Jump to content

MikeClarke

Members
  • Posts

    153
  • Joined

  • Last visited

Everything posted by MikeClarke

  1. Don't mean to overstep my mark here but come on guys the guy was interested in purchased a product he didn't need to argument on his thread. Provide advice, share your view great but their isn't a need for this on this thread, especially with a messaging system on the site.
  2. I am "hoping" that LE3 will be fixed enough in free updates that you could even make an rpg, but it would struggle at the minute. As an alternative to most engines LE3 is right up there. I'm splitting myself between this engine & UDK. I had wanted to use this entirely but it's missing some features I need and didn't want to delay so I may move back later on depending. I think your best bet would be to make a list of the features/tools you definitely need and just post em up and we can try and checklist what is currently there, what isn't and maybe josh would drop in and mention if something wont be included or if it would incur cost etc
  3. I don't think LE2 is still for sale, What type of project are you looking at, may help decipher if LE3 is currently capable or what may be missing you would need.
  4. LE2 was finished, it works, it has the features etc. LE3 is the next step, it's not quite there yet. It has the power to out-do LE2 but its missing alot of things people need as we speak, although that is subject to change we don't know when yet.
  5. What do you know, i managed to come up with a random'ish name for this post. It's actually quite appropriate to my day. I was very pleased that the LCP2 is about to get underway and had a quick chat last night with Rick about the subway level. I put myself out there, I've taken on the role of level designer for that project. Still doing my own project, and I'm open for more work (free with credit - or you could donate me a custom model or somet ) Anyway, the reason "don't touch that, it bites!" is the title of this thread is I had a stupid number of interruptions today. I loaded up leadwerks at 8am, then had to get my son ready for school and feed the 3kids and boot him out the door so I could focus. 30min later we had a repair guy in for our living room couch and he was in & out for 5hrs! I did what I could during it but he kept needing help so I had to walk away and remind my 3year old to leave the keyboard alone or it'll bite (or I would ). Eventually he was done and I figured I'd focus but nope... time for her to go nursery. Usually time for a few hours peace but my eldest is home-schooled and waiting on new school work to arrive so she was under-foot the entire time. I made steady progress though, kept up with a few emails and progressed on the draft. Then the kids returned, and oh **** its Tuesday, they all do Street Dancing at the school on a tuesday so that was another joy to setup for. Now its 8pm almost and I just sent Rick over the first draft with info etc. Just ordered a take-out to relax for the evening and im thinking of going on the xbox after that. No doubt by midnight I'll be back at the pc and adding more to my own project GDD, because I'll be discussing the historical accuracy with my father-in-law over the xbox since he is a WW2 fanatic. He actually found the starting scenario after hearing I nickname all my projects "Project Mosquito" during development he knew of an operation during ww2 that involved Mosquito planes which was v.similar to what I had in mind, so I'm using "Operation Jericho" as a starting point. Oh that reminds me, I have more work to do for my uni assignment that's due in 3weeks (open uni, comp science - v.boring and quite easy) I'll probably do that assignment during a free hour or two throughout the week but I dun mind putting it off cos it's enough to put me to sleep. Anyway I will close out saying, if you need a csg level designer for a project let me know even if its small stuff always looking to get my work out there and I dun charge so it'll save you the hassle
  6. I actually couldn't think of a good thread name, and when I put Level Designer for... I read it aloud and my daughter said I should work for cuddles because she would so... I'm a level deisgner for cuddles. Don't worry I won't hound you for the cuddle. Anyway I'll explain. I do csg based level design, im not a texture artist but I'm learning as I am blender & various languages. I was initially planning to do my large project on Leadwerks but with a couple of key features missing I'll be moving it over to UDK. I like the engine though and have very high hopes, I love the editor. So I figured I'd see what I could do to get involved. If people are doing games that use csg for levels and are looking for someone to contribute let me know. I have my own project, I just signed in for the community project so I can probably handle 1 or 2 more projects for the next 3months or so until my big project picks up (I closed my business to envelop myself in this). So if you have an interest project and think you could use me, give me a shout and tell me a bit about it, the types of locations you would be looking for etc. All I ask for is a credit for the work I contribute.
  7. MikeClarke

