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Blog Comments posted by AggrorJorn
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Nice of you to write a tutorial about this. I see you are exporting via FBX, are these settings not affected with the official exporter?
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I would recommend a playthrough of the game marble blast ultra. That is the game that got me looking in to game engines. Levels start of with some easy CSG brush jumping and rolling. Later on things get more advanced.
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I see no tessellated hair....
You beat me to it. I got exited thinking that we were finally going to get tesselated hair with physics.
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Tried and tested many software packages throughout the years. Here are some of them:
- Fraps
- Camtasia
- Camstudio
- OBS open broadcaster software
- Nvidia Shadowplay
Fraps is really good when recording ingame, but not for desktop recording. Big downside is the conversion process/time, even when using a batch file. Nvidia Shadowplay is a very good replacement, and with my new graphicscard it functions really well.
OBS works really well since you can record separate streams for both audio and video. However, you do need an additional video editor. Camtasia works fine, but a powerfull tool like Sony vegas or Openshot is even better. Vegas is expensive for just some basic editing though.
Camstudio is too limited in functionality for me to be useful.
I have a license for Camtasia 8, which is also still my number 1 solution when it comes to most useful tools and good production time.
A DAW such as Reaper and its standard vst's can also help with quality. ReaFir is great for removing background noise, and a limiter will help with pops
Will check it out. Thanks
- Fraps
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Nice. I've always been interested in people's recording setups
While you're at it, you might as well replace your PC setup lol
Just did that too actually. Around new years I build a new custom computer:
Asus Z170 PRO GAMING Z170
Intel Core i7-6700K
MSI 8GB GTX 1070 Gaming X 8G
16 GB DDR4 Corsair Vengeance
SSD 500GB 850 EVO
I work better in a tidy environment.Thats a very tidy computer desk you have there.
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Something that is also cool to do is storing where the player is every 10 seconds. Then you can convert all those 3d vectors to a heatmap.
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Are you embedding game analytics? It would be interesting to see what variation endings users are having.
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Holy **** thats a lot of videos. Didn't know there were so many.
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I would have loved to make this for the tournament as this is what I originally wanted to create but my I will go back to my main project.@Brutile NOOOOOOOOOOOOOOOOO!
Aggror you have to figure out how to show the ghost path the first place on each track as we are racing. Would love that playing at the same time I'm racing to see how well I'm doing. The first Mario cart had that and it would be sweet! Push josh to get generic web api calling into le so this can happen!
Or you could just add it yourself and take the game out of the game launcher as it's limiting the potential for gameplay features.
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Added the top 3 highscores UI when the level is being played.
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Very nice blog post Josh. I feel smarter already just reading this stuff.
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Thanks for playing and reporting the bugs Rick. I think I am going to show a top 3 while you are playing somewhere small in a corner. A next level button would also be useful when you finish the level I think.
Downside of crashing is also that the levels you finished are not being saved since SetProperty only works in the launcher, when the game is being closed.
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Never used ruby on rails before. When looking at the code it looks like C++ and Lua had a baby. Same question as Rick though. Is the performance so much better than mysql when it comes to basic querrying? For high performance I am still keen on using MonoDB.
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Glad that ogg is finally here then.
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Nice work man. How large is your game now in comparison to the previous version?
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Can confirm, ogg sounds do not play in the launcher.
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Much better, was able to reach the next level this time.
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I don't see it that way. I love talking about game design. Especially when you start looking in to the behaviour of the player and reasones why game design is fun/challenging or boring. You are more than welcome to join the discussion
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I like these kind of games. Maybe it is because I am a huge fan of the original Marble Blast, which got me looking in to game engines.
Some feedback:
- Mouse is moving by itself. I have noticed this in many games, including my own and in A demons game. After moving the mouse myself, sometimes the mouse keeps moving on its own at a slow but steady pace. I think this has something to do with my gaming mouse. I usually solve this by having a mouse movement threshold. Very small movements are ignored.
- Maybe again something with my mouse, but the camera is super sensitive. It makes it impossible to go beyond the third level for me.
- The idea of the checkpoints is good but I would perhaps visualise it differently. With the level where you go around and go back to the finish, I expected to be repositioned at the checkpoint to. Maybe a 2d locked symbol or a floating key on the checkpoint platform.
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Why did you hide your comment Josh? It is a good reaction imo.
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Yeah I want the car to work too. It just costs a lot of time trying things out.I might just give the player the option to choose between the 2. Car physics are not quite there yet:
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"For some reason the highscores get updated with whatever value I give, and sorting or value type are not affecting it at al"
What do you mean by this any why is it bad that the values get set to what you want?
Steam's system should update the tables automatically. Now it just pickes the value that I set. It isn't a big deal since I can do the sorting manually, it's just annoying that it doesn't work with the given sample code. Same thing goes for the type (numbered or time) and order (descend/ascend). They both don't seem to work.
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Yips, I see the first data appearing. Very cool stuff.
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Does this work when running from the editor? Just added it to my winter game, but perhaps I need to be more patient. Currently not seeing anything yet in game analytics.
Top 10 celebrities who use component architecture!
in Rick's Blog
A blog by Rick in General
Posted
This is pure gold. I love component based behaviour and in C++ I still stick to a similar approach: http://www.leadwerks.com/werkspace/blog/34/entry-1077-component-based-engine-design/
Rick, you did a great job explaining this concept. I would love turning this in to a set of advanced Lua tutorials if that is okey with you Rick. Getting more people enthusiastic about this can create a new wave of usefull scripts since they can be easily chained together.