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  3. selmitto

Posts by selmitto

  • MapCore CS:GO Playtesting 3.0

    • selmitto
    • September 9, 2013 at 9:58 PM

    JP, your TF2 background is noticeable

    looking forward to test this map with y'all

  • Breaking Bad

    • selmitto
    • September 9, 2013 at 9:20 PM
    Quote

    yeah, I can't believe nobody got shot yet. The biggest injuries must be Walt's after rolling down the car seat. pff.


    I think Walk gave up too easily. Of course, the scene continues on the next epi, so I'm sure something cool will happen. But I thought "Walt Heisenberg-mode" wouldn't give a shit about having Hank killed and should stay hidden while his gangsta crew arrived to clean the shit out.


    Beautiful photography and great tense moments, though. Good epi, but the end got me a little disappointed

  • Can i use python scripts in UNITY???

    • selmitto
    • September 9, 2013 at 9:06 PM

    and less question marks

  • Indiegame - Hammerwatch beta/demo

    • selmitto
    • September 8, 2013 at 9:23 PM
    Quote from Warby

    jo i am also looking for people to play with !


    maybe we can get a full 4 player map core session going ? i know mazy also has the game

    I'm online there, let's do eeeet!


    (I couldn't find your steam profile add me there, yo!)

  • Industry Professionals Share Nuggets of Information

    • selmitto
    • September 8, 2013 at 8:49 AM

    - Work at a game company. Design games. Receive complaints that what you designed looks a lot like games. Try to keep your faith in humanity. Fail.

  • Industry Professionals Share Nuggets of Information

    • selmitto
    • September 8, 2013 at 8:44 AM

    - Buy a neat and geek Tetris-themed coffee mug and take it to the office. See coworkers getting crazy about it while you receive a boost in popularity. See some disrespectful fool use your mug days later and mask your anger. Take it back to your home to avoid getting stolen. See your mug broken on the sink. Cries.

  • Industry Professionals Share Nuggets of Information

    • selmitto
    • September 8, 2013 at 8:36 AM

    omg how the heck did I miss this thread?


    - Design games that are fun and meet the requirements and then listen from the mouth of the company director, who previously mentioned he hadn't played more than 10 games his entire life, how they should be more game-ish.


    - Spend your time researching things to improve the workflow and documentation. Then, hold your tears while you get a promotion rejected because you spent too much time without Microsoft Word displayed on your screen and they say how you should spend your time better.

  • Indiegame - Hammerwatch beta/demo

    • selmitto
    • September 8, 2013 at 3:05 AM

    I'm about to play it.

    Who wanna join me?

    I'll check this thread in 10 mins. If nobody wanna hangout, I'll play by myself lol


    btw, hipshot! what crazily awesome post-effects you guys got there! O_O!


    edit:

    woooooh! the game is so fun and simple! loved the art style, the mood and the little secrets scattered around the level. I played as Warlock and got a combo upgrade. I could perform only a single combo, but I noticed its powerful effect. Gotta play more! Fun.

  • de_investment - Update 2 (September, 7th)

    • selmitto
    • September 7, 2013 at 9:44 PM

    I agree!

    It's improved, but tune the black a little down. 100% black is ugly (not being racist) and it would make difficult to see enemies hiding in those spots.

  • ITT: Post maps/scenes that never saw the light of the day.

    • selmitto
    • September 7, 2013 at 4:38 PM

    Ravage, c'mon! Give us some goddamn finished map! You can do it!

  • Grasp (indie game)

    • selmitto
    • September 6, 2013 at 9:55 PM
    Quote from Puddy

    Well, to quote myself from Facebook:


    Your game probably consists of many puzzles. Show people one of these puzzles.

    Simple yet good idea. I'll get someone to play it and make a video, so it would portray a more honest and fresh reaction than if I played it myself ...

