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Posts by Thrik

  • Pacific Rim

    • Thrik
    • July 13, 2013 at 1:42 PM

    Getting good ratings on Rotten Tomatoes so I'm definitely in.

  • aw yeah

    • Thrik
    • July 13, 2013 at 12:11 PM

    Never seen it, but if I do I surely will. I love Nutella, especially when striped on toast with peanut butter.

  • Splinter Cell: Blacklist

    • Thrik
    • July 13, 2013 at 10:25 AM

    I did Krav for some months, hoping to go back later this year. It is great, you get to feel badass while also learning genuinely useful defence and getting fit. Go do it!

    Not advisable if you're looking for anything traditional though, it's totally all about mashing the dude's nuts up and breaking his bones in the fastest possible time, lol.

  • aw yeah

    • Thrik
    • July 12, 2013 at 10:43 PM

  • Minimalismism

    • Thrik
    • July 12, 2013 at 4:26 PM

    Great idea, you know a game's good when it's entertaining just to watch a YouTube video of. If you revisit it you should implement conc jumping.

  • EA Phenomic closed

    • Thrik
    • July 12, 2013 at 4:12 PM

    Gah. Seems like any developer that touches C&C is ending up with EA rolling down the shutters these days.

  • Viscera Cleanup Detail

    • Thrik
    • July 12, 2013 at 2:56 PM

    That is actually an amazing idea. There's so much potential with having the player go through recognisable places, and there could be cool twists where the player expects something to happen and it totally surprises them. For example, you could be cleaning up the resonance cascade room after Gordon's fucked shit up and as you follow his path of destruction through the corridors you find a portal to the future and are suddenly in Ravenholm cleaning up dead assholes.

  • aw yeah

    • Thrik
    • July 12, 2013 at 2:36 PM

    Oh yes, I like to dabble with making some delicious treats. Here's one:


    [Blocked Image: https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/192588_10200136057309252_224124214_o.jpg]

  • How do start creating environments!

    • Thrik
    • July 12, 2013 at 11:54 AM
    Quote from [HP]

    in know the basics of udk and i have created a room in udk....i have viewed ,many tuts and those tuts really makes some sense , i know to material, grid snapping, units measuring, using brushes , using skeleton meshes , using and creating static geometery , and pathnodes pre built assesments etc i have used them to make a small room with low detail and that worked i keep playing that all the day........that make me happy ...............!


    the problem with me is i want to create a level just a level like fooliage example in udk-2013-may ........... i want to know how can i start creating that from scratch.....!


    Well, look no further: http://eat3d.com/udk


    lol look at that blorange man.

  • Viscera Cleanup Detail

    • Thrik
    • July 11, 2013 at 11:23 PM
    Quote from Taylor

    Make it multiplayer and don't let people communicate through traditional means. It'll be like Dark Souls Journey with mops.


    Even better if each player sees a constant webcam of the other players, allowing them to see the despair in their faces caused by the mundane hell that is their existence.

  • aw yeah

    • Thrik
    • July 11, 2013 at 11:21 PM

    Yep starting to reach the end of my patience for the tard posting now...

  • aw yeah

    • Thrik
    • July 11, 2013 at 7:19 PM

    LMAO


    I was actually really surprised by how good the hospital food was when my girlfriend stayed overnight last year. Was better than the shit I ate that night!

  • The landscape in udk does not appear in prespective while it appears in others

    • Thrik
    • July 11, 2013 at 7:18 PM

    I've just moved this to the 3D forum like your previous thread, which is better suited to technical 3D discussion. Try to ensure you put similar threads in future there please.

  • GTA V

    • Thrik
    • July 11, 2013 at 3:40 PM

    lol. I read it as meaning his melee attacks would do more damage, like how he freaks out in the trailers and stamps on people's heads and shit. It probably will affect bullets too though.

