Dinosaursssssss

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Everything posted by Dinosaursssssss

  1. Diablo III

    I joined the US thumbs community (but not clan? I'm not sure how that works), but I have yet to see anyone in it or its chat edit: Maybe because you have to manually rejoin chat every time you launch the game? that seems odd.
  2. Diablo III BattleTags

    Dinosaurs#1681 I'm still leveling my barbarian up, I'm only about level 45. And my DH is only 42ish. So if anyone else is still leveling, I'll be on a bit this weekend, join me!
  3. Game Dev Talks/Lectures

    I like what he infers from it as well; I don't have the exact quote, but I believe it was "it's not that they don't know, it's that they don't care" which I think is pretty telling of that market.
  4. Game Dev Talks/Lectures

    This was actually linked on Kotaku earlier so I'm sure some folks have seen it. Kind of a weird fit for this thread (more about the AAA business than anything else), but I found it incredibly interesting so maybe you all will enjoy it as well. Here's Rich Hilleman, Chief Creative Officer at EA and 39th (!) EA employee, talking about...lots of stuff. Being a manager/producer, metrics, free to play, history and structure of EA. https://www.youtube.com/watch?v=w9Am5_5cYkc And a text summary: http://kotaku.com/surprisingly-real-talk-from-a-top-man-at-ea-1538708191
  5. Game Jams

    You got it then I'll see about making it a little brighter, I probably ought to take a look at things on another computer before assuming they're perfect. It hadn't occurred to me to change the number of buildings as you fall, but starting with more buildings when you're moving slower and decreasing it as you fall faster might be a really elegant solution to both my performance issues when you're going fast, and wanting more ways to increase the difficulty as you go. Thanks for the suggestion! Yeah...performance has been a big issue for me, and is something I'll hopefully have some time to work on. There are about 50 TV screens, each with 30ish cubes on them, resizing constantly to mimic the audio waveform, plus another 50 showing scrolling green text. So that's probably overkill, since you're just flying by them anyway and can't read them at all. I have a few ideas, but depending on how busy I am I might just cut the number of screens/cubes down and find another more efficient way of making the environment feel like it's reacting to the music, possibly by pulsing some of the neon beams on the buildings. Thanks for the feedback! I'm relatively new to this whole "showing people what you're making" thing, so it's super valuable to hear anything about what isn't working.
  6. Game Jams

    http://www.maximum-extreme.com/careen/careen.html Yeeeeeep. I'm pretty happy with how this is going, though I have some performance issues with all the objects reacting to music. I also can't seem to position to big green wavy guy correctly at the moment, but I suspect I'll think of a solution as I'm falling asleep or in the shower. Once that's working I'd like to spawn more of them as you go, and increase the players acceleration a bit so it's a bit more difficult.
  7. Where to Find Game Assets (Audio/Textures/Models/Etc)

    last time i was in a dance battle i busted out the parivrrta janu sirsasana four and my rival crews collapsed dead on the spot, leaving me as undisputed dance champion of earth
  8. Unity: What I needed to know.

    Something I was told recently that really shocked me is that GameObject.rigidbody and .transform are actually GetComponent<T>() calls, so if you use either in Update() or FixedUpdate(), it could cause performance issues. The solution seems to be to store them in member variables if you'll need them frequently. I'm not really sure what the best solution for this is, I've just been assigning a thisTransform and thisRigidbody member in Awake() and wouldn't be surprised if there's a more elegant solution. I was initially told that .gameObject behaved this way too, but this UnityAnswer seems to disagree and the logic seems sound to me.
  9. Idle Thumbs DayZ Server!

    Yeah, I think it wrapped up pretty early in the afternoon (1-2ish PST?). I donno what other peoples experiences where, but I couldn't find the server using dayz.idlethumbs.net (maybe because I had the wrong port) or by searching for idle thumbs; the only thing that worked for me was putting in the IP that olly posted on page 1. Anyway, I was the dude in team B wearing sunglasses named Dinosaurs, and I'll probably be playing on here a bit more in the near future.
  10. Where to Find Game Assets (Audio/Textures/Models/Etc)

    And, since I know you were wondering, you can also make a digital scrapbook with the Texturer images (unlike the ones on CGTextures)
  11. Game Jams

    Does anyone remember what the word/phrase associated with that image was? I don't see it on the page now. Something about height or verticality, I think?
  12. Game Dev Talks/Lectures

    Ah this is great, I actually just linked this Polygon article to a few friends at work that has a few quotes from Petursson along the same lines as what he says in that talk. He actually uses the same anecdote about losing a ship while in the bathroom in both, too. The article itself feels a bit like it lacks purpose to me, but I think some of the quotes from the Petursson and the players interviewed are really interesting and framed well. This is probably my favorite tidbit from Petursson: Anyway, here's another one! This was actually mentioned on the cast a while back, Rob Daviau talking at NYU Practice about Risk Legacy. Really fascinating, though a lot of it isn't necessarily directly relevant to video games.
  13. Amateur Game Making Night

