Is bad-spot going to keep this format

Author Topic: Is bad-spot going to keep this format  (Read 5355 times)

Yeah, but that isn't an entirely new set of software, and Badspot wouldn't have a whole lot more to learn. Though that might up the system requirements.

That would make those cool shader effects possible though.

That would make those cool shader effects possible though.
Why would we need shaders in a game about plastic?

That would make those cool shader effects possible though.
Why would we need shaders in a game about plastic?
HDR. I want my High Def.

That would make those cool shader effects possible though.
Why would we need shaders in a game about plastic?
HDR. I want my High Def.

I want my spatial distortions.

I want one million dollars.

Actually, TGEA is quite a versatile platform, this guy managed to remake Command and Conquer: Tiberian Sun on it. And it runs quite well.

Link: ht tp://www.youtube.com/watch?v=ZOU8GIRUd_g

I think Retail would benefit from more dynamic software.


User was banned for this post
« Last Edit: October 29, 2007, 08:25:44 PM by Badspot »

Badspot

  • Administrator
Just a heads up to everyone, I'm banning for rickroll, duckroll, ear rape, screaming flash and any other general trap link friendry.  It falls under the common sense category. 

Oh, good. I hate getting RickRolled. Especially when the link is "Internet is serious business." Do NOT go there.

I hate it too. I've taken to checking every link I see now, just in case. <_<   >_>

(>-_-)>  <(-_-<)

:D

Sorry...

I kinda agree with everyone that TGEA would be good for Blockland but Badspot wants a VERY stable engine (He once said that) and TGEA is just 1.0 or so so maybe we can wait for it to be better, even though 1.0 is pretty stable, and another reason is that Badspot probebly wants to not learn about making the special interiors and shapes.

Badspot

  • Administrator
Switching engines is a huge amount of work and there is simply no compelling reason to do it (no, "shiny water" is not a compelling reason).  The game works and that in itself is amazing and incredibly valuable. 

Crytek, unreal and source are all in the high 6 figures to license.  I would need external funding, and once you make the jump to that level you have to ramp your artwork and content to a similar level.  It's a whole different ballgame. 


Switching engines is a huge amount of work and there is simply no compelling reason to do it (no, "shiny water" is not a compelling reason).  The game works and that in itself is amazing and incredibly valuable. 

Crytek, unreal and source are all in the high 6 figures to license.  I would need external funding, and once you make the jump to that level you have to ramp your artwork and content to a similar level.  It's a whole different ballgame. 


Yeah, Blockland doesnt need physics and crap to be fun (But it would be funner XD) I personaly love the models style because it proves that you don't need perfect, realistic things in a game (Wii did too) this game would be good if we had more players and if the game appealed to a wider range of players, or maybe Badspot could get funding for actually physicly selling the game. (Won't happen) So just be happy with what we have.

NOPE, as a matter of fact, I am in the middle of making one >:P
I have editting system so far.  I just need collision, etc.
I doubt it will work :cookieMonster:

Sorry but I doubt a lot...