Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. Diablo II-like. Isometric RPG. @@DT85 2D ages better and allows you to fit more monsters onscreen without sacrificing quality of each monster.
  2. Uh...which version of VS and what version of Windows?
  3. I actually originally wanted to use FLARE, but after my past experience with it, I decided to stray away from it completely because there were some things which would've been a pain to add in (randomized dungeons, seamless outdoor transitions, any kind of UI, any kind of decent loot table, randomized monster spawns, a developer console), some things which I would need to change (SDL 1.2 -> 2.0+, for instance), and some really questionable code design (const ints all over the friggin place where enums and #defines are way more appropriate, all files are plaintext CSV (no binary files anywhere), both getters/setters on lots of different classes, inefficient "Manager" approach for quite literally everything, ... Java programmer?) I think I might fork TileEd though since it has a kinda nice interface. Just a small aside.
  4. Why won't VS install? An exact error would be immensely helpful.
  5. UE kinda went the wrong direction after 2.5. 3.0 and above were meant to produce sparkly graphics, not games. Ever wondered why Epic hasn't really made a whole lot of games lately? They're in the business of making graphics engines, not making game engines. The whole reason it's used so much is because publishers see "GRAFIX" and tell their slaves developers to use it. Smalltime developers/hobbyists say "wow, this is what the pros use! If I use it, I'm like one of them!" or "GRAFIX" and start using it. I can't think of a single reason to subject my game to that engine. :/
  6. Maybe a better solution would be to use an R5 droid. I always see those things doing this sort of job in the JK2 levels.
  7. Are you sure your fans are plugged in?
  8. Nope. It's a 2D engine, everything is done via spritesheets. If you know how to create an image, you know how to create content for the game. All of the menus are done in HTML, and all definitions are done in a human-readable format. For example, here's a material that animates: { "name": "test-chest", "diffuseMap": "materials/objects/act1/chest-test.png", "sequences": [ { "name": "end", "row": 1, "numframes": 1, "loop": true }, { "name": "initial", "initial": true, "row": 0, "numframes": 1, "loop": true }, { "name": "operate", "row": 2, "numframes": 4, "fps": 5, "loop": false } ], "sequenceData": { "rowheight": 41, "framesize": 45 } } And of course, you can create new levels in this file: // Levels.json, which defines all of the levels in the game { "Act 1 - Town" : { // Basic properties "name": "Survivor's Camp", "toName": "To the Survivor's Camp", "preset": true, "first": "act1town1", "vis0": "Frozen Sewers Level 1", // Construction "act": 0, "worldX": 0, "worldY": 0, "sizeX": 16, "sizeY": 16 }, "Act 1 - Sewers 1" : { // Basic properties "name": "Frozen Sewers Level 1", "toName": "To the Frozen Sewers Level 1", "preset": true, "first": "act1sewer_test", "vis0": "Survivor's Camp", "vis1": "Frozen Sewers Level 2", // Construction "act": 0, "worldX": 25, "worldY": 0, "sizeX": 50, "sizeY": 50 }, "Act 1 - Sewers 2": { // Basic properties "name": "Frozen Sewers Level 2", "toName": "To the Frozen Sewers Level 2", "preset": false, "vis0": "Frozen Sewers Level 1", "vis1": "Frozen Sewers Level 3", // Construction "act": 0, "worldX": 100, "worldY": 1, "sizeX": 50, "sizeY": 50, // DRLG "maze": "Act 1 - Frozen Sewers" }, "Act 1 - Sewers 3": { // Basic properties "name": "Frozen Sewers Level 3", "toName": "To the Frozen Sewers Level 3", "preset": true, "first": "act1sewer_etrNE", "vis0": "Frozen Sewers Level 2", // Construction "act": 0, "worldX": 175, "worldY": 0, "sizeX": 50, "sizeY": 50 } } It's all designed to be VERY easily picked up by modders and artists.
  9. 1. Install MalwareBytes Anti-Malware. Run a complete scan. 2. Run CCleaner 3. Run combofix in safe mode, with networking (note: no compat for Windows 8) 4. Uninstall programs (most important: ones you don't use) until you have a minimum of 30 GB of free space (magic number for me) 5. Delete browser cache & cookies 6. Use the Task Manager to figure out which processes are using the most CPU time and memory. If they're programs which you don't need on 100% of the time (like EA's Origin service), turn them off and change the startup settings to not run them. 7. Move stuff from desktop to other folders on the hard drive (not really relevant, just speeds up startup time which you might find handy) 8. Are you getting choppy FPS? Change these settings: Antialiasing (number 1 drain of FPS)Draw distance (number 2 drain of FPS)Texture detail (biggest hit to your video card's VRAM)Shadow quality9. Go with a clean slate in your forced AA and other settings, this will probably help (forced AA breaks a lot of games badly, such as Payday 2) 10. Provide us with some more details, perhaps a readout of dxdiag
  10. Not anymore. UDK package doesn't really exist for UE4, you have to purchase a monthly license which is imo the stupidest thing to happen to engines, since now everyone is starting to do that now and it really puts a pinch on the developer to finish quickly.. (CryTek does this too)
  11. But also movies, stuff, etc has been made. How can it be called a game engine if it does stuff other than games? I think you're missing Raz0r's point though, he's saying that the Unreal Engine isn't really a game engine, it's more like Flash to me than anything.
  12. I created the engine myself.
  13. Hi, I am looking for some modellers, texture artists, concept artists and musicians to help with my game. Currently I have a nice content creation pipeline, and if you're dedicated/devoted enough, there will be royalty compensation. Background: The game is called Rapture, it takes place during modern times while a biblical apocalypse is unfolding across the world. It plays like Diablo games, and we're ultimately hoping to serve as a spiritual successor to the game after Diablo II (D3 is uh..well...). We're going for true Gothic Horror/Fantasy with an emphasis on establishing dread in the environments, instead of spilling buckets of blood everywhere. We currently need help in developing the environments of Act 1. Your work on Act 1 will be the most-displayed on promotional materials. Currently we are only focusing on Act 1 but your work will probably be needed on the rest of the game. We need modellers, texture artists, and musicians to make this possible. We also need a concept artist to create sketches of demons and characters. By myself, the following has already been accomplished: - Core Engine - Game code framework - Movement/collision detection - Levels and map compiler - Random level generation - Entity code, including chests etc - UI code An extra coder would be nice too, but not really necessary. Inquire within, either through a reply or a PM. Be sure to provide past work. Remember: I'm looking for dedicated people. Don't play games with me. Mentioning some folks who might have an opinion: @@Darth Futuza @@DT85 @@Xycaleth @@Raz0r @@CaptainCrazy @@CrimsonStrife @@Boothand @@AshuraDX
  14. Not really a fan of UE in general, but that's just me.
  15. If you're going to air dirty laundry, keep it out of the status sections.