  • GTA V

    • Thrik
    • July 11, 2013 at 2:37 PM

    Oh shit:


    Quote

    In addition to skills that improve over the course of time, each of the three playable protagonists has a unique special ability that can help get you out of sticky situations. Michael wields the slow-motion Bullet Time feature borrowed from Max Payne. Franklin can slow time when driving to navigate through sticky situations. Trevor has a rage mode that allows him to deal double the amount of damage while taking less damage. During his rage fits, he also has a unique melee attack. Rockstar says each of these special abilities is a limited resource that is best used strategically, so don't expect to spend the majority of your time shooting or driving in slow motion.

  • GTA V

    • Thrik
    • July 11, 2013 at 2:32 PM
    Quote from Rick_D

    ps3 "gameplay" doesn't mean ps3 "graphics" #toplel


    That was just knj paraphrasing, Rockstar were a bit more explicit:


    Quote

    Just to clarify for those asking, this particular video was captured with footage from the PS3 version of the game.


    Also, make sure to check out a pair of Q&A's we did with Game Informer that debuted today with more details on customization and gun combat in GTAV (along with some new screens), plus an interview for French speaking fans at Jeuxactu:


    http://www.gameinformer.com/games/grand_th…tomization.aspx


    http://www.gameinformer.com/games/grand_th…gun-combat.aspx


    http://www.jeuxactu.com/gta-5-intervie…nages-88398.htm

    Display More


    Good articles too.

  • GTA V

    • Thrik
    • July 11, 2013 at 1:22 PM

    I thought the gameplay video definitely looked current-gen. The previous videos and screenshots all looked incredible, whereas this video was clearly 720p footage with no anti-aliasing — also the lighting seemed a bit more basic than previous media showed (although still great).


    I'm happy it looks so great on the PS3 (and 360 hopefully), but I can't help but hope a next-gen version comes along ASAP with a boost to 1080p and anti-aliasing as we saw in all the previous media.


    One thing's for sure: it's a massive step forward from GTA4. Makes sense though, Red Dead Redemption looked a lot sharper and prettier than GTA4. It looks like Rockstar have managed to figure out how to get RDR's gorgeousness to work with so much more shit happening on-screen.

  • How do start creating environments!

    • Thrik
    • July 11, 2013 at 11:10 AM

    A more pressing question really is what game do you want to make a level for? If you just make some level in Unity you're not going to be able to do a great deal with it except put it in your portfolio. But if you really want to learn you need people to be playing it, that's what differentiates a level from a model — so you need a game to make it for.

  • GTA V

    • Thrik
    • July 11, 2013 at 9:30 AM

    lol


    Jesting aside, for me GTA isn't really about the random shit you can do. It's more about the fact that it's an enjoyable gangster story featuring a wide range of colourful characters, with many nods to things ranging from The Sopranos to Goodfellas. If anything, the gameplay has always been its weakest point — while the driving and shooting has always been serviceable, without the often hilarious dialogue and such while you're driving to missions it'd get really boring like, say, LA Noire. GTA5 actually looks like the first one where the gameplay mechanics will live up to everything else.


    The real magic of GTA is the fact that it simply creates this incredibly rich and diverse world as a backdrop, while having a plot-led experience that uses it. As such the world feels very authentic and like you can just go anywhere you want, in the same way we used to dream about in the 90s. The fact that the world happens to have loads of sweet stuff you can waste time doing just adds to the sense of freedom the game has.


    And that, ultimately, is the key: it's a great quest-based single-player game that takes place in an expansive world where you can approach things in countless ways; if you want to go off on some tangent and waste a few hours doing so, you can. That immense potential for experimentation and carving your own path is what makes GTA games the polar opposite of a roller coaster shooter like Call of Duty, and it's something that few developers can get right. I can't actually think of a single other open-world game apart from Red Dead Redemption (by Rockstar) that's hit the spot and clicked.

  • GTA V

    • Thrik
    • July 10, 2013 at 11:25 PM

    There were pigeons?

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