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Everything posted by Habboi
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Excellent, I can spend that pound on some penny sweets! Thanks Chris!
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Just letting you know there's 30 minutes left till it's over, if you want the rewards, now is your last chance! http://www.kickstarter.com/projects/jonaskaerlev/a-hat-in-time-3d-collect-a-thon-platformer
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24 hours left, and we've almost reached 4 additional Grant Kirkhope tunes! In these final hours, we at Gears for Breakfast want to thank you guys so much for your help and support! A lot of you have been asking if we are ever gonna be supporting Paypal; we are happy to let you know that we've been speaking with the folks over at Humble Bundle to set up a Humble Store for A Hat in Time, which supports Paypal, Amazon and Google Wallet! We hope to bring you this feature on our website soon, so even if you missed the Kickstarter you'll still be able to get in on the action! And one last thing... please consider voting for us on Steam Greenlight! I know we bring it up often, and we wouldn't if it weren't really important!
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Thanks, it's funny, I've always wanted to work on several type of games, this being one of them and it evokes a strange feeling. It's my turn to pass on the torch of platforming inspiration to the next generation of COD'ers
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Still early days. I did most of the city on my own and I'm not an artist but I had to pull up my pants and just get on with it or we wouldn't be here with 200k Though I'm sure we'll satisfy your artistic side! Lots to do, so little time.
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We're in the final 57 hours! We met all the stretch goals and raised a massive $200,000. From now till the end, every 15,000 will add a new Grant Kirkhope song to the game. And if you want to see more of the game including challenge levels inspired by Mario Sunshine then go here and watch this 3 hour stream by a well reknowned speedrunner, CosmoWright. He really pushes himself to beat that ghost hehe. http://www.twitch.tv/cosmowright/c/2479445
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Hey guys, new update. We have only 8 days left till our kickstarter ends and a lot has happened since I last updated you. First of all check out this recording of Awesome Video Games playing our prototype which we built with a 0 dollar budget in our free time. We also took it to a Student Gaming bar as seen here: http://www.youtube.com/watch?v=buQSOPbgH5w These are the winning t shirts that the backers will receive! and the badges: As also added more stretch goals: Showed off the Banjo styled mumbling: http://www.youtube.com/watch?v=dPslFZXt6vY We explained the Wii U situation and the attention we've received from publishers. http://www.kickstarter.com/projects/jonaskaerlev/a-hat-in-time-3d-collect-a-thon-platformer/posts/510837 We showed off the physical box which was inspired by the N64 design: And a concept of the HUB world, Hat Kid spaceship! Finally our director did a developer walkthrough of the Subcon Forest: http://www.youtube.com/watch?v=crpLShhRw7g
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New Update, we reached 95k which means full voice acting! And we also posted this video as thanks. http://www.kickstarter.com/projects/jonaskaerlev/a-hat-in-time-3d-collect-a-thon-platformer/posts/501553 http://www.youtube.com/watch?v=ainekLRaFQk Finally we made these, which one do you like?
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Just letting you know that: http://www.kickstarter.com/projects/jonaskaerlev/a-hat-in-time-3d-collect-a-thon-platformer/posts Just to make it clear, the huge stretch goal isn't all for him, rather it's to make the game even better. He's offered to help us with a special single song. - An example of how we could use it. But first let's reach the goal
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Thank you very much. I should also add we've been getting quite a few voice acting submissions, if you really want to try then send some samples of your voice to contact@hatintime.com but keep in mind we need to reach the stretch goal first
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Small update, we've ported some of the character models to Source Film Maker in case anyone wants to make a fan film or something http://steamcommunity.com/sharedfiles/filedetails/?id=149671258&searchtext=
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Cheers dude. We've had some interesting developments since yesterday, might bring back the attention if we do it right. That's all I'm saying
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Oh yes, most of us have Source backgrounds so a hat game was inevitable
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It will probably remain that way. I can't stand Source anymore after going back to UDK :< And thanks, I think I did pretty well fighting UDK's lightmass In just 2 days we've reached 200% of our intial goal. The people wanted it and they got it, co-op will be officially added to the game as well as developer commentary. As a reward we released this music teaser to give you a taste of the music in the game. Enjoy. www.youtube.com/watch?v=-_WBjtyZj8o
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Thank you! We're doing surprisingly well and the Kotaku article has given us even more exposure. Turns out there's a HUGE demand for Wii U version...we've been caught off guard by it and are swimming in the deep end of the pool but should be interesting.
