ClosedPreciousBongo[/url]
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GFYcat have my kind of fetish
ClosedPreciousBongo[/url]
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Yeah, backing up this too. Used Source since 2004 and can't recommend it at all. The only thing I miss is the BSP brush building tools. It's a confused and backwards beast with possibly the worst art pipeline of any engine ever. Even when we created a custom branch which 'modernized' the engine to an extent, and were ready to reveal our first project (before Beacon) Valve offered us no engine support and asked for $250k for the licence...yeahhhhhh, no thanks.
On a different note, Beacon had like, 3 seconds of footage in Microsoft's E3 conference, so I can probably check that off the life goals list!
https://youtu.be/1_mLdDSi7L8
Reminded me of the discussion with lillith
Oh, yeah, I saw that. It's kind of a bummer, to be honest. Not because the slowdown looks bad visually, but because it doesn't make sense.
Usually in bullet-time stuff the assumption is you're super focused (giving you more time to aim) or super fast, but that only applies to superpowered people. Link has never had the superpower of speed, yet here he is still moving at a relative normal speed while everything else is slowed down.
Since the slo-mo is activated by parrying at the perfect time, they could have gotten the same mileage by stunning the enemy at hand and giving Link some time for a few free hits. Instead he looks like the Flash.
I also hate backstabbing in Dark Souls for a similar reason. You press the button and then the enemy just waits there, doing nothing, even if it was previously quite mobile and active, waiting for you to line up and gore it. It feels so out of character.
That said, I'm in love with almost everything else Breath of the Wild is showing off. It's been highly inspirational to see how they're breaking their own formula and adapting modern conventions, even if none of it pushes the envelope very much (or at all).
Well, Link is The Hero of Time and he´s already manipulated time many times before, in this game he even has the Stasis abbility to freeze things in place or to slow down time while using the bow in the air, so I don´t see it that out-of-character. Besides, how can it be a bad thing for Zelda to incorporate things into combat from Bayonetta?
Now seriously, the extended time may be to give the player the opportunity to do more complex actions than just hitting the enemy with the main weapon. For example you could be surrounded by 3 foes, dodge and enter Witch Time, lay down a bomb in the center of the group, run away to safety and detonate it (I don´t know if this is possible to do or if items are disabled during With Time). Or just change your weapon to one that´s about to break and get a critical hit.
My point was more on my second paragraph, how Nintendo always prioritizes gameplay over everything else. They surely took this approach because they though it was fun and may open many gameplay posibilities. It would be nice to have some reason to justify it other than "videogames!", but I preffer having this system in with no explanation over not having it because it doesn´t match the lore. But well, I´m aware I´m a gameplay extremist and always value it much more than anything else.He's clearly not using the ocarina or stasis rune though, just parrying. Imagine if OoT Link showed feats of huge strength without wearing the silver gauntlets for example. That's what this feels like to me.
Also I can't stand Bayonetta (Kamiya games in general, tbh), so we may need to agree to disagree. lol
I understand people not liking those kind of games, but Bayonetta´s combat system is one of the best out there (if not the best), so taking things from it and putting them into Zelda´s combat is awesome and something I wasn´t really expecting. I mean, what better way to improve combat than learning from the best? I hope P* and Nintendo continue doing more collaborations and more gameplay mechanics permeate between them.I liked the gameplay of Bayonetta -- it's very responsive and varied -- so yeah. People who like that gameplay should like it.
So with this goal in mind we are going to make these changes to what we announced previously:
We’re making the Unity splash screen in Unity Plus optional, like it is in Unity Pro.
We’re raising the revenue cap in Unity Plus from $100k to $200k so that more of you are able to take advantage of it.
In order to be able to do this, we removed the option to subscribe to Unity Plus without a one-year commitment. We also restricted Pay to Own to only apply to Unity Pro and not Unity Plus (see Pay to Own details further down). We let these things go from Unity Plus in order to be able to introduce the new advantages.
NEW SPLASH SCREEN
Apart from price changes, we’re also working on some changes to the Unity splash screen.
The new splash screen will read “Made with Unity” in all editions of Unity – no more mention of “Personal Edition”. You will also be able to customize it with your own (blurred) background image and your own company logo in addition to the Unity logo. This feature is coming, but give us a bit of time to perfect the technical aspects of it before we release it. The customizable splash screen will be available in all versions of Unity, but can be completely turned off in Unity Plus and Unity Pro. We’ll have a blog post with further details later.
