Posts by selmitto
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Steam Family Sharing
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The third secret:
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Steam announcement. Breaking Bad finale. KILL ME NOW WHY DON'T YOU!!
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That's a 3 for sure. The other thing might be the new crowbar
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From here on, who bump the thread will have 7 years of bad luck.
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You guys are my inspiration.
ALL HAIL THE KING HURG!
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MAPCORE MAP PACK IS FINALLY OUT!!!!!!!
http://blog.counter-strike.net/operationbravo/
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Oh-Em-Gee guys. Seriously, I love you all. You are fucking amazing. Congrats to everyone!
I wonder how many official maps we have so far with HURG eastereggs

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Quote from dux
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dunno if dumb or just stupid
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http://www.indiedb.com/news/finite-st…ials-and-intros
QuoteDisplay MoreFinite State Machines to design tutorials and intros
Part of the Finite State Machine logic behind one of the tutorials. The FSM is being designed using a plugin called Playmaker.
It's proven to be really useful to set some states that occur many times throughout the game, like tutorials (at this point, only two in total, which won't feel like those tutorials who take you by the hand, but real levels instead) and the level introduction. During the latter, I remove the controls of the player for a short period of time while a NPC (The Lost Shape protector) shows up and presents the goal.
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Describing briefly, in the scenario presented above, two pieces of the environment would fall down to display the controls the player can use to "swap planes", the key mechanic in this game.
To make sure that the player is at the desired position and can grasp (no pun intended) the new information, two items would be spawned in the level, triggering the next States in the machine when collected.
Thanks for reading,
Al Anselmo.
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Flynn calling the police and saying that his father has attacked his mother with the knife was so unfair.
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2 more episodes.
darthvaderNOOO.gif
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kab, it's been good to see the improvement! Your assets are looking a LOT more like metal than the first ones you posted here. Good job.
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Quote from Sentura
interestingly the structure of theme parks seems like a close ancestor to level design. There's a (scholarly) article I wanted to show but apparently it's been taken down, but the gist is basically that the flow of people is directed while still keeping an open path.
There's this cool GDC presentation that talks more or less what you are saying:
Everything I Learned About Level Design I Learned from Disneyland -- Scott Rodgershttp://www.gdcvault.com/play/1305/Ever…ned-About-Level
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Sweet! Love these tech stuff.
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