Howser
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It'll be interestin… -
Shame its been put on indefinite hold. I always felt it had the potential to be a more focused Gary's mod; a platform for hobbyist developers to share and enjoy small games like no other.
A fully steam integrated game for making games in… -
HURRAY FOR FLATERECTOMY!... Caged is honestly one of my favourite maps of any game ever. Great game play and so much love and attention poured into its every corner. Its three years well spent! GG
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I played it earlier and like it... perhaps its implementation is a little heavy handed but do I believe there's something good in there. Out right removing it would be a bad choice so a rethink of how an enemies remaining health is displayed may be …
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*Controversial comment incoming!*
NS2 doesn't need more maps or benefit from having more maps. The games design restricts so much of the level design any successful map is going to be more or less a re-skin of what we already have. Moreover mo… -
If you're going to 'design' new aliens might be better to just think about it in terms of its role and position in the game. like a heavy support life form or one designed solely around base defence. Skulk, lerk and fade serve more or less the same …
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@devel I never said its what I wanted but if the objective is to get maximum numbers of players then its a good starting point. It's the better option than just dumbing …
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A well put together argument but I don't agree that NS2 is terminal or that abandoning it for a new version is the right choice.
What you suggest would be a massive undertaking for a small indie team (even if you threw the engine work out and … -
Screw the peeper! I thought the snapper was going to be the star of the show!
Jokes aside this is amazing news, and exactly what Spark needed to revive the modding scene. Great work Beige!
Snapper wont be forgotten now!For me the only overly complicated systems is the alien tech tree and methods for acquiring upgrades. I also dislike the linear way upgrades can be accessed through biomass levels. I'd honestly like to see a RTS tech tree that's more conventional an…Yeah that was a very early texture test scene... sadly none of that content is on the workshop build.whoop! So soon!... just enough time to polish some stuff up!Not fully, just taking a break from my future perfect mod for a few weeks... bit of NS2 mapping seemed like a nice change. My only Aim is to fix the gameplay as best I can.got some tweaks on fractureGood to see its up and running again!
@Nordic I would be all up for adding new game modes and features but I (personally) am somewhat reluctant to mix up the core …My current thoughts were to just nullify any attacks that come from in a particular angle relative to where the monster was facing rather than having some complex hit box rig. Obviously accurate hit boxes would be preferable but in the name of getti…A nice quiet weekend so there's two new models this week. The second player model and the fourth monster type.
This one can only be hurt from the back, its designed to force players out of tight spots and prevent bottle necks from being overly…@BeigeAlert what we really need is nice jiggle physics for his comb over to flap in the wind.... amongst other things.Apparently sex sells so I kept that in mind while designing the starting gear for the player model... WARNING: EXPLICIT CONTENT BELOW The initial idea was to …my plans right now are to model all the core content i'll need for the prototype; 5 enemy's, a small set of player model modules and a basic environment set. Once there I will probably move onto trying to animate...I like to do things in chunks so t…
Been stuck on some big projects at work so the Plasticide progress has been slow over the last month. Only really finished one new model.
These red butted cow things w…the builder (drag and dropping into the game window) doesn't like the file extensions for FBX files in capitals. since this varies in versions of 3ds max i assume it will also vary between other modeling programs too. Was a scratching my head over t…@DaanVanYperen is the man you guys need to pester... he's the SWS ProgrammerI've managed a work around by manually modding the build options and materials. Though I also noticed that when the builder is converting PSD files the alpha channel is saved as pure white. I had to open the DDS and resave it through photoshop to ge…My model builder seems to be broken... tried it on FBX files that have previously worked and still the same thing. When trying to select the material i get no choice for shader or material settings:
Welcome to the future...
Some good points and while I can't give you any insight into how things may turn out I do find the concept of sealing content a interesting one.
Personally I'm against such features open code and content leads to…Nice models!...and respect for getting animated models in-game!
It does look a little like the smooth groups aren't setup correctly. To give hard edges you really to set separate smooth groups for individual planes.
Don't be scared to ad…I watched brute move a model around in the game in real time... it blew my fragile mind.
But it got me thinking is there any way we can make it so people other than the host have control over the editor? COOP game jamming in real time!