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Everything posted by Airship Ballet
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I'll ask you the same thing. If you want it done, go do it!
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'fraid not, but using the stream texture and turning both parms down is probably the way to go. Defaults are:
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Playing with ShaderParms can create different effects that better suit falling water.
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It definitely never got that silly. I can only hope they're really balanced, that you have to eat like a hundred candy bars before you can feel your legs again or something. It may have a great story and a good atmosphere, and I really hope that it does, but without difficulty I can never really get into something, because it all feels less compelling. If I'm not struggling, I can't really relate to the struggle of the actual characters. It's more like I'm lazing my way between cutscenes, and the dissonance between invincible Player Jensen and completely useless Cutscene Jensen really takes me out of it. On the other hand, if a game has zero depth but fun, challenging gameplay, it keeps me coming back. Relevant: http://www.youtube.com/watch?v=WVJLYdjMPLo
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I don't know how, but they seem to have somehow made it even easier than HR. Holy shit. When you have wall-hacks and the ability to look at 4 guys then knock them out with a single button, are you even playing a game anymore?
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Some issues with missions with very long guard paths
Airship Ballet replied to chakkman's topic in The Dark Mod
Ugh, my God. There's this game that's been finished recently, called Monstrum. It puts the player on a randomly generated cargo ship, and spawns one of three terribly scary monsters patrolling it. These monsters patrol entirely at random, but you're guaranteed to end up in their vicinity rather quickly. One big guy is really sensitive to sound, another crawls around the air vents looking for you. One enemy, a psychic, telekinetic thing, actually homes in on your general direction the whole time. He makes the lights flicker around you, the only warning you get. If you hang around, he'll find you eventually, so really you have to sprint away the moment the lights start flickering and hope you don't bump into him. It's seriously terrifying, owing to it being entirely unscripted. The monsters patrol, looking for you, and they will eventually find you and start chasing you. Whereas Alien: Isolation was a pretty huge letdown in this regard, Monstrum is ridiculously tense. You get the feeling of being constantly hunted, never safe as you go around looking for tools to fix and use escape routes, and that's because of the completely freeform AI. It's pretty scary! I haven't recorded anything of my own, but a friend of mine did. I've no idea how he retained the ability to to crack wise throughout, because I coped far worse while playing it. You should check out the game if a "constant sense of threat" is what you like in your stealthy vidya. http://www.youtube.com/watch?v=q6gdlmOlojc -
So, what are you working on right now?
Airship Ballet replied to Springheel's topic in TDM Editors Guild
Why yes! -
[Resolved in TDM 2.06] Possible to make food give you more health?
Airship Ballet replied to Wallace's topic in The Dark Mod
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So, what are you working on right now?
Airship Ballet replied to Springheel's topic in TDM Editors Guild
Mhmm! This map is a big Builder monastery built on top of an aquifer of supposedly holy water. They made a spring out of it and bottle it for zombie re-murdering. This room's a pretty little shrine to the man who originally discovered the aquifer and laid the foundations for the monastery. His ashes are in an urn at the top there. -
So, what are you working on right now?
Airship Ballet replied to Springheel's topic in TDM Editors Guild
Oh, stop it you. -
So, what are you working on right now?
Airship Ballet replied to Springheel's topic in TDM Editors Guild
That's like 99% Youtube compression and 1% the fog. -
So, what are you working on right now?
Airship Ballet replied to Springheel's topic in TDM Editors Guild
If you're on Windows 7 you can set it yourself by putting the video file in a folder of its own and setting your screensaver settings in the photo gallery to use that folder. Pretty temperamental though. Otherwise, you could use VLC or DreamScene to set it as your desktop background (I use the latter for pretty little loops like that). -
So, what are you working on right now?
Airship Ballet replied to Springheel's topic in TDM Editors Guild
http://www.youtube.com/watch?v=vbcQhEuFhVA&feature=youtu.be Oooooh, aaaaahhh.- 9020 replies
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Every time I see Cleve Blakemore's name (which is more often than you'd think) my immediate reaction is to assume someone's had a stroke while typing Clive Barker.
