Looking really good!
What Chris said.
What are you going to place on the upper left corner?
Are they all modular pieces?
Looking really good!
What Chris said.
What are you going to place on the upper left corner?
Are they all modular pieces?
fucking badass!!
love the last screenshot
Seems really fun!
I remember when I was playing it a long time ago and watching Conker standing still on the early levels, while his idle animation was playing. I wondered how such a game could have been made...
I thought someone had the terrible job of drawing every single image I saw on screen! I mean, every fucking camera angle, while the slight change of perspective would force someone to draw exactly what I saw. Like a real time screenshot. That was the exact moment when I understood what 3D really meant! I was sure that was the most logical way for the game to be developed. Thank you, 3D! </tears of joy>
Duuuude! This is one the funniest games ever! I love it ;D
Thanks for the vids
Badass trailer!
at least this time the bot posted on the correct thread. props to him!
Quote from blackdogAnd about used games, a thing that just hit me: if the console breaks after the warranty expires, i must buy a new one, so should i "second hand" redeem my own games, or do they have a friendly procedure to transition my rights to the new one?
Good point. Considering the shitload of red lights that happened on the xbox, that would be a huge problem.
I think that's very ugly tbqh...
that middle part looks like it was made to receive a floppy disk. So we would have a VCR and a floppy drive.
Thank you technology!
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Yeah, I'm not that impressed with this collector's edition...
Quote from Tschoppo@Anselmo, i like Nr 6 and 7 (from left) most in row 4 (from above) the floating eye works really well for me.
and the bearded eye-guy in random crap really reminds me of this guy, would look awesome with a spike-helmet
[Blocked Image: http://www.thelatinlibrary.com/imperialism/images/bismarck.jpg]
Really nice painting, especially considering you did in an iPad! o_o
Hahaha what a funny reference! I'll create a version with the spike-helmet just for fun ;D
I edited that post to add a version with each concept being numbered (I should've done that before, shame on me! ;D).
Are the ones you mentioned these?
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[Blocked Image: http://i.imgur.com/B8zugZt.png]
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Sorry for the trouble, having a version with numbers should make things more practical ![]()
more: http://blog.anselmo.gd/?p=1111
During the last days I've been playing with concept arts for the main character of the game I'm developing. Take a look and please let me know what you think (which concept you think is more visually interesting, charismatic, etc), ok? ![]()
The eyes are supposed to be evident because the game is a puzzle game based on visual perception... I plan to use some of these isolated eyes below for feedback on successes/ failures during gameplay, as well to convey minimal emotions:
[Blocked Image: http://www.anselmo.gd/img/character_concepts_130524.jpg]
To have a better idea about the general game feel, the following image is one of the game's environments:
[Blocked Image: http://www.anselmo.gd/img/env_test_cloud_1000.jpg]
Any thoughts/ feedbacks?
Thanks in advance!
Edited: numbered each concept to ease the identification
Insanely good!
How do you do that? What's the black magic? I'm in need for this dark sorcery.
More seriously, I'm always interested in the process. Any chances on sharing anything about your decisions to apply X art to Y environment/ which are the original assets vs. created by yourself/ etc.
I have a hard time on creating assets too, so it'd be great to know "how much it was possible to do on your project" taking that in consideration ![]()
Quote from SquadYeah, I can image the layout may seem a bit confusing at first (with the little doorway halls, etc), but all in all I think the layout is pretty easy to learn after a few rounds (although I'm not in a very good position to judge that anymore
). The main idea behind these kind of spaces was to provide ways of cover (instead of, let's say, a crate) and, additionally, to break up the buildings and architecture.
Which archways specifically are you talking about?
hmm apparently I was having a hard time on jumping through them because of my enormous ping (200~300) during playtest. I just opened the game to test with bots and I could jump through the archways just fine ![]()
DE_ALI
Beeeeeautiful map! It's very easy to get lost on it, though. At least on the first 4~10mins. Many different routes, and some small spaces that at first look like they lead to another path, but in reality they are just a "retracted" space that acts as the entrance of a house, for example. Even though they help to make the layout feel confusing, the good thing about these kind of spaces is that they are usually a good spot to hide/ camp. I think the overall layout is kinda refreshing from what we usually see. Those archways with stairs could be a little larger, because at the moment the player has to try more than once to crouch jump through them (maybe a small clipping issue).
DE_CONVENTION
The CT spawn could receive a little work. At the moment the CTs tend to follow the left route (from what I noticed, anyway) and following the right path basically means that you should have a sniper, as by the time you get there, there would be a Terrorist aiming at your forehead. I would suggest to break some walls and create a path that goes from the CT spawn to the bomb site on the right side, making the CTs to get to the bomb site quicker.
It's a fun map, but right now it seems very T-sided ![]()
DE_BERMUDA
I found weird the fact that touching the water was harmful. I understand that could be a way from preventing the players to leave the map arena, but it seemed a little forced. I'd suggest creating some kind of physical/ visible barrier to separate the playing zone from the merely cosmetic sea. A few boats? floating panks? barrels?
About the name, the iPad 3 has been marketed as the New iPad. What will happen when another one gets released? The Newest iPad. Theeeeeeen....
Sometimes the logic behind the new products' names gets me confused.
Negative. Buying ammo affects the economy, and if your team doesn't do well, you have to think more carefully about where to spend your cash: kevlar? new weapon? grenades? more ammo?
Also, it helps to make the game less monotonous by kind of forcing the players to grab dropped weapons when theirs run low on ammo... ![]()
tl;dr: weapon rotation
bonus: that sfx of buying ammo was so damn cool!
I bet this one will have a PS4 logo!