If that's an actual thing then I'm in lolYellow vs green.
Ask grizz if you can join gaflo. We need people.
If that's an actual thing then I'm in lolYellow vs green.
Ask grizz if you can join gaflo. We need people.
So now that it's free, who here is interested in helping me develop an arena shooter? Being totally serious. Conceptually I have pretty much everything laid out already in terms of sound design, art direction, damage values, etc. but I'm still only learning how to Blueprint myself.
343 might have a big turnover of staff simply because they just make Halo. It's understandable creative people might feel bored eventually. Best of luck to him on his new adventures.
Where'd the art in your avatar come from? I've always thought it's hilarious.I feel like that's all it is. Other studios have a variety of games going at a time, a lot of different IPs. When it's just Halo Halo Halo, I'm sure you want to change it up. He sounds like he has something already lined up.
343 might have a big turnover of staff simply because they just make Halo. It's understandable creative people might feel bored eventually. Best of luck to him on his new adventures.
Where'd the art in your avatar come from? I've always thought it's hilarious.
There are a lot of tutorials and BluePrint is all visual.I think that'd be fun, though I have absolutely zero experience.
There are a lot of tutorials and BluePrint is all visual.
So for damage you would just create a new variable interest (or double) for Health and set it to something like 50. Then do something like OnEvent Hit (by projectile) take Health - 10 and if health =<0 destroy actor
But it's like connecting string together in Blueprint
There is going to be a Halo Space Combat tabletop game? What?
When did this happen?
A week or two ago? I've heard good things about the company's other games, so I'm excited
Unreal 4 really is amazing. First thing I did when I downloaded it last year was import Master Chief from Halo PC into the character controller, and used some mod tools to get the original animations in too. I tested it out with the 3rd person template, and this is what I got:
Its not much, but the UE4 part was incredibly easy compared to getting the models and animations out of Halo PC. I haven't touched it much since then because I moved on to the 1st person template to try to and get the FP arms and animations working with weapons, but I couldn't figure out how to get the weapons to animate correctly in 3DS Max. I'm so used to using Maya that I had to spend most of my time learning Max before I could do anything else.
Decided to play through CE for the first time on the MCC, not sure why I didn't until now, and it's the first time I've played the Anniversary version.
It's not very faithful to the original however it looks really good... I really like the style change at the start of Truth and Reconciliation.
Sounds like Project Spark, honestly.
It's conceptually similar. UE4's Blueprint still has some limitations, but it's far less limited than anything Project Spark offers. Here's a (very poorly optimized) script I made a few months ago that imitates the way modern Halo games determine what happens when the player presses the jump button:
Download it and give it a tryWow, that's... a lot more steps Still, I guess that means that it's more powerful as well.
Obviously
Download it and give it a try
Decided to play through CE for the first time on the MCC, not sure why I didn't until now, and it's the first time I've played the Anniversary version.
It's not very faithful to the original however it looks really good... I really like the style change at the start of Truth and Reconciliation.
It's conceptually similar. UE4's Blueprint still has some limitations, but it's far less limited than anything Project Spark offers. Here's a (very poorly optimized) script I made a few months ago that imitates the way modern Halo games determine what happens when the player presses the jump button:
UE4 going free really makes me want to get back into working on GAFlo. I've been spending most of my free time working on my physical fitness, which is going incredibly well, but I need to start being creative again. Plus, I have an idea for a VR game and my Rift is collecting dust
Did they go into character motives at any point of the story?New Blood was good. Lots of nice little character touches, get to see old faces pop up. Author did a good job of nailing Fillion's character.
The original control room floor IS opaque; it has a real-time planar reflection, and the room's geometry is almost vertically symmetric, such that it almost looks like a transparent surface. It's a little surreal, really. For that, and a number of other reasons (i.e. the Marathon logo cleverly worked into the design), I think the original control room has some of the coolest architecture in gaming.which for the most part are fine or great, leaving aside the fidelity to the original, but why they made the Control Room floor opaque is beyond me.
Decided to play through CE for the first time on the MCC, not sure why I didn't until now, and it's the first time I've played the Anniversary version.
It's not very faithful to the original however it looks really good... I really like the style change at the start of Truth and Reconciliation.
Now bust out the oXbox+CRT and blow his mind with the non-butchered classic visuals and glorious original audio.Nope, he far and away prefers the classic graphics. I asked him why and the answer was in two parts; firstly it's easier to see everything (gameplay) and secondly mood (ambience & immersion).
Now bust out the oXbox+CRT and blow his mind with the non-butchered classic visuals and glorious original audio.
Ambitious.Our Wii U, SNES etc are hooked up to a Sony Trinitron
Sophisticated.
Yes.I should break out the OG Xbox from storage and add it to the mix.
I sent you a friends request on it. Not sure if it is only for UT though.
Ambitious.
Sophisticated.
Yes.