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Originality is very much important once things begin to stagnate, but I personally can't name any first-person acrobatic brawlers off the top of my head. This is original, just not the original you had in mind. I totally get that you're disappointed it's not more of ME, because ME was great, but that's still no reason to assume that a combat focus is them bastardising their own franchise in the name of business. It comes down to preference, but that parkour gameplay is no more challenging or engaging than combat when both are done well. I mean sure, if it becomes this stupid super easy, super dull Arkham Knight deal where you zip around and punch people by just tapping A until they're all unconscious, say it's an uninspired, undercooked game. You can't say that until it's out, though. The jump from "combat focus" to "lazy, watered-down, greed-fuelled casual-fest" is an illogical one.
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I mean I didn't really comment on anything else because I didn't want to be mean. Literally all you said was that LGS focused on the stealth aspect of T1 and made a game exclusively about that in the form of TMA. You liked that direction. Then because DICE took Mirror's Edge towards a direction in their first game, one that you don't like, they're all retards trying to attract the Arkham crowd.
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What, and I don't? I just don't see why shifting franchise focus always has people raging and saying they saw it coming. For all I care, The Metal Age could have been about difficult, fluid swordplay and had romance options. So long as it was good, I wouldn't care. I feel like people can't see the wood for the trees when they're going "well yeah it might be fun but it's not [franchise] anymore." Why does that matter? The whole reason you like the make-up of the existing games is because they were fun, what's the big deal if it swaps focus and remains just as fun but for different reasons? Mirror's Edge must always be about a pacifist free-running and avoiding scuffles? Like forever?
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Literally yes
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I dunno, man. It's different, but not actually a bad thing. If it's done well, I'm super up for a parkour 'em up. I really don't mind change. I know I'm supposed to knee-jerk when the sequel isn't the same as the previous game, but some Faithy cop-kicking could be fun as hell.
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http://www.youtube.com/watch?v=Ik4zeCUxnk4
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That's not the actual definition of the term "proprietary format", but it's what their license is on about. A proprietary format is just one that can only be opened by a specific program. That said, it's not particularly well-written, because "a proprietary license" could mean either "any recognisable file format out there so we can check on it" or "your own file format encoded to prevent people getting access to raw animation data". There are lots of proprietary formats that people can get into and make off with animation data from, pk4 included, but "a proprietary format" does include them. It doesn't say "a proprietary format of the licensee's invention" but the whole thing also serves to say that they don't want people getting at raw animation data. Unless you can get it clarified, I'd err on the side of caution. Oh, and open/closed is just the same as open and closed source, in that open formats' specification and structure are open to the public, and closed ones aren't.
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To my knowledge, 'proprietary format' is a big umbrella term that covers most well-known formats out there. Since there's no stipulation that it has to be the licensee's own proprietary format, it's safe to say that they mean anything they can access and check over for unauthorised edits or lack of "Mixamo proprietary notices" that are apparently to be included with the data.
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As far as I can tell from the license, you're allowed to use it for any purpose so long as it's put to use, rather than their raw animation data. Basically you can't re-sell it as it is when you download it: you have to use it in something, and then you can do whatever you want with your finished project.
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Fan Mission: Chase Mercantile by Airship Ballet (2015/02/04)
Airship Ballet replied to Airship Ballet's topic in Fan Missions
Thanks, Sotha. I'm glad you had a good time! The drawer button was originally built into the desk itself, but I wanted to make proper use of TDM's arsenal, so I attached it to the underside of the desk inside the drawer. It was impossible to see there, though, so I abandoned logic and attached it to the moving drawer instead. Now it's just really hard to see, and makes no sense, but it's something a little different compared to the billions of standard hidden button tricks in T1/2 missions. Since a large part of these missions is figuring out security mechanisms, I wanted people to have to think rather than checking the usual places until they found it. It threw people off, but it was the desired effect. When touching the two missions up upon the release of the third, I might come up with some different locations for it. The equipment drops make no sense from a logical standpoint, but I threw that to the wind because I think it's fun having to work for your advantage. It contrives a way to make the player explore and go through a few challenges in order to gain the ability to douse every light on the map, or gas every elite on the premises. I wanted people to work for the advantage, rather than buying it with money they were gifted by the gods at map start. I came up with the idea of removing guards before I made the map, but it turned into a convenient way to include overpowered patrols without causing justifiable frustration. I can have these difficult elite patrols wandering the well-travelled areas of the map, or blocking important doors, and provide the player with ways to gas or outright remove them provided they choose wisely in the shop. Kinda like a lot of RPGs of yore, there are huge obstacles with easy ways to overcome them, provided you make the right choices. If you don't, you're in for a difficult time. Either way, it's both entertaining and rewarding, at least in my experience.