-
Content count
336 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Everything posted by plasticflesh
-
I'm pretty fond of the musical radio stations, it's basically the sort of music I listen to normal anyway. It'd be interesting if they had a radio station of post-apocalypse rock, raw synth psychobilly stuff. Trickiery to license, or even commission. And probably even trickier to license . And I guess it could poke a hole in the eternal 1950s conceit.
-
I too made a basketball court. It's such an intuitive solution to those big clean foundations you get after clearing scrapping a ruined house. I encountered my first legendary enemy, a botfly. Suitable, as the flying enemies are my bane. I found my first set of new power armor, slightly north east of the Covenant settlement. And a power core in a sewer north of the settlement-house you can get east of Covenant. Having great fun exploring the story and world. After securing the Castle, I'm pretty much out of ammo. And with all the crafting, I rarely use caps.
-
Thank you!
-
What is the Slack room? I am "Stieger" in slack.
-
The only VR headset I've experienced so far is the "Game-of-Thrones Ride-the-Elevator up The-Wall VR Experience" on what I'm thinking was a Rift DK1. Super screen door, periscope vision, and a super simple demo. Still exciting! There are a couple of great John Carmack presentations on youtube about developing for Gear VR and all its pitfalls and what applications could work well. Lots of swivel chair gaming. I wonder if stereoscopic equirectangular videos exist, or is even possible? It's not exactly 'as easy' as doing two stitched 360 videos off-set from each other. That feels like it wouldn't work, it'd be like looking at a projected 3D movie sideways. Googled it a bit, yeah it's a whole different can of worms.
-
Media Molecule has been releasing some interesting stuff promoting their new creative game Dreams. It's a Little Big Planet-a-like Minecraft-a-like zbrush-a-like creative expression tool. Here's some cam footage of the UI which seems extremely VR friendly. Here's a tech video talking about the tech behind the game. It's sort of a giant particles system, just like real life. I also like how in the tech demo they emphasize the expressionistic approach to asset creation. Sorry if there's already a thread for chatting about the Dreams game.
-
That is a great experience write-up Clyde, thanks! I have a Note4 and have been researching the Gear VR that it is compatible with, which is the Innovator Edition that is already out. Do the 360 Videos have stereoscopic depth? If there's no separate unique image data for left and right eye, it's going to read as a flat image plastered on a wall. Games running realtime should almost certainly have stereoscopy, and therefore give all the illusions of depth.
-
Thanks for the link! And great advice about shying away from the scripting. They are pushing an update tomorrow that will add components for variables and custom save/load GUIs. Hopefully that will be handy.
-
I started messing with Tyranobuilder recently. Getting the branch / label / jump system working is not super intuitive. But I haven't tried to follow http://steamcommunity.com/app/345370/discussions/0/483367798501911066/'>any tutorials super closely yet.
-
Sony VR is set to come out some time in 2016. Perhaps No Man's Sky's delay is to add support and pump it up as a flagship VR app. Wild unfounded speculation, of course.
- 445 replies
-
- Hello Games
- surface to space
-
(and 2 more)
Tagged with:
-
This interview from the Adventurer has a little detail about the art process for DOTT. Specifically second column second paragraph. http://3.bp.blogspot.com/-oA_PIeyrfwg/ToHUTsvWHmI/AAAAAAAAAcc/X6B3ewAatos/s1600/adventurer_06_pg04.JPG Source, http://lucasartsadventurer.blogspot.com/2011/09/adventurer-issue-no-6-spring-1993.html
-
Winter Wizard Jam Team Building Thread
plasticflesh replied to Spenny's topic in Wizard Jam 2 Archive
Hi, Stieg Retlin here, animator and illustrator. I can offer 2D character and effects animation, and other 2D art assets. I am proficient at Flash timeline animation and photoshop animation. Walk cycles? Jumps? Explosions? I can help. See some animation examples at: www.stiegart.com Contact me at: stiegart@gmail.com Best of luck on your game! Stieg -
Idle Thumbs 233: World of Blanks
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
On the discussion of QWOP-a-like ancestry, I offer the 1982 Microsoft DOS game "Olympic Decathalon" as a link in the chain. Not obvious from this video is the frantic alternating key inputs required to do the sprinting and racing segments. https://www.youtube.com/embed/hUwYFKF7wZY -
ABU Robocon 2014 is coming up in August, and the semi finals already have some sweet looking robots fitting into this year's hilariously anthropomorphic theme of 'parenthood'. Each team makes two robots to navigate the course, a remote control robot and a programmed automated robot. The remote control robot is the parent that transports the automated child robot from one playground activity to the next, assisting it on each item. ABU Robocon 2013 was great. NHK had a great documentary about the Japanese team which taught me all I know about ABU Robocon. I haven't found that documentary online anywhere though. The 2013 theme was 'green planet' and had a more abstract set of goals. First they plant 6 pucks into 6 holes, and then shoot an arrow onto a table. The remote controlled robot grabs all the pucks and planets three, then passes the rest of the pucks to the automated robot. After that the automated robot grabs the arrow and passes it to the controlled robot, which shoots it onto the table. Exciting fun stuff. http://en.wikipedia.org/wiki/ABU_Robocon