    Are there any tutorials or resources you used to get the driving to feel right in this? I'm still not sure how I'm going to do handbraking, and my driving still feels very floaty in comparison to yours. Which I guess is a roundabout way of saying that I like your game and it makes me a lil' jealous.
  14. Amateur Game Making Night

    Unity has 2 methods for getting info about the audio of an audio source, GetAudioData and GetSpectrumData. This really awesome unity answers post explains all the math but basically (and someone please correct me if I have this wrong) the audio data is the total loudness taken at a series of different times, and the spectrum data is the current loudness of different frequencies. In my demo thingy the pink wave plus the two that are behind you when you spawn use audio data, and the green one in front uses spectrum data. So, I took the average volume over subset of that spectrum or audio data, and multiplied a cubes Y scale by that average x some other really big number. There are some particle emitters in back that fire whenever the volume is over a certain threshold, too. I know basically nothing about acoustics so it's sort of a small miracle that I was able to get this far; I was expecting to have to do something much more complicated but that GetSpectrumData is a pretty easy way of getting into making some weird stuff. Also, I had no idea that The Flaming Lips were so nuts but that concept is crazy and I like it a lot.
  15. Amateur Game Making Night

    I was home sick with a cold today and ended up spending some time messing with unity3d audio sources: http://www.maximum-extreme.com/muzak/muzak.html This was kinda fun to make, but I really don't know where I'm going with it. I tried making a room with a floor that moves along to the audio waveform but it ended up catapulting me in the air when the beat kicked in (which was actually pretty funny, but sort of glitchy). If anyone's curious about how this works I'd be happy to talk about it / share some code, since as I said I'm not really sure what to do with it now.
  16. Game Dev Talks/Lectures

    I know folks who have completed a handful of different programs and came out with good experience and some smarts, which leads me to believe there's potentially a lot of value in those programs. A lot of it may simply be that you get some experience working on games with a team. But what do I know, I went to a liberal arts school. Anyway, another interesting talk: here's Gabe Newell speaking about...how games can change the world? Educational applications of games, how the hat economy will end poverty. and then a rambling question that the asker answers himself. And a really specific one...this is a GDC Vault talk from Bioware about QA test automation. I found it fascinating, your mileage may vary. (requires gdc vault access) http://gdcvault.com/play/1015598/The-Automation-Trap-and-How
  17. Game Dev Talks/Lectures

    This is great, and will be my new answer whenever anyone asks about how to get in the industry. Really can't agree enough with him about the importance of scoping appropriately and just making things. I was totally with him all the way up until the end, when he's a bit disparaging towards game school programs (which is a bit silly given the focus on Portal in the talk).
  18. Unity Tutorials

    As a person who also hates video tutorials, I found these handy: http://catlikecoding.com/unity/tutorials/
  19. I haven't seen a list of channels anywhere in-game, how do you find/join them?
  20. Metro: Last Light

    I personally found Metro 2033 a bit too scary for me, so I have also been hoping for a new Stalker. While bits of Stalker were scary, I was able to get push through it...the unrelenting tight, dark corridors of Metro are too much for me. Which is why I was quite excited when I was reading Rock Paper Shotgun today and discovered that there seems to be a spiritual successor to Stalker in the works, being made by the remnants of GSC Game World. It's called "Survarium" (http://survarium.com/en) and it just entered closed beta. http://www.rockpapershotgun.com/2013/05/15/survarium-enters-alpha-will-expand-over-time/
  21. New people: Read this, say hi.

    What Is Up I hear it is cool to post about video games on this internet forum, and I'm sort of cool, so I thought eh, why not. A little background on me is, I play some video games, and sometimes I tell a little white lie and say that I make them. Another fun fact about me is that after hanging out with him on a few occasions, I still don't think I've told Chris that I listen to his voice on a weekly basis
  22. Hitman: Absolution

    I'm finding this to be the case as well. Too often my go-to tactic is to throw a book into a corner, wait for a guard to walk to it, and subdue him. Then pick up the exact same book (because 47 has decided to stop carrying a sack of quarters, and there are often not enough items around) and repeat until I've killed enough fellows to progress. I think a lot of why I've been resorting to this is the astoundingly bad save system, which leads me to play areas using much safer and more consistent tactics just so I don't have to replay them. Something else that's been bothering me is the new disguise system, which I think discourages fully exploring levels. I was playing on Hard, but since I switched to Normal (I'm just trying to push through the back half of the game at this point) I've been having a lot more fun simply because the more interesting kills and useful items (keycards and such) are marked when using instinct. The combination of the new disguise system not allowing me to wander through areas with impunity, and the save system making me replay large chunks of levels on failing, means that fully exploring each area is incredibly frustrating, so I tend to opt for kills that require a lot less setup, which is less satisfying. It really feels to me like the "professional" difficulties are really only intended for people playing the game a second time, who have some idea of the level layouts and don't need to explore as much, which is a shame because on normal I'm finding things really incredibly easy. All that said, I think the game is streamlined in a lot of smaller user experience-y ways, and for the most part from a systemic/mechanic perspective it's a very solid Hitman game, so I do really hope that they make another one and get the format of the missions a bit closer to Blood Money.