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Posts by insta

  • What game would you make and why?

    • insta
    • June 21, 2011 at 1:37 PM

    A game about form posters training other forum posters in etiquette (net-iquette??)...sort of like a cross between Black&White and Tamagotchi, but in a persistent player-created world...

  • What game would you make and why?

    • insta
    • June 20, 2011 at 3:01 PM

    Alright in that case I also want to make Mirrors Edge 2

  • What game would you make and why?

    • insta
    • June 20, 2011 at 2:38 PM

    Imagine a game like solitaire, but with more focus on player created content. The player creates the cards, what do the cards do? I don't know, they are player created...really gets the brain working, I like it.

  • What game would you make and why?

    • insta
    • June 20, 2011 at 2:37 PM

    I've always wanted to create a strategy game in space between three different factions, sort of like Starcraft2, but with more focus on scary stuff like being a single parent and crushing debt.

  • What game would you make and why?

    • insta
    • June 20, 2011 at 11:06 AM
    Quote from Vilham

    how would this work exactly?

    I can't say, it's all under NDA currently, been working on some pitches which I've been shopping around to different publishers...things are looking pretty good though

  • What game would you make and why?

    • insta
    • June 20, 2011 at 10:15 AM

    Plants vs Zombies/GTA4 crossover with persistent ~~stats~~

  • latest south park

    • insta
    • June 16, 2011 at 8:28 PM

    It made me bloom like an artist ;___;

  • CANVAS: Site launch of an upcoming Source Engine game

    • insta
    • June 15, 2011 at 10:23 AM

    Neato burrito!

  • Duke Nukem Forever

    • insta
    • June 14, 2011 at 4:31 PM

    Most of the game is really dark, shadows have no color and there isn't any radiosity, so you're wandering around in nightvision mode quite often. Which is too bad, because it activates a light from the character, which blooms out the entire screen if you get close to objects. Then you have to wait for the bloom to reset.

    edit: here are some screenshots I took, they're from quite early on in the game. http://steamcommunity.com/profiles/7656 ... reenshots/

  • <new transmission>

    • insta
    • June 14, 2011 at 10:02 AM

    Bleep bloop bleep i wont read your blog bleep blop blaap

  • Duke Nukem Forever

    • insta
    • June 13, 2011 at 8:19 AM
    Quote from Mazy

    How long did it take you?

    Not quite sure, I think the Steam tracker is kinda off. But 6-8 hours maybe. If you include ragequits into that it's more like 10 hours.

  • Duke Nukem Forever

    • insta
    • June 12, 2011 at 4:05 PM

    I finished it. And that was that.

  • Duke Nukem Forever

    • insta
    • June 10, 2011 at 4:07 PM

    I just bought it! If any swedes want to buy it as well, but don't want to spend the full 50 euros on it, then you can buy it from here :

    http://downloads.game.se/product/lp2628 ... m-forever/

    20 euro!

  • What have you purchased recently?

    • insta
    • June 10, 2011 at 2:07 PM

    Is that the new one? Has it been released???

  • Duke Nukem Forever

    • insta
    • June 10, 2011 at 10:53 AM

    It seems to be released. Did anybody here play it? How is it?

  • Post Your Pic Extravaganza

    • insta
    • June 9, 2011 at 5:39 PM
    Quote from Duff-e

    Drinking beer and smoking cigarettes in the park!? What is this land of magical wonder?

    You can't do that in new york????

  • Battlefield 3

    • insta
    • June 9, 2011 at 2:31 PM
    Quote from Sentura

    External Content www.youtube.com
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    around 4:40 to 4:57, this is how suppression fire should be done. in general military shooters should take pointers from full spectrum warrior

    That doesn't look nearly as good as BF3, you should see an eye doctor...

  • WIP in WIP, post your level screenshots!

    • insta
    • June 9, 2011 at 10:51 AM
    Quote from Campaignjunkie

    Making a level entirely out of cables. Prototypes so far are promising... turns out ropes and cables are broken in Portal 2 codebase, they just stay still and never move, so using Ep2 (or maybe SDK Base?) for this. I'm still not really sure what the point is. Maybe it's asking whether walls have to be solid? Or what "dynamic architecture" means? Shrug.

    That's neat, but how does it work? Are you gonna outline a layout, then fill in with clipping? You say it's dynamic, so will the ropes (and collision) move? Can the player change it dynamically?

  • MapCore Challenge Discussion

    • insta
    • June 9, 2011 at 8:01 AM
    Quote from Campaignjunkie

    Workshop constraint: you must start a "process" thread and document the different drafts of your level, at least 1 week before the end of the challenge.

    Rom-com challenge: link to a YouTube clip of a romantic comedy and make a map based on that clip (action movies = boring)

    I like those two, especially the rom-com one!

  • Bioshock Infinite (Spoiler free thread)

    • insta
    • June 8, 2011 at 6:30 PM
    Quote from dux

    Bio2 was too easy. I felt invincible and never once vulnerable in my huge iron suit. A stark contrast to Bio1. It was a nice game but completely pointless.

    Que? I died alot, it felt like the character was much weaker than in Bioshock1. Also, the hurt-noises when you got hit were crazy annoying, as well as the water-splash sound which came when you walked under a water-source.

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