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nikkoship

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  1. Like
    nikkoship got a reaction from FMPONE in [UE4] Darksiders 3 Art Dump   
    I'm having a great time so far, I'm fresh off of Hollow Knight so I'm primed for another good metroidvania. So far it feels like it's scratching that itch.¬†The environments have a really nice look to them - it's so cool to see the Darksiders art direction in UE4. There's so many bits of subtle microdetails that you didn't get in the old Vigil Darksiders engine. I only wish there was a photo mode¬†ūüėĀ
    Congrats on the release!
     
  2. Like
    nikkoship reacted to General Vivi in The Door Challenge - 2018 - Questions and Answers Thread   
    @+Rusty+ @nikkoship yes, those are fine. 
  3. Like
    nikkoship got a reaction from Vaya in The Door Challenge - 2018 - Questions and Answers Thread   
    Are we allowed to choose beyond the three categories listed (first person, third person, VR) for our level? Like for example is 2d or 2.5d stuff okay? (platformer, isometric etc.)
  4. Like
    nikkoship got a reaction from Vaya in The Door Challenge - 2018 - Questions and Answers Thread   
    Are we allowed to choose beyond the three categories listed (first person, third person, VR) for our level? Like for example is 2d or 2.5d stuff okay? (platformer, isometric etc.)
  5. Like
    nikkoship reacted to [HP] in Doom Eternal   
    Hell to the yes!
    Grapple hook, Dodge, improved melee, verticality, new enemies, new weapons, new setting, lives (!?)
  6. Like
    nikkoship got a reaction from Vaya in The Door Challenge - 2018 - Questions and Answers Thread   
    Are we allowed to choose beyond the three categories listed (first person, third person, VR) for our level? Like for example is 2d or 2.5d stuff okay? (platformer, isometric etc.)
  7. Like
    nikkoship got a reaction from Vaya in The Door Challenge - 2018 - Questions and Answers Thread   
    Are we allowed to choose beyond the three categories listed (first person, third person, VR) for our level? Like for example is 2d or 2.5d stuff okay? (platformer, isometric etc.)
  8. Like
  9. Like
    nikkoship got a reaction from [HP] in The Last of Us Part 2   
    @Izuno Oh no, I actually love the combat in TLOU1!
    It's one of the most elegantly designed action/stealth games I've ever played. I think the systems really shine on grounded mode, and I never feel too overpowered with stealth takedowns and such. TLOU brought tension back to stealth games for me, after years of headshotting entire levels of enemies with a silenced pistol/bow with no real effort or creative thinking required. It also has one of the best uses of a dynamic line of sight system I've seen in a game (along with splinter cell conviction/blacklist imo).
    I was just talking about some things that worry me in the design going forward, specifically I would like stealth to stay underpowered and things like hiding in foliage/crafting ammo kinda worry me.
    Also, this video is pretty fascinating. I think the guy talking is a animator from Ubisoft? I forgot. I dunno anything about animation but it sounds like they are doing some groundbreaking stuff with animation blending and such:
    Also, I think I forgot how good the animations were in UC4. If anyone can pull these types of animations off in actual gameplay, it's naughty dog:
     
     
  10. Awesome
    nikkoship got a reaction from [HP] in Resident Evil 2 Remake   
    This looks so incredible, RE4 still remains my favorite in the series but I only experienced RE2 by the time it was atleast 10 years old so I didn't have that magical experience that others had when they played it new. So excited to play through this.
    Now I just want more remakes of those landmark 90s/2000s games. Maybe one day we'll get a remake of Max Payne or by some miracle an MGS2 remake...
  11. Like
    nikkoship got a reaction from [HP] in The Last of Us Part 2   
    @Izuno Oh no, I actually love the combat in TLOU1!
    It's one of the most elegantly designed action/stealth games I've ever played. I think the systems really shine on grounded mode, and I never feel too overpowered with stealth takedowns and such. TLOU brought tension back to stealth games for me, after years of headshotting entire levels of enemies with a silenced pistol/bow with no real effort or creative thinking required. It also has one of the best uses of a dynamic line of sight system I've seen in a game (along with splinter cell conviction/blacklist imo).
    I was just talking about some things that worry me in the design going forward, specifically I would like stealth to stay underpowered and things like hiding in foliage/crafting ammo kinda worry me.
    Also, this video is pretty fascinating. I think the guy talking is a animator from Ubisoft? I forgot. I dunno anything about animation but it sounds like they are doing some groundbreaking stuff with animation blending and such:
    Also, I think I forgot how good the animations were in UC4. If anyone can pull these types of animations off in actual gameplay, it's naughty dog:
     