  16. Wow, looks amazing. One critique: the obelisk tip appears to have a different looking texture than the shaft. Maybe this is intentional though?
  17. Maybe it works in SP? Not sure as I haven't investigated VWPs too closely.
  18. Protip: r_mode -2 will automatically set the resolution to use your native desktop resolution, no editing of r_customwidth or r_customheight needed. This value is specific to OpenJK and not in the retail game itself.
  19. ROQ tutorial updated with some further information on sound files.

    1. Omicron

      Omicron

      oohh, nice, was wanting to try something out with roq's when I get back home

  20. There aren't a whole lot of SP improvement mods right now. It's just not as attractive as the multiplayer part right now, since people are working on their own MP projects which they have been working on. But! I honestly think that someone will come along and improve on it substantially at some point. For OpenJK: http://builds.openjk.org has what you need.
  21. eezstreet

    MBII

    Would require a bit of a rewrite there since MB2 doesn't compile Linux UI/cgame yet. But it wouldn't be too bad to make it work on that platform, basing it off of Mac. Honestly I'm not the guy when it comes to Linux compilation. I'd rather have someone like @@Raz0r or @@Xycaleth do it as I haven't had too much experience in a Unix environment, but I don't know if the MB2 team would like that...then again, they are listed in the MB2 credits afaik so maybe.
×
×
  • Create New...