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Posts by Daniel Nilsson
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Maybe a bit too obvious but, don't set too high scopes. Better with many small projects and increase size along with maturity.
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I found this to be a lifesaver, or at least an eye saver when reading these ancient tutorials: https://chrome.google.com/webstore/detai…mekjpocelpnlfdi
White text on black background and background pics... Horrible...

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Great! I'm in! Btw. Is there some engine mods that mappers prefer?
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I think you'll need to work on the base layout some more. It's way too open and lots of long distances in multiple directions. Have a look at this comprehensive guide http://www.worldofleveldesign.com/categories/csg…map-layouts.php
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Yeah I'm thinking about it. I'll need to try some different ideas on how to control it on a touch screen though. I'm thinking toggle the colors by clicking the cubes (brighten up active) and then have the player choosing by on screen "thumbstick" or tilting.
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Ohh forgot to mention about the power ups. At the moment there's two different one that is a can of paint that change the players color. The other inverts the input axis, either the horizontal or vertical.
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Here's a little Puzzle Game I'm working on:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.It got a little bit put on hold during the Whitebox Challenge but now I'm excited to take it up again. Made with unity and C# with the goal to become a better scripter. No built in physics are used so movement, collisions and gravity is all coded.
The goal is to get all four cubes to the goal. It's controlled by holding down the corresponding button to the cubes color. Also possible to move multiple cubes at the same time.
It's preferably controlled with a gamepad, but keyboard is also possible. I put a simple 3D mesh of a controller on the screen so it would be simpler to understand how the game worked.
The levels shown might be a bit advanced, I'll make some simpler starter levels later.
Please tell me what you think.

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The following is a copy of what I submitted in the submission thread, just thought it would be nice to have the whole progression collected in one place:
Submission thread:
DM-NewDamage
So here's my submission!
Link to Map and assets: https://drive.google.com/folderview?id=…cVU&usp=sharing
It's a small Deatmatch level for 2-4 players.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.video below does not have the levels final design and look but I talk about the levels design
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.[Blocked Image: http://i.imgur.com/9iW5zdI.jpg]
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By the way, I found away to take good screenshots in UE4 by the way. I guess most of you're familiar with the console commands in UDK to hide HUD and weapon + fly and finally using tiledshot command to take a shot.
It appears that command is not present in UE4. Instead it was way simpler!
If you press 'F11' in the edit window you enter the immersive mode(fullscreen) then you could press the drop-down menu in the upper left corner and press High res screenshot and it will save a high quality shot in the project folder. I would also suggest pressing 'Simulate' before if there's anything animated going on.
So no more menu items and start menus in the shots!

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DM-NewDamage
So here's my submission!
Link to the progression thread:
Link to Map and assets: https://drive.google.com/folderview?id=…cVU&usp=sharing
It's a small Deatmatch level for 2-4 players.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.video below does not have the levels final design and look but I talk about the levels design
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.[Blocked Image: http://i.imgur.com/9iW5zdI.jpg]
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Almost done with my submission, going away this weekend so need to submit it tomorrow morning. So here comes a last update before the final submission! Will probably just record a video and bake the final lighting tomorrow. Quite happy with how the gameplay feels so I will definitively keep developing it after the challenge.
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Oh that was awkward... Fixed it now, the hyperlink did hide some weird characters after the link, don't know how that happened.
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Hi!
Just updated my portfolio a bit, would love to get some feedback!
/Daniel Nilsson
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I'm in!
In-game name Gurgel_Brannare
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So finally I have recorded a second video of the map with some changes I made. I also did a voice over (sidenote: Still got that cold and English is not my native tongue so bare with me
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I thought some about the things you said before with the scale and the path to the RL being a bit too tough. What do you think now? And if you got any other feedback please don't hesitate!
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.btw. Forgot to mention a thing in the video I thought was good, by the catwalk I put the health pickups on the wall so if you want to get the you must jump towards them and wall jump back if you don't want to fall down.
/ Daniel
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Quote from Sjonsson
This has been happening to me too, since I started using the editor a few months ago. Mostly when working with BSP it crashes very frequently. Hopefully they get on it soon
I had an idea it was somehow connected to BSPs but I haven't verified it. Maybe then I'll start building with actual meshes from early on instead of blocking out everything with BSPs.
Didn't have as much trouble as this but when I had like 70+ Brushes in the scene I where getting some annoying slowdowns when I moved something and the engine updated the brushes. I just exported an fbx and continued with SketchUp instead. -
My intention was to do a movie with voice over by now, to explain some of my design decisions. But unfortunately I've been struck with the cold of the century, and I thought that I should spare you the trouble of listening to my coughing and nasal voice.
I'll upload a video in the coming days instead and here's a little sneak-peak on the progression:
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