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Everything posted by Hipshot
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This could be one of the most epic movies I've seen to date...
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Intermission times in this game are rivaled by Titan Fall...
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How long do I have to wait, how long is the video? =)
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Before I go on a rant about some blur and other unpleasant things, I should probably try the game. However, I can't really start the beta, the intro video (BET logo) lags so much, like 1 FPS, then if I click to try and get rid of it, the game crashes =/ Also, it starts on the wrong monitor =)
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I've been reading in various places how Ben Affleck killed as Batman, like the best Batman ever on the screen?
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It's a term I too just recently heard about. Funny how that goes, even though this wording is probably very old, if you haven't read a game design book you would never know about it. But the influx of game designers the last few years, many from different game dev schools and other communities made terms like these everyday talk and forced people like me to learn to use few words instead of "It's kinda difficult getting there, cause after a while it gets so difficult so you kinda need to grind in another area first" to describe something, in this case a soft gate.
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Those are beautiful mammathus, tell me more about how you generated this sky? I'm still very, very interested in creating artificial skyboxes =) I assume this is for a game you do, since you posted it in this thread?
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Hmm mm?
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I love this shot, it's everything good with FPS level design. At least I think so =) You can feel the gameplay inside your head. You either sit down there looking up, or camp in the corner of the stairwell, trying to cover both top and bottom... the best thing is, that this very simple layout works so well in so many games, Quake, Raibow Siege, TF, Chivalry - probably not Civ5, still =)
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You know what guys, this is better... they should hire him. Man I should hire this guy to talk to my employees... JOB FAAILED
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Don't know about that voice...
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Here ya go buddy! http://imgur.com/FOpr1OA Removed the logo for you, I'm afraid I had to shrink it a little, I have a very slow upload speed you see =/
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Thanks Puddy, yes I think we did, it can always be improved, but those things are now pushed down until final polish =) Adding feedback with hit-effects and gibs were one of the first things we got in, those systems are very advanced too, you can create different parts, how many of that part, from a specific number to a random number, a chance for them to appear, animation, if they should stay on the ground or disappear and if they should leave a decal on hit, there's a bit more settings here, but I haven't been working with this system myself, except for testing it when it was new, our artist Victor made pretty much all of these things. When we get the random-sprite feed into the engine, I'm sure things like explosions will look much better, also, we don't have a proper particle spawner system, so that will also improve things when that comes in =)
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Yea, I got shit loads of the skies saved too. Marcel's a really nice guy, I remember when Grin went bankrupt, Marcel gave me a years subscription for my private account. Because I said that when they see me to have logged in from two accounts it's not because I want to download more than I'm allowed to, it's just because I needed to start to use my own account from now on =) I really encourage people to learn how to create their own skies, it's actually really fun. I do understand that it's not a simple process and real photos's are probably what most people wants these days anyway =)
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Tortoise SVN, cause it's really easy to use. I've used Perforce too, I had no issues with it, but in the end, I always liked SVN more, don't know why, feels simpler.
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Hmm, hmm... moving along slowly here on our side. This game is actually starting to look like a game now. Aside from smaller things, like random effects, particle spawners and some boss graphics, (and tons of bugs ofc) the art is more or less done, the big parts that are left are A LOT OF level design (hey thats me!), multiplayer code, boss-code, enemy-skills, and modding =) Small stuff, should be done in no time... (yeah right =D) It's really fun to work on someone else's IP when you are so free like we are, it's a lot of work - but it's fun. For me personally it could also be a way of opening a few doors that has been pretty shut tight for now, there are a few other IPs that I would love to work with, would be easier to get such deals when you can prove that you can actually deliver a certain quality. Creating our own engine gives a lot too, a lot of issues but also such freedom. We are not locked in by some deal with Unity or Unreal, we can do whatever kind of modding we want, release the source code, port to any platform etc, we plan to use this new engine for at least 3 games in total, maybe more. Cause as soon as the rough parts are done, it should be mostly gameplay coding for a new project.
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Can be downloaded here: http://forum.zdoom.org/viewtopic.php?f=19&t=50697 They are not complete yet, as far as I know. But you can still play them!
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Blackdog, do you work for Ubisoft or are you just a really big fan of the FC-series?
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Farcry is all about killing animals these days - on the list to be or already extinct. You level up while doing it.
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Weapons: Sledgehammer, Akimbo, Cannon, Shaft, Ripper, Tommy Gun, Minigun, Laser Cannon, Rocket Launcher, Flak Cannon, Shotgun, Boomstick, Auto Shotgun, Bio Rifle, Devastator, Railgun, Flamethrower. Ammo: Balls of Steel, Electricity, Blades, Bullets, Cells, Rockets, Scrap, Shells, Ooze, Slugs, Bolts, Gasoline We have a few more weapons, but I think we will need to kick those over to a DLC, cause we are getting too many weapons now =D
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S-P-L-I-T-S-C-R-E-E-N (Buggy and things are not in sync blablablba. Also, first time I ever upload a video in 1080 60FPS)
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Working on two deathmatch levels, as we speak, as can be seen, it's all very wip =) @ My fake job: As always, trying to make a fun and good vertical level, never really succeeded I feel - maybe this time! @My real job: Can't get more non vertical than this though. Inspired by DM2... Tired. To be continued =D
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I envy you, that you can have all the creative freedom AND being able to code that yourself. It's a bit of a burden having to wait for a coder to do some things, even the smallest things for you =D Like making space a duplicate unit button in the editor =D I should learn unity too I think. Or w/e, maybe I should just wait and see what Source 2 has to offer.
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Cool, ogier, long time no see. Worked with it at sbz1.
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Oh, there's tons of things missing, like proper indicators when you take damage etc. The white flash when you hit someone aren't in because we need a shader or w/e for it, since we are writing a new engine. As you can see, there's a lot of effects missing too, like proper particles from explosions, tracers from the weapon and so =)