(And not just for Halo. Some oXbox titles look best over an HD connection to a high-resolution display, but others are absolute stunners, not to mention deliciously responsive, on SD CRT.)
Did they go into character motives at any point of the story?
An interesting bit is my young son (5.5 years old) who had never played old or new CEA/H2A versions found the back button graphics switcher. Now given the modern gaming visual quality he's accustomed to you'd think it would be an easy answer for staying with the updated visuals...
Nope, he far and away prefers the classic graphics. I asked him why and the answer was in two parts; firstly it's easier to see everything (gameplay) and secondly mood (ambience & immersion).
Personally I enjoy the modern quality and effort but Halo campaign or multiplayer has always had this clear cut visual clarity that I just love. It helps with gameplay and it immerses you into clear aspects of design elements. Reach & Halo 4 seemed to clutter things up with the extra workload the game engines or staff resources could deliver. Take a look at maps like The Pit or Haven and campaign missions like 343GS or Delta Halo and it's these sorts of visually clear and very well defined aspects I and obviously my son want to see Halo deliver. The graphics in the remakes and modern Halo games are top notch but a more is less approach would be very welcomed indeed.
A post in this or another Halo thread discussed how the shields and one shot popping wasn't visually clear, it's these sorts of design elements that needs to remain very clear and basic. The same goes for the H5 beta feedback about the Spartan colours not standing out against the map designs.
CE has some good gameplay feedback, but I wouldn't say overall "clarity" is always the word I'd use. One thing CEA definitely improved on is the massive incidence of low-contrast areas, though. "Keyes" is horrendously hard to navigate due to the canyon walls blending in with each other. Likewise the Library adds lights for interest as well as the floor decals so you don't go the wrong direction. Sure, CEA often made it so that the flashlight wasn't necessary (and went in the opposite direction with H2A) but I appreciated being able to pick things out easier, even with other visual noise.
That's true. I even seem to recall a vidoc where they talk about this very thing. Adding lights on 343GS to gently guide your path and things like that were nice touches. I think the classic graphics are just easier to use in some instances because there's simply less to take in visually, making it better suited to focusing on your immediate objectives. CEA graphics on the other hand make exploration of the maps a bit more interesting. You really can't go wrong. It's a good game.CE has some good gameplay feedback, but I wouldn't say overall "clarity" is always the word I'd use. One thing CEA definitely improved on is the massive incidence of low-contrast areas, though. "Keyes" is horrendously hard to navigate due to the canyon walls blending in with each other. Likewise the Library adds lights for interest as well as the floor decals so you don't go the wrong direction. Sure, CEA often made it so that the flashlight wasn't necessary (and went in the opposite direction with H2A) but I appreciated being able to pick things out easier, even with other visual noise.
Like what?You can feel the strong Star Wars influence through much of Halo CE, but I also felt a lot of Star Trek as well. The technological limitations of the 2001 xbox and the subsequent use of color and lighting to create the covenant maps really hit the Star Trek vibe for me.
On that note, live long and prosper.
Most of the added contrast doesn't contribute to readability. Usually it's just middle-frequency detail (in the form of diffuse textures and harsh shadow) that if anything obscures the large-scale geometry and makes it harder to pick out small-scale dynamic phenomena (especially with the dynamic lighting being a lot less vibrant). Which especially on the small-scale is poor for gameplay, and on the large-scale is poor for aesthetic scene composition.CE has some good gameplay feedback, but I wouldn't say overall "clarity" is always the word I'd use. One thing CEA definitely improved on is the massive incidence of low-contrast areas, though.
Sort of."Keyes" is horrendously hard to navigate due to the canyon walls blending in with each other.
It's grown on me. Not a level I want to play often, but it's a great, if somewhat sketchy, white-knuckles experience. My biggest complaint would be that (on legendary) there are a few encounters which can be somewhat iffy outside of cheesy solutions.Keyes is as bad as most people say "The Library" is
Like what?
It's grown on me. Not a level I want to play often, but it's a great, if somewhat sketchy, white-knuckles experience. My biggest complaint would be that (on legendary) there are a few encounters which can be somewhat iffy outside of cheesy solutions.
If I had to choose between them, I'd probably pick Library as being the better level, but it's somewhat apples-to-oranges. Although there are some similar design choices, Library is mostly a maneuvering dance level, something that you can really fall into the rhythm of. Keyes is more a series of big moments.
Keyes is as bad as most people say "The Library" is
At least The Library has some mindless shooting fun that is not two pair of hunters back to back.
I'm into both well enough. But the only things that clearly come to mind is the Death Star and Dyson's Sphere comparison to Halo's Shield World. That's about it.My dude. What was unclear?
The Silent Cartographer: Evolved (Halo PC mod) - Launch Trailer
Download Here: http://www.halomods.com/ips/index.php?/topic/850-cmts-the-silent-cartographer-evolved-release-beyond/
Didn't know if this was posted yet.