     
  12. Like
    nikkoship reacted to Izuno in The Last of Us Part 2   
    Basically this. 
    And @nikkoship I can respect if TLOU combat did not put the cream in your ringdings.  (Some guy in a giant duck outfit was tossing them out in the corridor between South and West halls at E3 this week. ) 
     
    That said, I recall very similar combat demos at E3 before TLOU launched in...whatever year that was...and at Naughty dog itself later that summer at an analyst day.  They didn't let us play it hands on but they let us ask questions in the middle of the demo and interrupt the flow so it was clear the E3 gameplay (that year) was not heavily scripted. 
    So....for TLOU 2 I really do not believe the demo was goosed up ...however....you never know.  It would really DevilDog me up if they pulled some YankeeDoodles on us.  Personally, I loved the combat in TLOU as "stealth lite-ish"  and if the sequel brings it back, I'm sold. 

  13. Like
    nikkoship got a reaction from [HP] in The Last of Us Part 2   
    This demo does feel suspiciously scripted, but I've been consistently surprised by how much "e3 demo stuff" actually ended up being systems in the final game in their last 2 games. So who knows.
    From what they talked about, it sounds like they want the AI to each have their own "line of sight" and when they see Ellie they have to communicate among themselves. In TLOU the AI sometimes cheated and they all immediately knew your position without communicating among themselves. They kinda show it off at the end of Ellie's fight, when the girl with the bow doesn't see Ellie for a split second while she is flanking her. They already *sorta* did this in UC4, but I'm really excited to see them take it further.
    Also it seems they have by default disabled the "wallhack mode" that TLOU1 had, which was only disabled in the harder difficulties. The game was always best without it imo.
    Although they said that you can craft ammo now? I'm really worried about the balancing of this, it's super important to discourage the use of ranged weapons as much as possible. It's better when they push you to be creative with other systems. Maybe it could be a trade-off like the molotov/bandage in the first game.
    I'm also really worried about the foliage hiding, in UC4 the "assassin's creed grass" was kinda overpowered. Contrivances like that are easier to swallow in Uncharted, but in TLOU I think it will feel awkward. In the demo they found Ellie hiding under a car, but not when she was barely crouched in some grass behind a car, it just felt kinda strange for the series. Hopefully they check grass systemically in their "caution state" as well as cars and other stuff.
  14. Awesome
    nikkoship got a reaction from [HP] in Resident Evil 2 Remake   
    This looks so incredible, RE4 still remains my favorite in the series but I only experienced RE2 by the time it was atleast 10 years old so I didn't have that magical experience that others had when they played it new. So excited to play through this.
    Now I just want more remakes of those landmark 90s/2000s games. Maybe one day we'll get a remake of Max Payne or by some miracle an MGS2 remake...
  15. Awesome
    nikkoship got a reaction from [HP] in Resident Evil 2 Remake   
    This looks so incredible, RE4 still remains my favorite in the series but I only experienced RE2 by the time it was atleast 10 years old so I didn't have that magical experience that others had when they played it new. So excited to play through this.
    Now I just want more remakes of those landmark 90s/2000s games. Maybe one day we'll get a remake of Max Payne or by some miracle an MGS2 remake...
  16. Awesome
    nikkoship got a reaction from [HP] in Resident Evil 2 Remake   
    This looks so incredible, RE4 still remains my favorite in the series but I only experienced RE2 by the time it was atleast 10 years old so I didn't have that magical experience that others had when they played it new. So excited to play through this.
    Now I just want more remakes of those landmark 90s/2000s games. Maybe one day we'll get a remake of Max Payne or by some miracle an MGS2 remake...
  17. Like
    nikkoship got a reaction from [HP] in Death Stranding - Hideo Kojima's next game   
    I am ready to go to this world. It's easy to dismiss this game as pretentious but I think it's really important we have studios as big as Kojipro dedicating resources to such a strange, cool and different project.
    This game has been weirdly inspiring and refreshing to me. No mechanics/system fetishisizing or exhausting feature breakdowns, just a quiet and mysterious trailer about a man walking around a strange and beautiful world. I think we could use more of this type of thing, especially in the AAA space.
    Weirdly I get Ico vibes from the game? With more of a horror twist maybe? I think eventually we will see a combat system, just based on the earlier material they showed of the game. But even if it's just a quiet game about delivering packages... I think I'm also excited for that too. 
  18. Like
    nikkoship got a reaction from [HP] in Death Stranding - Hideo Kojima's next game   
    I am ready to go to this world. It's easy to dismiss this game as pretentious but I think it's really important we have studios as big as Kojipro dedicating resources to such a strange, cool and different project.
    This game has been weirdly inspiring and refreshing to me. No mechanics/system fetishisizing or exhausting feature breakdowns, just a quiet and mysterious trailer about a man walking around a strange and beautiful world. I think we could use more of this type of thing, especially in the AAA space.
    Weirdly I get Ico vibes from the game? With more of a horror twist maybe? I think eventually we will see a combat system, just based on the earlier material they showed of the game. But even if it's just a quiet game about delivering packages... I think I'm also excited for that too. 
  19. Like
    nikkoship got a reaction from [HP] in Death Stranding - Hideo Kojima's next game   
    I am ready to go to this world. It's easy to dismiss this game as pretentious but I think it's really important we have studios as big as Kojipro dedicating resources to such a strange, cool and different project.
    This game has been weirdly inspiring and refreshing to me. No mechanics/system fetishisizing or exhausting feature breakdowns, just a quiet and mysterious trailer about a man walking around a strange and beautiful world. I think we could use more of this type of thing, especially in the AAA space.
    Weirdly I get Ico vibes from the game? With more of a horror twist maybe? I think eventually we will see a combat system, just based on the earlier material they showed of the game. But even if it's just a quiet game about delivering packages... I think I'm also excited for that too. 
  20. Like
    nikkoship reacted to Yanzl in Yanzl's Source Emporium   
    Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
    Assets
    Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
    Breach
    Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map. 