  • Oculus Rift

    • selmitto
    • September 6, 2013 at 7:26 PM

    o_o


    http://www.youtube.com/watch?v=7bytIGCeGxo#t=260

  • Grasp (indie game)

    • selmitto
    • September 6, 2013 at 7:06 PM

    Thanks guys for the feedback


    Quote from Puddy

    How do you play it?

    • You move you character with the left and right directional arrows (optionally with A and D) and grab objects by holding the space bar.
    • You can release objects to re-position them on the same plane you are on, or move them to other planes that will be introduced on harder levels.
    • You can also swap planes, so swapping the first and second planes will create some perspective, making everything that's on the nearest plane be bigger and translated to the sides accordingly. Some puzzle solutions will only exist if the player combine an object of the nearest plane with another object of the farthest one. So, swapping planes is very important because they change the size and position of those elements on the level.
    • To juice things up, there's a limit of how many swaps you can do on each level before losing the game.


    Quote from Corwin

    My advice: spend less time showing and more time doing! This looks like very early stages still (or am I confused and you actually have it all playable and stuff?) and you should be using the time to develop and iterate, not to update a webpage with WIP comparison shots. Tweaking colors can come later, when it's all working. Don't run before you walk, at least that's what I'd tell you if you asked

    So, the game is playable. Not completely, at this point only the first levels are implemented as I'm developing more stuff daily. But, the game works


    -> Here's a question:How could one showcase mechanics/ levels/ etc of a puzzle game, with finite puzzle solutions, without "giving the answers"? As much as I'd like to record someone playing the first level, where anyone would be able to see the basic mechanics and understand the game, I don't think that'd be the best idea because who watched the video would know the solution of that puzzle, removing the surprise when playing the game afterwards. In other words: how could I show you guys how the game works/ how puzzles are solved in this game without spoiling everything?

  • Splinter Cell: Blacklist

    • selmitto
    • September 6, 2013 at 6:37 PM

    Related:

    "How to build a AAA studio" http://www.gamesindustry.biz/articles/2013-09-06-how-to-build-a-aaa-studio?


    Ubisoft Toronto team below. I found Jobye/ Deceiver. Where's Dark and other mapcoreans?


    [Blocked Image: http://images.eurogamer.net/2013/articles/1/6/1/3/8/2/2/137847816882.jpg]

  • Grasp (indie game)

    • selmitto
    • September 6, 2013 at 2:23 AM
    Quote from Sentura

    Is it antichamber? Because if it is I'll probably buy it. I don't think subtle color gradations are more important than getting across your puzzles more intuitively. #my2cents #ggwp #yolo

    No, it's prochamber!

    lol


    subtle color gradations? what do you mean? the black strokes I removed on that iteration?

  • Grasp (indie game)

    • selmitto
    • September 5, 2013 at 10:17 PM
    Quote from Taylor

    Looks pretty neat. How do you play Grasp? Is it similar to those iOS games where you're hunting for an object in the image?


    Hmm I'm not sure, but I guess not.

    I don't know iOS games like that. What game comes to your mind with that example?

  • Splinter Cell: Blacklist

    • selmitto
    • September 5, 2013 at 8:21 PM

    Smart moustache placement and black bar censoring the eyes to avoid (im?)possible problems in the future, while still being recognizable by the Hurg family

  • MapCore Job Census

    • selmitto
    • September 4, 2013 at 7:28 PM

    I'm sure you guys will land on a great team in no time!

    The question is: which team is going to get lucky?

  • Indiegame - Hammerwatch beta/demo

    • selmitto
    • September 4, 2013 at 3:32 PM

    Thanks for the key, Hipshot!

    And wow, looking for an office? You guys are really successful! uber happy for you, good job


    I'll try to play this weekend. If anyone wanna join, my steam ID is: intelect0

  • WIP in WIP, post your level screenshots!

    • selmitto
    • September 3, 2013 at 11:03 PM
    Quote from 2d-chris

    a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all.

    Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography )

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