-
Idle Thumbs 142: Unmasking the Brain Burglar
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
Oh neat, just this month twine released 1.4.1 for OS X. So that's a hopeful remedy to my previous whining. -
Idle Thumbs 142: Unmasking the Brain Burglar
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
I've had a hard time getting twine off the ground, sadly. It tends to crash when I try to move cards around, and then my save files are corrupted and hard to open. I've had this experience on Mac 10.7.4, Windows 7, and Windows 8. I've gone into research ways to patch and fix Twine, but then I'm in a loop of learning to patch an application, and I figure I could be learning JS at that point, which I basically need to know to fix Twine. And then I lose focus because I am a bad autodidact. I hate to harsh the mellow of the prospects of Twine games, I'd really love for it to work. -
Idle Thumbs 132: Kobe's Last Shot
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
Huzzah! -
Idle Thumbs 132: Kobe's Last Shot
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
Got a download link for FOILED? Having a hard time googlin' -
The "Assassin's Creed IV Blag Flag" is a pretty good time. I slogged through AS3 because I enjoyed it's colonial towns, forests and ship segments. but that game was very linear in the way it gated you through the world, cutscene and scripted sequence heavy, and its different systems were awkwardly cobbled together. AS4 has all those systems wrapped into a more cohesive package. And my awareness of the islands around Cuba is slightly increased. And the meta-identity crisis going on in the "modern day" segments were pretty goofy. I might even go as far as to say it's my favorite of the Creed games. Sorry to show up advertising AAA silliness but it was a fun ride.
-
Is this thread a good place for general purpose "robot news"? Today I watched an HNK feature about 2013 Robocon ABU. HK World TV had a good presentation of it, but I can't find it online. The following youtubes in the spoiler below give a good feel for a typical round of the 2013 game play. It is a competitive robotics event held by broadcasting company ABU, for Asia-Pacific countries. The rules change every year. For the 2013 version, each team makes two robots, one manual controlled with a gamepad, and one automatically controlled with script written between rounds. First, the manual-controlled robot is operated to pick-up up 6 large pucks, and drop 3 of them into certain holes. Then it delivered the last 3 pucks to the automatic-bot, which receives the pucks and places them into holes, then grabs an arrow and delivers it back to the manual-bot, who shoots it as to land on a table, marking the end of the round and them the winner. There are checkpoints between phases, so they can try it again, but with a 3 minute cap on the whole round. Sorry if it's been mentioned, hopefully it's neat enough to be repeated. I tried search here and found nothing. NHK World TV had a good presentation of it, but I can't find it online. It's listed in NHK's schedule at the very bottom here.
-
Idle Thumbs 126: Old Growth Artisinal Dot
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
Some how this attention to detail reminds me of this amazing annotated review of the NES game "Gimick!". -
Idle Thumbs 126: Old Growth Artisinal Dot
plasticflesh replied to Jake's topic in Idle Thumbs Episodes & Streams
I like how Nintendo invented a new princess to rescue. She looks like the women trapped in crystals from Link to the Past. Amazing looking game. -
I'm very sorry my poorly construed argument was not entirely thought out. My greatest error is as what you point out, that I construe death states as a end to narrative and therefore considering it linear is entirely wrong. What brought me to that ill-thought conclusion was trying to think of non-linear experiences that are not simulations or sandboxes. Simulations or sandboxes like Minecraft, Kerbal, The Sims, and Dwarf Fortress to certain extent. This is contrasted with the highly dynamic quasi-non-linear but very guided and objective based rogue-like experiences of the Rogue, Nethack, Spelunky, FTL, Indiana's Desktop Adventures etc. It's a very narrative based game, and while the little details change every time, they are basically on narrative-rails. But you two are very much correct, I ended that thought on a flat note. I am talking in circles going nowhere reiterating things other people have spent thought about more coherently with better effect. I'll try to construe my arguments more effectively
-
Michael's son is constantly making snide remarks against 'linear narrative'. Calling GTAV non-linear is partially a misnomer to me, due to GTAV's missions occurring sequentially with minimal branching and scripted cutscenes filled with motion capture and camera cuts, and its locked down locations of Strangers missions. It feels like very traditional linear plotting to me in those ways. I have a counter-productively tight definition of 'non-linear narrative'. AAA requirements for voice acting and motion capture trumps true (or at least truthier) non-linearity as far as I'm concerned. What I'm asking for basically doesn't or cannot exist, or if it does it's not in a form as easy to swallow as GTAV. I mean not even Dwarf Fortress or CK2 are non-linear in this thought, there are the linear goals of not dying. It's a semantic quagmire. In other news, I've become consumed with the following this thread of GtaV: