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Messages - heedicalking

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526
kanji isn't that bad if you come up with ways to memorize them and dont just stare at a word an go "uhhhhhhhhhhh"
http://kanjidamage.com/

527
Development / Re: 2013/10/03 - Steam Status
« on: October 25, 2013, 11:37:17 PM »
not the point. the point is publicity.
i dont care about publicity and never said i wouldnt want them to do it. actually, i really dont care at all. i'm just saying what i think about indie turning into a "style"

528
Development / Re: 2013/10/03 - Steam Status
« on: October 25, 2013, 11:18:47 PM »
why not? these seems quite interesting
gross. why does this indie style seem so forced. it's like its a fashion statement to be an indie developer.

529
Suggestions & Requests / Re: Vehicle idea: Medieval Catapult
« on: October 24, 2013, 08:13:32 PM »
ya i have heard about your catapult and it is vary nice... but what i am thinking were it has some feature of the default add on the pirate cannon to apply to the catapult like for example if you hold down the fire button the projectile will go farther and how the cannon has a full horizontal 360 spin.. I am kind of thinking it would look similar to the pirate cannon   
you can hold it down and it will shoot farther/shorter. it also can rotate.

it's not final and the model isn't done and there is no base to it. the velocity for the boulder is too high and i'll have to adjust that too.

530
Suggestions & Requests / Re: Vehicle idea: Medieval Catapult
« on: October 24, 2013, 04:59:00 PM »
If you want my unfinished catapult, i'll release it. It doesn't mount as a brick, it's just a vehicle like the PCannon. The projectile velocity isn't final and there's a bug (forget what it is) with firing that occurs sometimes.

You load up the "boulder" item into the catapult to fire rocks, and you can also load up another player and launch them.
Download!

531
General Discussion / Re: CreeRPG | RolePlay Server | Coming Soon
« on: October 24, 2013, 03:03:23 PM »
I have no idea what you are talking about.

I know how to make it since I have my own, but what you are saying doesn't make any sense to me.
i don't see how what he said is confusing. instead of having playertypes like 100 health, 150 health, he wants it so that you can adjust the "max health" of someone using events. you would assign a maxhealth variable to the client and make it so it can be adjusted with events (it also has to save). he needs the damage function to be packaged so it works with the health system he has.

since you can't actually edit the datablock for the individual player, you can make it so it pretends that 100 health is 150 health and just fractions the damage dealt. or you could make it so it has another "health" variable that decreases instead, and when it reaches 0, you die.

i don't see how what he said is complicated at all.

532
General Discussion / Re: I need your opinion on this mod I am making
« on: October 23, 2013, 10:28:46 PM »
Maybe its just me, but when i stare at the center of the screen (like i would when i'm playing), i don't really notice the bar colors at the bottom, especially when they're mixed green/red with black. i'd rather just a "You have the puck!!" thing appear, and when you don't have the puck, make it not appear. seems easier to understand. in a ctf, you don't have a message saying "You don't have the flag!"

533
Games / Re: New ROBLOX Water
« on: October 23, 2013, 06:56:58 PM »
Blockland has "realistic" texture water too. I'm sure there's an option to change it to look like studs. if bricks float that would be awesome. i wish blockland started doing stuff like this and stuff. roblox is getting a sort of pseudo-technic support too which I really want. i mean, it should be possible now after v21.

534
General Discussion / Re: CreeRPG | RolePlay Server | Coming Soon
« on: October 23, 2013, 06:52:27 PM »
Thank you :3
sarcasm
Damnit.
lol i thought this was really funny actually. Nether just sounds generic i'd actually prefer some edgy wannabe JRPG name like The Agronox Void or something.

535
General Discussion / Re: Soft shadows
« on: October 23, 2013, 06:50:53 PM »
I was going to keep this to a PM because this is Port's topic about his shadow mod. I believe that discussion of things like this is good, but it's not good if it pops up and distracts from the original purpose of the topic, especially with a topic like this that isn't spam and is actually contributing to the game community. But since you insist to continue here, I shall begin.

Oh god not this 1,000 quote stuff again.
You did the same quote thing as me, except you didn't add in quotes just making it harder to pin what response was to what point. I'll respond to each point you try to make and refute it if I can, i'm not going to dumb down my argument because you want me to. If you don't want me to undermine what you say, don't say so much.

It's not just the DoF. It's the combination of DoF, blurred shadows, and multiple shadow levels that add up to being misleading. DoF is a feature of the game, but when i'm actually playing the game, I don't give a crap about DoF at all. It doesn't affect what I'm seeing when I play so why put it in the topic? Why even have the FPS counter there anyway? to show a false FPS reading? No, the FPS reading is not a hoax, that is most likely the actual FPS that it is running at. There would be no point is keeping the FPS counter up other than to show that it runs at a reasonable framerate.

I showed the shaders as they would be when standing in a corner. it looks just as bad and low poly. But of course it looks bad because you're taking a picture of a small section of what you're actually looking at. But if you go out and take a picture of the whole thing, it looks much better
The same thing applies to the bedroom. Its a biased sample. these are intentional pictures of the bad parts of interiors/terrain to make it seem like they look worse than they actually do as a whole (please note i am not saying they look good, i am saying the pictures portray them as worse). It's not a conspiracy, that's exactly what is done in those pictures, and his shader pictures aren't of a building corner, they're taken to show the shaders as a whole so you can judge them as a whole.

also note the FPS counter in the picture I took, which did not rise when taking the picture the 138ish FPS shown there is what I actually get in game. There was no random FPS spiking during the rendering. This isn't a god-damn conspiracy. I took THREE DAMN PICTURES to prove this to you. Here is a pic of blockland running real time taken with my CAMERA if that wasn't enough for you. There is no conspiracy.

here is a picture of a tree. notice how the less dense sections get a less dense shadow. this is what shadows look like "outside". isn't not just solid dark or brightly lit.

Holy stuff why does no one realize that discussing things in a public space is what a loving forum is designed to do?!  Or are you just mad that I disagree with you?
no stuff it's a place to discus this, but that doesn't mean it should be a stuff-fest all over the place. we have boards for a reason, to keep crap where it belongs. we have the drama board to keep that crap from popping up randomly. we have individual topics to keep discussion about THAT TOPIC there.
I recommend keeping this to a PM because this is not the place for this discussion. I am NOT "mad" that you disagree with me, I am trying to consider the purpose of this topic and the future direction of this topic. This topic should be about people discussing port's smooth shaders and for port to post news and updates to his modification. I suggest moving this to a PM if you'd like to continue talking to me about this.

536
i thought this was kinda cool. i hope to see more things like this, sort of blockland events.

537
General Discussion / Re: Soft shadows
« on: October 23, 2013, 03:55:17 PM »
So is this gonna be a regular thing between you two? You did it in that other topic, too. Maybe next time you debate stuff related to the S/S update, one of you could kick off with a dramatic "So we meet again!"
i do not think the update itself is bad, i think that it was worse than what they showed off, but i still think it looks better on slate than what we had on slate.  i initially posted to add on to someone else who was angered that the developers didn't release what they originally showed. i see nothing wrong with debate, but i will respond to marcem in PMs if he decides to continue trying to prove me wrong, since the official topic for discussing things like this was locked, and this topic is not really the right place, while the other topic was more suited.

538
General Discussion / Re: Blockland Memories
« on: October 23, 2013, 03:23:26 PM »
Back when I had demo I would do nothing but build little forts in Slopes.

Ahhh good times
i did this with the gsf house maps. i always liked playing in houses a while ago.

539
General Discussion / Re: Soft shadows
« on: October 23, 2013, 03:22:34 PM »
Those lightmaps look like ass still.  Working with interiors was near impossible at the scale that blockland tended to deal with.  There is no radiosity so everything just looks bland and you can't differentiate it.  It's really ugly.
this is how max shaders look inside as well. i usually run shaders off or minimum inside, because at least then it's not one flat shade.
Of course a work in progress is going to look different when it's released.  I'm not entirely sure why the lights look like they do in the first shots, maybe they used a different shading algorithm that didn't look as good (because shadows don't work in layers). 
I think this picture does the original shaders more justice. The shadows blend and it isn't just a flat transition.
The high FPS could be explained by it being a DoF screenshot, it's not running in real time there. 
then why the hell are they posting DoF pictures. if it's not running real time what's the god-damn point? for a GRAPHICS update, I want to see what my game will look like when i actually play it, not after it's been passed through a bunch of filters to produce an image that looks better than the actual thing. if you're reading an article on the new graphics technology a developer is bringing for their engine/game or something, you wouldn't expect them to post pictures of some render, you'd expect them to show off what it can do in real time, because you'll be playing the god-damn game in real time. it's advertising a new REAL TIME graphical advancement, not a new rendering system to make your 3D scene render nicer.
Why should the environment be the only thing that is shaded?  You're spending most of your time looking at the bricks.
I do not think the environment should be the only thing shaded, so I do not know why you asked this question. nor do I think that the previous update's graphics look better (though i like shaders off in some situations). The whole post was against how they purposely displayed v20 graphics in a poor manner and displayed v21 graphics in a manner that showed them looking better than what they were when released.

540
General Discussion / Re: Soft shadows
« on: October 22, 2013, 09:46:43 PM »
The thing is I've never see anyone complain about how the shaders don't look the same in the preview.


i hate when developers do stuff like this. they show us a picture of multi-layered shading, then give us two toned shading instead. it's a blatant lie and that's that. the whole front post of the "S&S vs I&T" Main Post was a ruse. Show your shaders looking all good (not even how they look in the actual game) and present the maps in a poor fashion to try to sway the other side.
Quote
wow way to post pink slopes, a bug that didn't even exist in the game until v20. I don't see how that's really "bad" considering it worked fine until you (devs) decided to change something.
Quote
way to take a picture in the far corner of the map instead of showing the actual entire thing. i'm honestly not sure if this is some kind of bait/troll picture or not.

It's the same as if I did this:
"V20 has clearly better graphics and shadows and shaders look like stuff and should be removed. Look at this awesome new interior

now compare that to the old, outdated, ugly, 2001, shaders we have now
"

It's a blatant biased sample.

http://www.youtube.com/watch?v=UiGjxxytLy8

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