Posts by blackdog
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If Valve has to go down the route of highlighting player models somehow, the two elegant/acceptable solutions I see would be to apply a bit of black outline, alike cel-shading in Borderlands, or slightly lighting up the player.
I must not be the only one, interestingly enough 3kliks has visualised both in his latest video last night… I just didn’t get round to post it here first yday ?
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I’m mostly amazed by the incredible step up amazon has had in production… seemingly in the last two years.
I mean they signed/secured shows with movie icons like Julia Roberts and now Al Pacino, they are doing LOTR and going straight to two season; Jack Ryan as well important lead and a good show. There’s other stuff I totally don't care for like the Orlando Bloom/Delavigne show, but still impressive in the overall picture.
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I’ve been at the Victoria Falls… ambitious project. I know this doesn’t need to be realistic, but seems way too industrial and built up for such a naturalistic spot
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Make sure you visit the topic with the links to all mapping resources, there were many articles on lighting or broader design theory.
For your digital sketch, are you using any relatable scale from Illustrator? When sketching on paper, despite using squared(?) paper and try to assign a relatable size to the unit, when translating to Hammer sizing always changes noticeably. Not a big deal, just sometimes irritating or making me feel stupid for underestimating/overestimating the size of a certain area

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Quote from MikeGon
8 hours ago, MikeGon said: Another side effect of this is that some models become strictly better/worst than others and players will only use the good ones, which defeats the whole purpose of adding variety to player models in the first place...
I'd like to go straight back to what I said a few weeks ago; A possible solution to this whole nightmare would be to add some kind of UI/lighting/post process effect thing that makes any character model stand out against any background, essentially bringing all character models back to the same level in terms of balance:
Which is basically what we were doing in 1.6. The choice of characters was to allow players to choose the skins that would blend the most in the environment, and give the sense of “realistic combat”.
I’m totally averse of any artificial way to highlight players in CS, it’s simply not the kind of game for outlines etc. If something like that was implemented it would disrupt so many concepts of the game, like off-angles wouldn’t be a thing, cos you see the enemy anyway… it would become a “laser tag” game. Considering the lethality of CS’ guns, it would be like target practice and only the player with the fastest reflexes wins, instead of encouraging playing smart.
(Btw that spot on the grates of Overpass was an off-angle before this Operation.)
Also the risk of introducing game breaking bugs… it took months and pros whinging for so long to fix the smoke grenade bug, I can imagine stuff like that coming back if we add post-process to the player models.
What they do in games like Overwatch is fine cos the firefights go on for a while, the players are bullet sponges, they have all the items and buffs, regeneration…
I’m not against revising what has been released, but everything needs to stay very natural and realistic.
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I don't want to tell you what to like @Pharad. I guess I'm biased.
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Quote from mtchromatic
15 hours ago, mtchromatic said: And there's sucking away ammo or an HEV module or something from a combine guy. (around 1:17) Maybe I was right?
After rewatching several times the trailer, to me it looks like some kind of grenade: Alyx presses the orange button and a red light triggers (like HL2 nades) and a safety pin looking thing comes off (go to 1:18 then use "," and "." to navigate frame by frame)
Quote from leplubodeslapin2 hours ago, leplubodeslapin said: The lighting is just insane, pause the video at any frame and it's incredibly crisp and clear with no glitch whatsoever. I'm sure this brings a lot to the table of VR and player immersion.
I don't know what to do, it's just so expensive (I would want to play it on the Index for sure, and my PC is quite not up to date enough ?)
Gofundme or buy sharing with some friends. Or can Arkane buy it for the staff and play afterhours?

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BTW the Internet is amazing: trailer with HL1 sounds
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Jordan Peele’s teams up with Al Pacino in a nazi-hunting tv-show
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There will be mods
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Quote from [HP]
3 minutes ago, [HP] said: Yep, bram worked on this.

i think insta's on cs:go.
Now back on Gibhard

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So I’ve put my kidney on eBay, have you?
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This looks a m a z e b a l l s ??
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Quote from Seldoon182
5 hours ago, Seldoon182 said: I'm not asking for crypto tx use cases. There is plenty of examples. I wonder if cryptocurrencies are mature enough. It's fair to state on the micro tx phobio in video games in general. I share this thought but this is not the case in Asia. People are crazy with micro tx in Japan, Korea or China.
I just imagine that most devs aren’t in the know of crypto so they wouldn’t know what a good use would be and how to implement. On the other hand I thought the premise was to find original use cases for crypto in games, so existing examples are not great?
I dunno, I don’t know crypto in general, it’s fascinating, I’d like to know more and possibly invest a little but my perception from outside is that people that have crypto just want to hog it. It doesn’t seem anyone is using it as value to exchange, as money to buy goods. So using it as in-game currency seems something that benefits only the service holder(?).
From what I’ve heard recently, is not much the crypto currency that would be interesting for games, but the blockchain technology… but it’s concepts I’ve heard talking about just in very abstract way. For my current understanding, I would think you could have blockchain in Death Stranding to manage this asynchronous collab/coop building.
As an idea the first thing I can think of is using the concept of mining for coin and make it visual. I dunno, some sort of Minecraft ??♂️
Anyway, like I said “nobody” likes micro transactions, and with the current trend of banning loot box mechanics in games dunno how many of those examples you bring would be available for the long run.
Personally I think this kind of thing is very bad: games should be games and as soon as you tie money into the mechanics then it becomes very addictive or just incentivise unhealthy behaviours.
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What if the game is HL2+Episodes from Alyx perspective? ?
On a more serious note: can we map for it?
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I would expect experts in crypto to suggest ideas of useful usage of crypto in games?
If all goes back to micro transactions I am inclined to say: nobody likes micro transactions.
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Quote from FMPONE
20 minutes ago, FMPONE said: When VR = sunglasses you can put on, the entire world is going to be different in terms of media. I know Google Glass kind of tried to do this and sucked, but I just get the sense that's the holy grail. (outside of neural stuff)
Oh sure, if they can get VR to be as compact as what AR glasses already can be, then I agree that “everyone” would be happy to enjoy that ✌?
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Quote from Tisky
On 11/18/2019 at 7:26 AM, Tisky said: Stupid question but, you have to buy FC5 to use it i guess?

I got an email from Steam notifying me FC5 is 67% off this week.
Quote from PaulHOn 11/18/2019 at 10:21 AM, PaulH said: Your original question is of interest to me too. When I was learning I too used Hammer/Worldcraft and early versions of Unreal to create levels for things like HL2, Unreal Tournament and the SWAT series, but I found myself wondering recently what games people use to learn nowadays. Seems like CSGO is still an option, but what else...
Yeah I brought up this point in previous similar conversations… on one side we have seen a “democratisation” of game dev with tools accessible to everyone, on the other hand there are really few games that allow modding/custom content so it feels you might just developer your own game and if you get lucky you stay indie, if not you have a piece of portfolio.
I guess a good way to go is attend meet-ups and game jams if you want to create content for fully working games. Otherwise you have to focus on the few that offer modding or go abstract and use plugins from the marketplace to get the logic going. You are in Sweden @Tisky so there should be plenty in the big cities.
Nobody mentioned mobile gaming but if you are open to everything for the first gig you should probably look at some best practices and examples for that kind of games. Again Sweden has lots of mobile game devs.
A side note: i think to remember from previous topics that you have kids? if you are family limited you might have to focus on studios in your region, that can help creating content tailored for them.