Posts by Erratic
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Then fall in love with Unity. It sounds like an asshole thing to say but there's no harm in being comfortable with multiple toolsets.
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It's not a yes or no question. You can if the rooms are really simple, it's hard to say without knowing what you're targeting. Either way it probably shouldn't be a deciding factor in 'which engine should we use'
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The LD should probably just deal with it. These aren't things you're going to have much choice of in reality so may as well just learn the pipeline for Unity.
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Triangles. Like HP said it doesn't really matter. Though looking at the programmers concern it's probably that there's no source code for UDK which I'm assuming unity has? Arguing about which has better snapping is kind of ridiculous though...
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It's all just fuckin tris in the end.
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I haven't really been looking forward to a movie in a long time, let alone another fucking comic book reboot but this looks great.
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As already posted, if your story requires a chart or infographic to understand it probably isn't a good sign. If there's going to be any kind of impact, emotional or whatever, it sort of has to happen while you're in the act or process of playing, coming to conclusions with these things external from the game makes no fucking sense to me.
Good game though. Gonna give it sometime before I go through again in the 1999 mode. Lots of good encounters through out. One of those games where when you finish an area you kinda want to replay it again right after. It's a shame the story went fuckin' bonkers towards the end. I was with it 100% until around the first tear you enter and the inter-timeline stuff started up and I really just couldn't keep up. But it was fun just watching Elizabeth as a character, she holds up well throughout the game I felt.
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More detail != better
scene is very quaint so far. -
It doesn't matter, what's important is he got a long winded metaphor out of it.
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Anyone every watch Brotherhood? I never really hear much talk of it among the better shows out there but it's better than all of them I'd say, minus the wire or some ridiculous shit. I'm into the second season now and it's some of the best TV I've watched. And I've watched all the tvs.
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as_ mode was best cs mode. and then es_. Fuckin pro gamers
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Please don't derail the topic about your life success's it makes the rest of us (me) feel bad. Post a map or gtfo
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For sure, I just think developing for the lowest common denominator need not be too terrible a thing. I heard kubrick shot all his later films in 4:3 cause he said fuck it, idiots are gonna watch this shit on TV's more than they will in anamorphic on a giant ass screen. And he was right. For about 25 years. Assuming a wider picture is inherently better anyway.
As a low tech douche bag I don't actually mind the image of a game when you play it in standard def. Those old tubes hold up fucking great, nice colors, smooth image. What drives me up the fucking wall are HDTV's running composite for games, resulting in complete dogshit on your screen. But that's borderline broken.
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A good rule for blockouts like this is you should be able to pretty much guess what the environment is before any art goes in and before anyone has described it to you, if it's going to be your main workflow. If you hadn't said it was a hospital I don't think I would have guessed that. Being able to tell even from basic shapes and lighting what something is and how it feels goes a long way. Just as an example, it's supposed to be a triage hospital but there's no real recognizable shapes or familiar elements that immediately point to that. I can't really tell hallways from rooms as everything is very much equal in size, there doesn't appear to be any doorways, etc. Also the ceiling is completely open with no signs of destruction so either you just haven't done any work on that section or your hospital doesn't have a roof. This compounds the problem a bit with the env_light illuminating everything like it's an outdoor level, which will probably further throw people off as to what the level is supposed to be.
This is often why I find building strictly in blockout form from the beginning to final layout problematic as many of the bigger problems that need, or at least should be solved from a design perspective (scale, spacing, cover, size, etc) aren't really, and you often end up with a bit of an unrecognizable collection of rooms. Not that this workflow can't work, I just find it rarely does. Maybe try defining one section of your level to a point that anyone unfamiliar with it could sit down and know immediately what it is.
I hear it a lot that a level should be perfectly laid out and playable and final and untouchable before any art goes near it but that's a bunch of bullshit. And I'd say always has been. Lighting and texturing and colors and shapes impact a level just as much as the broad layout and structure laid out by the design. And you're inevitability going to want to change and adjust things as you further develop and play the level so fixating on an early design always seems like a trap. If there are too many words here, too late you read it all.
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I remember an interview with some dice sound engineer on bad company. Saying something like, most people are probably playing on a standard def tv with standard stereo output, so why not implement the audio in a way that even sounds great for the average setup. I think that makes a lot of sense. Especially with audio, the number of people with 5.1 setups is probably like, maybe, 10% of the audience. Maybe more but I'd be suprised.
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I'm using a 2.1 labtech speaker setup for my consoles how much of a peasent does that make me
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Not buying because of that boxart. It's ridiculous and doesn't reflect the game in anyway. And I was going to buy the steam version anyway where there is no such thing as a boxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxjkdalkwjdlawjdkawpcaming
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Holy cock 250 mill for the old republic.