something like that, is the plan at least.
go-kart model
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You. OWN.
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GO ZAPH GO! 

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ah ah, i loled at Max Spain!

Good stuff Zaphod, you fucking rule!
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How to get to you and suck your cock so that I can play this game?
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That level looks a bit like the final level in THPS2 (the bull ring thing). Looks awesome though, can't wait to get my hands on this and customize my shit~~
ps: Maybe it's time you rename this thread to Zero Gear

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Wow I just noticed this thread was started almost an year ago. It's been a long way since that first model zaph

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yea, I am kind of embarrassed looking at that first model

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we are working on some items for our next video, as well as a new gameplay mode - here is a little sneak peek
[Blocked Image: http://nimblebit.com/powglove.png]
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man this is awesome. way to make a dream come true dude.
One day I hope to join the ranks of indy developer 
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As you might have noticed in our last video, we have started putting particles in our game. For the non-developers out there, particles are how we create effects such as explosions, weather, dust or any situation where we need to animate some kind of graphical effect using many graphics moving together in a certain way. We are using an excellent particle library called Particle Universe which allows you to create these effects in a script type format. Here are a couple of effects I have been working on lately using this system.
[Blocked Image: http://nimblebit.com/particle1.gif][Blocked Image: http://nimblebit.com/particle2.gif]
Here is a snippet of the script of the second explosion effect, detailing how the system should animate the fireball part of the explosion:
Code
Display More// --------------- fireball --------------- technique { use_alias $defaultBillboardRenderer material fireball default_particle_width 25 default_particle_height 25 visual_particle_quota 500 emitter Point { emission_rate 1 force_emission true velocity 0 time_to_live 1 } // expand almost instantly then slower affector Scale { xyz_scale dyn_curved_linear { control_point 0 1 control_point 0.1 4500 control_point 0.3 500 } } affector Colour { colour_aff_time_colour 0 1 1 1 colour_aff_time_colour 0.1 1 1 1 colour_aff_time_colour 0.3 .8 .6 .6 colour_aff_time_colour 0.45 .2 .2 .2 colour_aff_time_colour 0.65 0 0 0 } } -
Zaph, check this out:
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ahhh we are reading through the API and drooling. I left Jason Holtman a voicemail hoping to get in touch about becoming a steamworks partner, we have already sent him a few emails with no reply so I fear we might be considered too much of a small fish to become a partner until our game is more complete.
We will seeQuotewe don't think it and our support infrastructure is ready for Mods or games likely to have a very small install base or just starting out with growing their user base. It's a bit of a judgment call on our part that we have to make but past history can give you some examples of Mods and games that have reached an audience size that we think can best leverage the Steamworks features (e.g. Day of Defeat, Counter-Strike, Garry's Mod).
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been working on 3 items lately for our next video, along with a new gameplay mode. Here is a little teaser for the items:
[Blocked Image: http://nimblebit.com/itemicons.png]
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real quick post, we just got our new level up and running for the next game mode we are building for the next video. Wanted to post a quick screenshot.
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all the levels are circular! ahh!

I like the feel of this one. The ones I've seen seem to have their own personalities yet still work well in the overall scheme.

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I had to make a quick new hat for people to choose from for this new space stage:
[Blocked Image: http://nimblebit.com/hat012.png]
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I take it the head's of players who don't choose it explode right?
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Quote from Zete
I take it the head's of players who don't choose it explode right?
That'd be an awesome gag

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head plus hat of choice should go inside helmet

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