    https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0
    Thrill
    Assets from Thrill. Includes a zoo map.

    https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0
    Cruise
    https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0
    Resort
    https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0
    Zoo
    https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0
    Castle
    https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0
    Water Pack
    Collection of 4 different water textures that work both on high and low shader settings. Free to modify. 

    https://gortnar.com/vmt/liquids.zip 
     
    Source Engine Tools
    Streamline the Source engine workflow. Mostly substance stuff.
    Substance Shaders (and templates)
    Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.

    https://gortnar.com/vmt/sbs_shaders.zip
    https://gortnar.com/vmt/painter_templates.zip
    VMT Editor 
    PBR to Source
    A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.

    https://gortnar.com/vmt/pbr_to_source.zip 
    Radar generator
    Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0
    Sun color calculator
    A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
    https://codepen.io/gortnar/full/xYJGLj/
     
    If you have any questions, ask away!
     
     
  21. Like
    nikkoship got a reaction from [HP] in God of War   
    The scenery in this game is so impressive, and not only in a technical sense. They hit you with these epic scenes/landscapes that just blow you away. The world they built gives me a childlike wonder/curiosity that I don't often get in games. And then it just keeps topping itself, over and over.
    I think maybe the last game that did this for me was Uncharted 4, but even still I think this is just on another level because of how wild they can be with their high fantasy concepts.
    There are moments where I just have to pause and take it all in, it's kinda overwhelming. (pls give me photomode soon )
  22. Like
    nikkoship got a reaction from [HP] in God of War   
    The scenery in this game is so impressive, and not only in a technical sense. They hit you with these epic scenes/landscapes that just blow you away. The world they built gives me a childlike wonder/curiosity that I don't often get in games. And then it just keeps topping itself, over and over.
    I think maybe the last game that did this for me was Uncharted 4, but even still I think this is just on another level because of how wild they can be with their high fantasy concepts.
    There are moments where I just have to pause and take it all in, it's kinda overwhelming. (pls give me photomode soon )
  23. Like
    nikkoship got a reaction from [HP] in God of War   
    I'm about 2 hours in as well, it's a very beautiful game. In a such a multiplayer driven world, I love that we are still getting these highly polished singleplayer epics. SP is what I grew up on and is easily my favorite type of experience.
    I don't really have any experience with past GoW games, so this is brand new to me. It kinda feels like Devil May Cry with alot more weight and chunkiness to it (in a good way). The combat and overall game design just feels really clean. It really feels like they pushed for everything to have multiple purposes/uses, and no system really feels wasteful. And I love that they don't just give you a bunch of tools and let you decide what is the most enjoyable. There are clear tradeoffs and incentives for everything, and combat really starts to feel like a really fast-paced puzzle game - which is something I love in these types of games.
    I even got stuck on that first boss for like an hour, but it wasn't exhausting or overwhelming - it felt really playable. It was easy to get into the zone and focus on learning move-sets and which combos I should be using. Everything just clicked, such a great feeling.
     
  24. Like
    nikkoship reacted to Oskmos in WIP in WIP, post your level screenshots!   
    Started working on the actual map now!
    Im posting progress pics on my Twitter (where I also post stuff about my indiegame that im building by myself (plz follow me))
    https://twitter.com/Oskmos 

    Cheers!
     

  25. Like
    nikkoship reacted to Logic in WIP in WIP, post your level screenshots!   
    Not-a-mid turned into a mid...

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