Now I might actually take the time and replay this classic! ![]()
Posts by Sjonsson
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I just finished it as well and honestly I wasn't sure I would finish it but damn those environments accompanied with the story. I'm also a complete sucker for deep sea <insert anything here>.
I have to say though, I feel that more than one time the monsters came in the way for the experience. I still want them in there but the direct face-to-face encounters were too frequent (and sometimes too long) in my opinion. I'd want more indirect encounters, you know like like the 'arm sticking out of a tight space to grab you' classic or just these other tricks that makes the player aware of the monsters presence and threat but not a fullblown confrontation.
Hope I didn't say too much!

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Playing SOMA and Shovel Knight.
Though I'm having huge performance issues with SOMA, not related to my speccs performace.
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Quote from Pampers
Always shoot with RAW, for characters, shoot inside with a good light setup and a neutral background so you can mask out the object you want, and use a tripod
Always bring a macbet chart and create a color profile, color correct your photos in adobe camera raw or similar. Remove vignetting and chromatic abberation, but don't sharpen the images as it adds artifacts and noise and don't correct the lens distortion since agisoft compensates for that during alignment 
That's some really good advice, thanks!
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Yeah I can see what you mean, I guess I like it so much cause I've played tons and tons of WC3 and SC2. More screenspace is nice but I'd rather have all info upfront without having to click side-menus. Maybe that'd be possible without taking all that space.
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Quote from Tisky
I'll add you when i get home

Got lucky using Kanais Cube yesterday, rerolled a regular legendary into this beatuy:
[Blocked Image: http://i.imgur.com/ZrN7q2Y.jpg]Daaaaaamn shiizz, them roolllz!
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I just shat my pants.
I really hope the fights are long lasting, so it's more about macro management than micro reflexes like in SC2. Gonna spend a lot of hours customizing those ships.
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Not sure where I'd post this but I felt that making an entirely new thread wasn't a appropriate. So I thought I'd post it here: it's a Photogrammetry tutorial made by one of my colleagues at the school.
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More stuff is going to come up later. Here's the Youtube channel: https://www.youtube.com/channel/UCAg1CKbpsntTTNQRCbJezFw -
Condolences from the other side of the Øresunds bridge. Your family seems nothing but fantastic, going to help refugees like that, truly admirable.
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Quote from Sprony
New patch is awesome. Started a Season character for the first time. Having loads of fun.
Gimmie a shout if you want to team up! (Or anyone else for that matter) My ID is Isbanan#2328
Quote from TiskyAwesome, season is underrated. If only they would give us more char slots tho, All 15 slots are occupied now, so next season i will be screwed.

Agreed it's really good. They keep making it better and better over time! Finally they did something with all fucking crafting materials that never got to use in previous patches.
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Quote from Mazy
Sweet! Really impressed by the people coming out of Game Assembly, we just had 2 interns from there start today, top stuff~~
Happy to hear that! I plan on making the Level Design students even better. As far as I know you guys haven't taken an LD intern yet, I think we should change that! ;D
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Now it's official! As the current main teacher for Level Design at The Game Assembly, an advance vocational education, (University level but not academic, focused on pratice) in Malmö, Sweden is stepping down I'm about to step into his shoes and teach in everything from level design to game engines and scripting. First off at 100% and then I will drop down to 75% to continue my journey with my own studio.
Finally some economic stability in my life, a total relief!
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I was thinking the same thing. If you want to mention something about your experience in the title, maybe Junior would be good? You can also opt to leave the experience prefix entirely and just say you're a Producer. I don't think anyone will look down on that as long as you're honest in your CV. Either way that's not what's gonna keep them on your page, it's the content.
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Oh yes! Can I send you my thumbs for the greenlight via UPS? Would that be weird?
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We're not at our last two days!
Please help us spread the word and hopefully we can get a snowball rolling!
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Hello there Mapcore!
[Blocked Image: http://i.imgur.com/3C3i44z.jpg]
What and why?
Followed by the HD release of the classic Heroes of Might & Magic 3 came my desire for making a map for the game. Partially because it's fun to work with aged engines (dunno, I'm a masochist) and partially because I wanted to put my documenting and research skills to the test. HOMM3 is a game with a vast variety of spells, units and different mechanics that you have to keep in mind when designing maps and more problematic; the game is pretty unbalanced in certain ways on purpose. Everyone who have played any of the HOMM games know random factors such as the randomized items, mine types, resource pickups and more. What I want to do with my map is to create a somewhat symmetric map which gives the players prequisites that are likeworthy.The first thing I decided to do was to actually learn more about the game as it was at least six year ago I played the game. So I sat down with a veteran friend of mine, played a couple of games, read guides - just to get a better grasp on the different strategies thare exist in the game, their dependencies and how they relate to other counter-strategies.
I compiled some of my findings in a document (currently work in progress) as a reference to keep in mind while designing the map, if anyone's interested here it is: https://docs.google.com/document/d/1gh…dit?usp=sharing
Map Objective
I want to explore by making this map is creating an objective for the players to reach within the level that is not only about conquering castles and flagging mines which is usually the case in HOMM3 maps. To achieve this the map will be focused around a quest called Dragon’s Prize which each player can get hold of in their starting areas. In short this quest is all about getting a password to unlock a portal to the Dragon’s Den, beat a series of challenging guards and finally reach the final room where there are tons of gold accompanied with Dragon Dwellings. The first player who get’s there will be able to recruit a massive army of dragons and eventually defeat her/his enemies.Mega Screenshot Overview (Early Layout)
It should be mentioned that the initial design of the map does look boringly symmetric and I plan on creating it symmetric at first and then distort it with visual variation but keep the boundries the same - leaving the gameplay intact.
[Blocked Image: http://i.imgur.com/6UYZnIC.jpg]Map Top-down Sketches: Surface and Sub-terranean
[Blocked Image: http://i.imgur.com/kzKqozF.jpg][Blocked Image: http://i.imgur.com/NvoFTAB.jpg]
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http://shmuplations.com/1994game4/
Didn't read this interview before, good one.
"The job of a programmer is to produce good work, meaning that the planners and designers shouldn’t feel the limitations of the hardware. I tell my programmers to think carefully before they say something “can’t be done.” There isn’t that much that can’t be done with a little ingenuity."
DOMO ARIGATO GOZAIMASHITA!
R.I.P Satoru Iwata

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As many as you want too!
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After the first week of our campaign we thought we'd give all of you backers something special to do!
We are now announcing our Spell Design Contest! You may use anything from text, drawings and videos to explain your spell - be creative!
Hope to see some cool ideas coming up!
