible or he would win every offensive strike. In the period he was vulnerable he would either blow himself up, keep his distance or actually got killed. In other words, the only scoring player, balance was completely ruined.</p>

<p>To keep both small and large rooms balanced and more fun for beginning players as well, a different way of gaining those persistent perks ingame is probably nessicary and more logical.</p>

<p>I&#8217;ve noticed that the perks can be devided in 3 categories, much like ingame temporary perks:</p>

<p>Offensive perks are the Flaming Sword, Big Bang and Chain Detonation.<br />
Defensive perks are the Shield, Stealth, and Perk Void.<br />
Assisting perks are the Break Lock, Target Decoy and Vacuum Bomb.</p>

<p>Perhaps the Perk Void and Vacuum Bomb could be switched.</p>

<p>So, to gain a perk, you have to do something rather than (run away, camp and) wait for a timer.</p>

<p>Offensive Perks: Kills will gain you &#8216;points&#8217; to this type of perk. Deaths (Not /Also/Faster with meltdowns?) will decrease your &#8216;points&#8217;.<br />
Defensive Perks: Deaths will gain you points, kills will decrease it. (Longer killing sprees decrease the points faster?)<br />
Assisting Perks could be given a timer, so if you&#8217;re not dying a lot but aren&#8217;t killing much either, you can still get access to some perks. (Speeds up with stars?)</p>

<p>Doing these things ingame will also gain you Star-points (Green, Red, Blue. Yellow = Global?) toward those types of perks. Assisting perks (or all perks +1, +2 for assist?) can be increased by collecting stars.</p>

<p>I think by doing this, small rooms won&#8217;t be dominated by a single player, but instead makes them more balanced. Defensive perks should be gained faster than Offensive perks; You can only die once, but gain multiple kills in a life. This keeps smaller rooms more balanced too: Weaker players will have more chance to kill the dominating player and decrease their offensive perk credits! Newer players have much more chance to fight back.</p>

<p>To keep the difference in perks balanced in a certain theme, a different amount of points could be set per perk. Flaming Sword has much more killing potential than Chain Detonation (in my opinion, of course), and Big Bang is quite deadly, too. Chain Detonation could require less points to gain than the other perks. Another example is the difference between Break Lock and Vacuum Bomb; Break Lock should have a way shorter timer than the Vacuum Bomb.</p>

<p>I think this system would make a lot more sense than collecting stars, since that is not a main goal in a game. It also allows players to play the game normally and still advance in buying persistent perks, instead of having to grind falling stars to keep up with the more frequently playing crowd. They might have less choice, but they can still choose 3 perks soon enough.</p>

<p>I think this system balances out the persistent perks a lot more. It also gives a goal towards the goal of the game: Killing, melting down and score points! I would love to hear feedback on this idea.
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>All items except Options crash the game.</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7382/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7382</id>
      <published>2010-09-02T19:08:53Z</published>
      <updated></updated>
      <author><name>Rabbittt</name></author>
      <content type="html">
      <![CDATA[
        <p>I was hoping I could resolve this myself, but since I&#8217;ve installed everything and verified everything I have installed relating to PlainSight is up to date and installed correctly, I don&#8217;t know what I&#8217;m missing. :s<br />
System.NullReferenceException: Object reference not set to an instance of an object.<br />
&nbsp;  at PlainSight.UILayer.UnloadTextures()<br />
&nbsp;  at PlainSight.GameplayScreen.UnloadContent(Boolean hardExit)<br />
&nbsp;  at BeatEngine.ScreenSystem.ScreenManager.UnloadContent()<br />
&nbsp;  at Microsoft.Xna.Framework.DrawableGameComponent.Dispose(Boolean disposing)<br />
&nbsp;  at Microsoft.Xna.Framework.GameComponent.Dispose()<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing)<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Dispose()<br />
&nbsp;  at PlainSight.Program.Main(String[] args)</p>

<p>The error I get when clicking on anything but the Options menu item. I ran the .net verification tool that shows you&#8217;ve got them installed correctly, it said I did. Checked Microsoft update, no new updates for .Net, I have XNA 2.0 and 3.1 installed and showing correctly. I really hope someone can help, I&#8217;d like to play this game. : (
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Another crash report</title>
      <link rel="alternate" type="text/html" href="http://beatnikgames.co.uk/index.php/forums/viewthread/7386/" />      
      <id>tag:beatnikgames.co.uk,2010:index.php/forums/viewthread/.7386</id>
      <published>2010-09-03T10:24:01Z</published>
      <updated>2010-09-03T12:35:49Z</updated>
      <author><name>Blub</name></author>
      <content type="html">
      <![CDATA[
        <p>I have updated the XNA, the .NET and my graphic card&#8217;s driver, but I still cannot manage to play the game.</p>

<p>I can access the menu, log in, but when i attend to start the tutorial or any kind of game, it crashes.</p>

<p>Here is the ErrorLog : </p>

<blockquote><p>System.NullReferenceException: Object reference not set to an instance of an object.<br />
&nbsp;  at PlainSight.UILayer.UnloadTextures()<br />
&nbsp;  at PlainSight.GameplayScreen.UnloadContent(Boolean hardExit)<br />
&nbsp;  at BeatEngine.ScreenSystem.ScreenManager.UnloadContent()<br />
&nbsp;  at Microsoft.Xna.Framework.DrawableGameComponent.Dispose(Boolean disposing)<br />
&nbsp;  at Microsoft.Xna.Framework.GameComponent.Dispose()<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing)<br />
&nbsp;  at Microsoft.Xna.Framework.Game.Dispose()<br />
&nbsp;  at PlainSight.Program.Main(String[] args)</p></blockquote>

<p>Note that the error was always the same, even before i did the updates.</p>

<p>I am running on XP SP3, and my graphic card is a GeFORCE 8800 GTS 512.</p>

<p>Thank you.
</p>
      ]]>
      </content>
    </entry>


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