Can't navigate it on my phone (Android). Pages don't scroll at all.
Posts by Serenius
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Sweet! Thanks guys. I'll send over the info in the next day or two. Time to see how smoothly the publishing tools run.

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Holy Christ those are some whiny, preposterously self-entitled babies on that forum. No wonder Rick D hates them.
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Also, is there a way to set up brushes that only block physics objects/debris? I know there's the player clip brush, but I have a few spots where a cable ragdoll is getting snagged that I need to address.
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Anyone willing to play test an HL2 Ep 2 level that's very early in development? We're talking orange box phase with full bright lighting and only gameplay-critical scripting.
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Yeah, that was pretty hilarious too. I have since replaced that set up using the ragdoll model from Ep. 2.

So now I'm trying to figure out how to place a zombie ragdoll that still has the headcrab attached. One that is "dead" to the player, and doesn't scream when damaged by the player. Simply trying to fit two ragdolls together and bind them with a phys_constraint or ragdoll_constraint doesn't seem to work since the headcrab collision doesn't allow it to actually fit over the zombie model's head.
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":289mxr8p]DX11 patch for C2 is out, njoyhttps://secure.mycrysis.com/dx11
I know what I'm doing tonight! This plus the hi-res texture pack. Time to see what the rig I bought for this game can do.

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Quote from Campaignjunkie
I don't know if it's "good" but don't blame me for a bit of self-promotion:http://www.blog.radiator.debacle.us
I like that you touch on some interesting topics that you don't see often. I also like that I don't need to keep dictionary.com open in a second tab to understand it (which can't be said of most designer blogs).
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What kind of PC are you running on? I had some issues on my old as dogshit computer, but nothing since upgrading mid-last year.
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Really slick stuff, HP. Is that one of them there fancy bomb disposal robots?
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Very impressive line up of experience, love the presentation and layout. Clean, simple, and to the point.
As mentioned, the lack of anything describing your work and just screenshots does make it look like an art portfolio moreso than a design one.
Which level designer were you on Angry Birds? I saw three distinct styles that felt like they were made by three distinct people:
- The super crazy fun physics puzzle guy
- The guy who liked to make levels look like things (Hollywood sign, trains, etc.)
- The guy who did the really challenging timing-focused puzzles
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They really like orange lights. Game looks pretty, but ORANGE.
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Quote from insta
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.
[Blocked Image: http://www.hadishination.com/hadishiboards/images/smilies/roflpuke2.gif]
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Modern day Maniac Mansion/Day of the Tentacle.
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There's no accounting for taste.
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Some of those shots look like concept art, not ingame screenies.
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My preference are contests that are more design than art-oriented, but I'm probably in the minority here.
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Considering that Zynga's business model revolves around browser-embedded games and mobile games, I think you're safe to hold onto your respect for Valve. Besides, end of the day, all that money is just going to making the next Half Life game that much better.