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Ah I knew I could count on the Great General Vivi Cheers dude, we appreciate it a lot. Feel proud that your money is going towards feeding my cat ;P
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Hello my old friends from Mapcore, it has been a while since I came here showing off de_cistern. I have since joined a small indie game company and have spent the last four months helping them bring A Hat in Time to Kickstarter in all it's colourful glory! E3 is coming up and the team and I believe we are ready to start raising funds to bring our game to the public. It is currently still in early development so keep that in mind when looking at what we've made so far! Yesterday we launched our kickstarter page and already we've raised over 50% of our target. Of course we are hoping the stretch goals are met as we would love to put all the love we can into the game. I mean who doesn't love split screen / online co-op in adventure games? Kickstarter Link: http://www.kickstart...thon-platformer Therefore I introduce to you, A Hat in Time, a collect-a-thon, platforming adventure game in the spirit of the old N64 games you once loved, Banjo K / T, Zelda MM, Mario 64 and Donkey Kong 64. You control Hat Kid, a time traveller who is collecting Time Pieces in order to fix time. Along the way you'll run into Mustache Girl who wants to use the Time Pieces for evil! You'll travel to new worlds like the City of the Mafia Cooks or the Subcon Forest with the shamed inhabitants who hide behind masks. We consist of a small team of 8 people from around the world and we are in dire need of funding so that we can put our full focus into this game. Right now we either have full jobs or are students or in my case, unemployed. The game is being developed on the Unreal engine and is currently for PC / Mac only however we have had talks with a publisher who might be interested in bringing it to the Wii U. We can't promise this but it's an aim we have in mind. The game will also include lots of hats! Something we found amusing and it seems to have charmed a lot of people. Of course this game will feature lots of places to explore and things to collect but we intend to add story and character to each one of them so that they don't feel like a shopping list of stuff to collect. You have the power to make this game a reality, we just need your help to spread the word! Please watch this video to get a glimpse of what we have to offer: http://www.youtube.com/watch?v=uPnyZ5txtmE Thank you!
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Yeah that's fair points. I'm going to gamble it all on the CSGO workshop which Valve said they are finally working on. Hopefully that'll help bring more attention to it.
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The problem I've noticed is the performance varies heavily based on how good your PC is...durr but what I mean is I've noticed good PC's are actually struggling more so than older PC's like my own. I get a solid 60fps which I know isn't acceptable for some people who like 100-300 but it's good for me. Regardless we wanted to get this out there first as a B1 and see how it's reacted to and then base what we do next from there. I mean it's been a long process and I felt it was at a stage ready for the public eye. Depending on what happens next we'll see, I may not have the time anymore.
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From what I understand people now buy these cheap servers that contain a 64mb limit for custom maps. I was told this by a current server owner who tells me a lot of people use these type of servers. This is also backed up by the one comment I received already on fpsbanana about it being too big for a map.
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Hey dudes, Sorry for the long delay but testing showed that we had a lot of problems regarding framerate due to the refracting textures we used so I've replaced them and fixed up many bugs and we've decided to release B1 to the public. This has been in the works for 8 months and I'm glad it's finished so enjoy! DE_cistern for CS:GO is set in a water treatment facility and features a lot of custom content made by me. At the moment this is beta so expect some bugs but based on our feedback we'll decide what to do next. Thanks for your understanding! This has been a collaboration between William T. Nicholls and Richard Acherki. DOWNLOAD: http://csgo.gamebanana.com/maps/171828 ----- I also documented my development thoughts in a .pdf called "The Making of Cistern" which can be downloaded here: http://upload.habboi...stern_final.rar It contains my methods for getting flow maps to work as well as some other things I experimented with. If you could please upload it to other places as I don't want my server to be overloaded. Cheers. Enjoy!
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That's an interesting point I haven't considered. I'll have to do research on it to see if it helps, thanks for the suggestion.
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Most of the map is model based and the final VRAD uses those commands like -staticproplighting or whatever it's called etc etc and combined with the low light maps in places that uses it and an outdated PC it takes 9 hours but like I said it does VRAD twice now, I don't understand why except that it makes the lighting sexy so the reality is 9 hours, you just double it. Regardless the map is fully optimized in hints, areaportals etc and I've done my best to cut back on excessive detail but really it's the models, they eat the large part of the cake and a lot of the structures are model based like stairs and stuff.
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Phew lots of feedback there. More so than anywhere else. Three people have pointed out the railings so it looks like I'll have to revise them. Such a pain since it means sorting through this mess: http://puu.sh/1Hcu4 I'll take all your suggestions and put them in my bag. Lighting is such a pain in Source and it took me so long to get it to an acceptable level. I really need to discuss things with my partner before I start changing stuff and as for a top down pic, let me see if I can whip one up right now. Sorry it's not 100% clear but I don't have a vector version on me. Suffice to say it's a simple map and was originally blocked out by Smokerscough before I came along and arted it up for him. The railings are models but it's clear they're more brush like in appearance. I can see where it's coming from. I want to release a B1 and see how it's received and if I get time I will try replacing the railings. The thing is I'm in dire need of a job and this is meant to be my last project otherwise that's it, game over. Sad but true, I've been trying to get work in the industry for years and get nothing so I put my all into this. http://upload.habboi.co.uk/layout.jpg @killertomato: That's actually Source's shadow LOD in the works. If you go real close it becomes sharper. What's really odd is that in my cordon compiles the window frames would cast shadows on to it but a full compile removes it. It's a pain of Source I believe and I'm losing my patience with it considering compiling on full takes 19 hours. (calculates VRAD twice) Overall thanks for the positive & constructive comments. I look forward to releasing it and moving on
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hey dudes, I don't post here often but I do sometimes check out the WIP thread to see the hot talent. I'm nearing the end of my partnership with Smokerscough aka Rock 24 creator. It's a DE map called de_cistern for CSGO and it's set in a water facility. I've spent I think 5 months on it or more though it wasn't 24/7 so I'm really just guessing. Either way it's been a long project and I'm glad to see the end of it. I implemented caustics, moving foliage, flow maps and I attempted an experiment to make cloud shadows cast across the map however it proved negative though I've written up my findings and will post them along with the release of the map. I have to wait till my partner comes back from his Christmas away from the PC. More pics so as not to spam this thread:
