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FREEMAN'S MIND 2: EPISODE 14

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Freeman's Mind 2!  This took WAY too long, but a whole lot happened in the meantime to cause that.  I wasn't joking in the past when I said working on this affects where I can live due to the shouting, but everything seems to be back in place.  I've also changed the thumbnail style, something I've been meaning to do for a year or two to be honest.  I plan to retroactively change the others later on, but who knows when I'll get to that.


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@Ross Scott I'm curious what your procedure is for the thumbnails. Is it something that you could semi-outsource, by sharing a GIMP/Photoshop template + time codes, or else take suggestions for time codes for screen shots?

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1 minute ago, RaTcHeT302 said:

i'll watch in a bit, but wouldn't the thumbnail look cleaner without that second empty head? i mean you already put "freeman's mind 2" in there anyway

But it's "Freeman ^ Freeman", i.e. "Freeman to the power of Freeman", a play on the "Half-Life ^ 2". It would be confusing to put a "2" in the superscript Freeman head… [EDIT: not that that's what you were suggesting -- this occurred to me as an explicit alternative to your suggestion.] Or maybe it'd be fine.

Edited by findingfrenzy (see edit history)

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The head is to distinguish more visually between FM1 and FM2, but maybe I should get rid of the episode text also, I'll see, I can always tweak it later.

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I love you Ross. I'd say thanks for all the free content but I pay you, so thanks for providing so much for the cost of a sandwich per month.

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Is it me or every episode Freeman is becoming more like Rick from Rick and Morty? Crazy ass super inteligent scientist that has no regard for life  

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@Ross Scott The jerky and/or too fast player movement has always been a bit distracting and disorienting to me. Have you ever thought about using a gamepad/joystick for player movement instead of the keyboard? An analog input would vastly improve smoothness and also allow for much greater control of player speed to fit any particular situation.

 

Mouse aiming is also a bit too jerky for me, but I'm not sure there is much you can do to smooth that out and I know this is kind of the only way you can emit any kind of body language for Gordon.

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@RaTcHeT302 I'm only talking about using a gamepad/joystick for player movement (left-hand). You would still be using the mouse to aim (right-hand). This also has nothing to do with the how the game actually plays, just how the motion actually looks in the finished recording because that's all that matters. And analog control is just superior over digital in this case.

Edited by Isaiah (see edit history)

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@Ross ScottI love the new thumbnail and I ADORE you for making the commitment to add this new style retroactively to old episodes. I have just one suggestion - don't put any logos or text in the bottom right corner because it will be hidden on YouTube behind the stamp that says how long the video is. I would suggest the top right instead. Thank you for doing what you're doing, love your work.

 

PS: Freeman is properly insane now, huh?

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14 hours ago, Isaiah said:

@Ross Scott The jerky and/or too fast player movement has always been a bit distracting and disorienting to me. Have you ever thought about using a gamepad/joystick for player movement instead of the keyboard? An analog input would vastly improve smoothness and also allow for much greater control of player speed to fit any particular situation.

 

Mouse aiming is also a bit too jerky for me, but I'm not sure there is much you can do to smooth that out and I know this is kind of the only way you can emit any kind of body language for Gordon.

 

He's actually said in a couple other videos before how playing any FPS on a gamepad is next to impossible for him. Not just aiming but movement as well.  I can't speak for him, but I'd guess even splitting just the movement over to a gamepad might be a bridge too far for him. It's still an interesting consideration. He's also said he tries to be conscious of attempting to avoid jittery "playing-a-first-person-shooter-game" movement when recording, but that it obviously can still happen sometimes.

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22 hours ago, Isaiah said:

@Ross Scott The jerky and/or too fast player movement has always been a bit distracting and disorienting to me. Have you ever thought about using a gamepad/joystick for player movement instead of the keyboard? An analog input would vastly improve smoothness and also allow for much greater control of player speed to fit any particular situation.

 

Mouse aiming is also a bit too jerky for me, but I'm not sure there is much you can do to smooth that out and I know this is kind of the only way you can emit any kind of body language for Gordon.

I've gotten sloppier with the mouse recording actually, I can try to make it better in the future.  The best thing I can do is lower the sensitivity so motions come out smoother.  Rewatch the Strife RGD if you want to see how it would look using a gamepad, I use it in one portion of that.

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In response to the discussion of whether or not gamepad aiming should be used for FM, I recorded a bit of me playing HL2 with my Xbox One controller. Even though I consider myself pretty good at gamepad aiming, I'd still rather have a Keyboard and mouse when I'm playing games on my PC. Here's the video. If it looks blurry, it's still processing.

4 hours ago, Ross Scott said:

Rewatch the Strife RGD if you want to see how it would look using a gamepad, I use it in one portion of that.

The difference with Strife and HL2 is that HL2 does have aim assist (from doing research it's more like Halo's bullet magnetism than snapping your crosshair on the enemy) on when using a gamepad, while Strife (Or GZDoom in your case) doesn't have aim assist. But even with aim assist, I still prefer using a keyboard and mouse like I said.

Edited by Chrisfratz (see edit history)

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4 hours ago, Chrisfratz said:

 

 

That was incredibly painful to watch. The "stationary then move rapidly to another stationary position" aiming actually gave me a headache.

Don't insult me. I have trained professionals to do that.

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58 minutes ago, RaTcHeT302 said:

i think i got motion sick from watching that actually, i feel like lowering the mouse sensitivity would be better if anything

 

he could probably toggle it on the fly by pushing a button, u can probably just bind the mouse sens values to two different buttons, so if he needs to aim quickly he can just restore it back but i don't know, it might be off putting to switch it up that much

 

plus that just looks plain bad to me, it doesn't feel like much of an improvement at all

It's not. Like I said, I'd rather play it with a keyboard and mouse. If you notice, that point when I brought up my weapon switcher and then took a step back after shooting the windows, that was me trying to switch to the grenades. I eventually just used the scroll wheel on my mouse to do it. The only exception for me is that I'll sometimes play my steam copy of Halo MCC with a controller, but usually when I'm on my TV.

Edited by Chrisfratz (see edit history)

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30 minutes ago, BTGBullseye said:

That was incredibly painful to watch. The "stationary then move rapidly to another stationary position" aiming actually gave me a headache.

Yeah, HL2 was not made for that control scheme. It's implementation feels more like an afterthought to me. Especially compared to something like Halo CE.

 

Edited by Chrisfratz
Added gameplay of Halo CE for a visual aid. (see edit history)

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