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Posts posted by Komag
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Maybe the rope is trying to deploy and wreaking havoc on them
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I liked the first game, but I had to work very hard to overcome suspension of disbelief at an under-ocean city. I don't think I'm capable of doing that for a floating one
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just keep switching all the levers to the right till you get them all
This mission is crazy crazy, all that teleporting. It should be "Tower of Teleporting". I personally dislike teleporting. Run down hall, turn, open door, teleport, run down hall, turn, open door, teleport, about 189 times in a row. And far too much lock-picking for my tastes
But there were some really cool parts of the mission as well, some bits I really liked
I LOVED
the blocks that suddenly moved to align into a bridge to the floating door
I really liked
the models the inventor built too.
I enjoyed the
rope arrow across the river chasm using the beams
section
and most of all, I frickin LOVED LOVED LOVED
the highly interactive desk and its cool secret compartment!
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Nice work there. But why is everything sort of "glowing" in the areas with no light (areas with only ambient light)?
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I'm going to have a few "free" days after next week, just a few days before the deadline! I'm going to really try to finish my map, but it might be a few days late.
It's called "Swing", and it won't be everyone's cup of tea since it's more akin to a vertical platformer than a proper thiefy sneaking mission, but I know a few folks will enjoy it ;-)
(and yes, there will be at least one rope arrow)
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Well with magic performance there's deception, misdirection, attention focusing, audience expectations, etc.
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I would love to see silhouettes in windows, curtains, etc. Would have to be careful when building though, to keep performance up
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You use the same mousepad? Ha ha, have to be ambidextrous!
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I'm fine with 20-30fps, but I can absolutely tell the difference between 30 and 60, as can most people if you actually compare side-by-side or if you have worked with video much. Human eyes can actually detect extremely high FPS, upwards of 300 or more. Here is a pretty good explanation: http://www.100fps.com/how_many_frames_can_humans_see.htm
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Yeah, mine's still a maybe. It's a very cool concept (I think), but I may not be able to get it finished and ready within three weeks. Maybe.
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I think most advertising is in mass media and "mass shopping" locations. It's possible to not watch TV, not go to the movies, and not shop at popular teeny-bopper malls and outlets. You would avoid most of the advertising in life that way. Lots of people do it, it IS an available option.
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I don't think that should be. I think if your skybox is far separate then it won't see portal lines from the map. I don't ever remember seeing any visportal lines from the skybox, but it's been a while since I checked
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I didn't participate, but I noticed when they were all working on Saint Lucia they would "lock" it while working on it, then upload changes, then "unlock" it. So basically it was one person at a time. I may be wrong about that though.
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not impossible, but probably not worth it. Rope arrows will drap and wrap around stuff somewhat, but only have a few "bones", so the rope looks pretty blocky (like 10 chunks). To have a real chain with all the links physically interacting realistically would be extreme overkill considering the state of other physical interactions in the game. Probably even just a very short chain would kill performance in an empty room. But that's the sort of thing I would LOVE to see in the future if we all eventually get more physics oriented gaming hardware
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I remember positioning my parallel moonbeam light to EXACTLY match the location and angle of the moon I placed in the skybox - very nice effect to look up and see the moon, step over near the building and see the moon go behind the roof line, and then look down and see that I am indeed stepping into the moonlight shadow of the building
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You COULD make a skybox that was just a cube map, but you can do so much more. You can build in almost ANYTHING into a real skybox, including AI actually walking around, particle effects, clouds rolling by, etc etc etc
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When we make prefabs we almost always want them at 0,0,0 right? Only rarely do we want them at the current coordinates. So maybe DR could have some default setting in the make prefab selection that says "will be set to 0,0,0, unless you check this box to retain the current location (rarely needed)" or something like that. Would save a lot of headache always moving junk to 0,0,0
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He released it years ago. So I think it's safe to assume it's allowed to be updated to run now. No one is CHANGING the mission, just fixing a few broken bits to make it work. It's polite and nice to ask for permission, but after this long with no reply I say it's fully acceptable to move forward with it.
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I've done some pretty intense and complex visportaling and I've always seen it behave correctly without actual bugs. Maybe you're getting bugs, but at least in my experience I think it's more likely you have a genuine setup mistake or problem
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I think we need a video
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Those vids look pretty cool, impressive that you worked out the chains so well.
(both clips are 30 seconds - you might try the free version of FRAPS which allows 30 second clips - it records very well with sound and probably at a better framerate than those avi's)
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but how are the chained synced? Can you post a video?
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The current sound timings are useful and good, so it just sounds like we need more options added as well, not necessarily to change the ones that already exist
Illusionist's Tower by stumpy (2010/8/5) Summer FM Vertical Contest Entry
in Fan Missions
Posted
I definitely prefer the current 5 scale, sufficient and easy