Just tried it, fun as expected.
Writing is brilliant indeed, I'd say this game has the best conversion-to-purchase process ever ![]()
Just tried it, fun as expected.
Writing is brilliant indeed, I'd say this game has the best conversion-to-purchase process ever ![]()
My complaint would be it really looks too much alike Portal, other than that I hope they are going to improve the ball behaviour, it feels really strange when it jumps around, like no real weight.
I'm kinda the same as you, I like puzzle games, but they are so progressive when done right, that you are hooked until you can't go on anymore. Then it's really difficult to pick them up again.
Eg: I still have IloMilo left halfway ![]()
One thing about this kind of staged puzzles, that I experienced with Super Meat Boy (demo) is that you just have time to get a sense of flow and rithm, aaaaand it's gone, because you finish the level. I'd prefear slightly longer "tracks", just to get that sense of accomplishment. Trials is perfect in this (in its first three difficulties).
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Crits? The street in the last screen in the Workshop looks definitely too wobbly (but it's not just a problem of looks).
Is the skybox stock and/or final? In this screen i feel there's a bit too much of a contrast between it and the playable area, i dunno, like too many skyscrapers.
Just throwing this out there for those who fancy Super Meat Boy and Portal.
Found by chance about this game by a two-man Italian team on our most important indie network.
What about that plasma cutter to cut through the metal plates? XD
In the video previews I heard there's gonna be also the "peek under".
I must say I did like even the first media, with basic art, but the final style they settled on is really pleasing.
I've taken out too many people non-lethally in the first three Splinter Cells, I really enjoyed snapping necks in Conviction.
Btw I don't think I have ever tried sneaking past guards in entire missions without putting anybody to sleep... i'm not sure it was even possible (except with Chaos Theory maybe?), it always seemed far too difficult.
Something to try when I put my hands on Dishonored, they advertised that approach a lot.
In Hitman Blood Money I definitely tried to reduce any kind of "interaction" to the minimum, "in and out with a clean kill of the target" when possible. That game is rewarding.
On the way to be a perfect add-on map for Alien Breed ![]()
Screens follow, here you can see several concepts.
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«The Evil Within is being created using a heavily modified id Tech engine and rendered in a cinematic-style ratio of 2.35:1, rather than the standard widescreen ratio of 16:9.»
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Preview: [url='']http://www.vg247.com...-bloody-return/[/url]
Walkthrough:
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I confess I'm totally fanboying over this since it was first shown around.
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Gunpoint is a retrò flavoured, 2D stealth game, centered around puzzle-platforming mechanics. In the game we control an industrial spy tasked to hack into one or more computers in every level.
For those who never heard of it before, it was made in Game Maker by a PC Gamer editor.
The selling poing of the game is the switch between two view modes, the second allows the spy to examine and rewire a building's electric system to gain access to the different rooms.
Website: Gunpoint The Game
Release date: 3 June 2013
Demo: available here
Download: DRM-free on the official website e Steam
It's a Windows game; buying it on the author's site still gives you a redeem key for Steam. Just 9$ to preorder the basic version.
I'm trying the demo tonight but i'm pretty sure i'll buy it.
Do yourself a favour cardo, and watch some of Feng's lessons, they are very informative about all the basics, as Tschoppo says.
On the sensitiviy, it's not that he uses 100% color values everywhere, he just sets manually the transparency of the brush. I don't remember if he keeps the pressure setting for making a bolder or thinner mark.
As for textures, you will find several tutorials in where he illustrates how you can use a texture just to pick color values, or as a starting point for your work, and just have some work done to save time (in the end the painting will be completely done over) or simply to not fall in the "blank slate fear"
(sometimes he takes a painting of his, flips it around and starts painting over, without the original having anything to do with what he will end up).
You are just practicing on your own, are you following some tutorials or lessons?
I sometime watch those posted in the FZDSchool channel by Feng Zhu, one of the best concept artist in the industry; on the brush argument he always says he uses only a couple of the default PS brushes (as well as no pressure sensitivity, every color value is set by him). But of course one uses the tools that work best for him/her.
ot: lulz, you are from the town my brother-in-law is.
Some hardware-accelerated 2X anti-aliasing
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Welcome to the real world
Quote from Taylor[Peter Molyneaux video]
Thanks to the fake echo, for the whole video I couldn't shake the feeling it was The Spirit Of Amadeus Arkham talking
Quote from ThrikWow it's finally open. Wonder if the winner will share.
There's an NDA inside the cube
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