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/
In regards to the Unity changes from before:
Also Splash screen:
For me, this is almost perfect. Develop the game in personal and then Pay roughly £300 for a year's sub and get the features I need when it comes to releasing. This is a way more affordable option than the current option of doing this at ~£650/y, or the newer option which would bump it up to ~£100.
I have to say, props to Unity for listening to the feedback. I think this is a solution that a lot of people will be able to get behind. Obviously some people will still be disadvantaged, but I think it will be significantly fewer than previously and additionally is going to make the engine more affordable for quite a few more.
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/
In regards to the Unity changes from before:
Also Splash screen:
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/
In regards to the Unity changes from before:
Also Splash screen:
Looks excellent!Hey guys,
So, I haven't been that active here lately, but we've just released a new trailer and some screenshots for E3. I've been experimenting a bit with bloom and such, what do you guys think?
Hmm, I suppose I'll also benefit from it if I do ever get my game into a release-able state.
Tonight I'm going to try to code in the transition functions to battle and see if it works... wish me luck and it's done in a week.
incorporate things into combat from Bayonetta?
I liked the gameplay of Bayonetta
Splash screen:
Good luck! What are the transitions? Are we talking about movement of objects or screen/animation transitions? If it's the former I can recommend some really good (and cheap) plugins that might help speed up the progress
Would Gamemaker Studio be good enough to make a menu based manager game? (Football manager without the 3D match engine part)
Sweet graphics Unreal? I kinda want to update our graphics too but I don't really know what direction to take it. I wanna keep the cubish design but it could always look more stylish like yours
Preparing for tonight's match.
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/
In regards to the Unity changes from before:
Also Splash screen:
Add some fog.Sweet graphics Unreal? I kinda want to update our graphics too but I don't really know what direction to take it. I wanna keep the cubish design but it could always look more stylish like yours
Thanks! Yes, it's UE4. So you're talking about Holy Sheep (http://www.neogaf.com/forum/showpost.php?p=206457733&postcount=15158)? Some random thoughts: ambient occlusion, glowing highlights, sparkly particle effects, fog/clouds, another color, ...Sweet graphics Unreal? I kinda want to update our graphics too but I don't really know what direction to take it. I wanna keep the cubish design but it could always look more stylish like yours
Preparing for tonight's match.
Looks excellent!
It's interesting, because we're making a very similar game, as in a 2.5d space dog-fighting game. We're going for a more Star Control 2 Super-Melee feel though, and we're not focusing on single player right now. Will definitely check your game out when it's out though!
Preparing for tonight's match.
I really like how your game looks really good in its (apparent) simplicity. Great stuff!
Thanks!Germany? Germany! Looks cool .
Working on a new effect for healing the player.
I have some bits that the player can grab up that will heal the player when they track back to the HUD.
They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.
Effect:
Close up HUD:
Thoughts?
It's clamped right now. I can def lower it a bit for a softer glow but there's never a time when you will find that much health. 1-3 tops as of now.I like it. My only critique would be that the additive brightness/bloom thing might be too bright (I like the effect, though) so maybe that should be toned down a bit, or clamped a bit lower.
It's clamped right now. I can def lower it a bit for a softer glow but there's never a time when you will find that much health. 1-3 tops as of now.
Although the effect of multiple health droplets is cool so I may just add a curve for each subsequent droplet to lower intensity in rapid succession.
Any of that is a right quick edit. I'm sure I'll be toning a lot of the effects down. We have a few minibosses that use various screen effects for engagement so I still have a lot to test when SHTF.
Thanks.I'd say keep the effect but have it only effect the bar that is charging up. Looks awesome though
Working on a new effect for healing the player.
I have some bits that the player can grab up that will heal the player when they track back to the HUD.
They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.
Effect:
Close up HUD:
Thoughts?
Working on a new effect for healing the player.
I have some bits that the player can grab up that will heal the player when they track back to the HUD.
They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.
Effect:
Close up HUD:
Thoughts?
Thank you!Lovin' it!
Thanks! I suppose I could just try the health bar. You'll never get that much health at once so the glow is a bit pronounced here but it wouldn't hurt to write an object-based shader and try itSuper yummy, but does the glow have to appear everywhere? can you isolate it to just the HUD?
Thoughts?
It looks really good - is there a reason you aren't colour coding resource plus bar showing quantity of resource?
Looking at the gif I sort of expected the green elements to fill the empty bar (which would be green)
The coloring of all the bars at this point is still in flux.