    LCP 2.0

    Yup sign me up as Level Designer - more info in pm
  8. Yougroove re your post, yes the FPS aspect of that game was there but as stated at the start of the video, 2 developers 1 for music, 1 for code/assets. Alot of custom code went into that project. The stock stuff avaliable on UDK obviously saves time for an fps developer but not if you want an old fashioned fps like I plan or one that comes with ADS since they just use zoom. I would too like a fps "shell" but I am not expecting it lol
  9. I may be wrong but in Leadwerks, if you go to Game > Debug, instead of Game > Run it may work. I get a "failed to run C:\.... " error whenever I try Game > Run, but it run's with Game > Debug. I haven't investigated resolving the game > run issue to much though. It's worth noting the popup box doesn't display any errors/warnings even when failing to load.
  10. I have a tendency to write random thoughts which appear on facebook or randomly to a friend on skype. So I decided to make use of the blog system here since most of my thoughts are somewhat game related. The blog is called 'Inside the mind of eternal insomniac' which isn't far from the truth, I am an insomniac and have been for a v.long time and even if I wasn't my mind tends to function in overdrive at times and see very odd connections. So 'Welcome to the rabbit hole', my current thoughts are on three large topics. A hat of all shapes & sizes, as most indie developers will know any project on the Indie level requires you to handle various roles you wouldn't need to as an AAA developer. You fill every team spot you can. This is something that I must admit concerns me. I have a history with code (web mostly) so that should be my main focus since I've done it for 10years as a career but old fashioned level design is my passion when it comes to Game Dev that I've so far neglected to stick my head in the C++ or LUA arena' I have tinkered with some blender stuff though. The second thought im tinkering with is Operation Mosquito which is my main project, although slow going whilst I get used to things and learn it's always on my mind. I play CoD Black Ops (Original not 2) at night with family and between almost every map (and often during) my mind will wonder and I'll find myself hunting for lines of sight figuring and calculating the likely hood of a real life use trying to find that "seam" between the game and reality from a gamer perspective. - Strange, yes - Crazy, yet to be confirmed Finally my thoughts are on a post by Josh, wanting to blur gap between Indie & Modders. I got my game dev start with mods and they were great fun, but regardless of Indie or Mod finding reliable team members is never easy. I can understand why, it's a big commitment and time is a factor - not everyone can walk away from a decent job hell it took me several years to kick myself into it and my job wasn't great lol If you put your time into an indie or mod project, you need to consider the time factor, for a good rate of turnaround 10-15hrs would seem like a fair amount, obviously more or less depending on task load and availability of other developers assets. That's a part time job in itself, and I think alot of people would rather put that time into a project they want made. The game they want to play, not necessarily someone else's. I understand and appreciate this, I don't know if anyone out there is reading this but would be good if there were - or if you followed my ramblings this far in. There was a "Community project" for LE2 the zombie game. I would be in full support of a community LE3 project. Something that we provided as a framework to other people. Incase there is interest in another game, maybe fps or remake of the original LE2 project then count me in as a Level Designer I'm willing to put in the hours mentioned above and more if needed. After all would be a good learning opportunity to learn from other people here and maybe find people to work with down the line. Until next time, don't leave the rabbit hole, dont feed the shadow, tip the waitress.
  11. Mine took a day I guess it depends on where they are about to distribute them, I think it's a manual process to reduce people re-distributing it.
  12. Using the barbarian to scale a non-fantasy game is somewhat trivial. A) He is hunched over. B) He has horns on his helmet. So each time you use it to "scale" you have to figure out how much he is bent over and weather his horns account towards height. It's tedious and if there was just a "base unit" life would be easier. Yes we could just import one but I assume what Rick is looking for isn't something for release into games but as a developmental asset and seeing joints is a handy asset. Especially if your looking to get the model to animate cleanly.
  13. large csg objects have been an issue in engines for a v.long time, common practice was to break them down. No reason to abandon using them. Models etc take alot longer to produce than a csg construction so unless you are v.well versed (and fast) making them csg is the easier option for low budget developers who don't have a team of staff to do as there told.
  14. Not to detract from the value of networking in LE but if your looking for an instant fix for mmorpg that requires less coding then check out RealmCrafter, I had a license there when it was pre-release and I hadn't used the language before and could handle anything an mmorpg required via there editors.
  15. Thanks I need to figure my way around things more. I didn't even look in the options panel :S
  16. I think (am not 100%) the Steam Greenlight system is more a pre-request. IE They support the distribution of your system. That's not to say things such as the Terrain System wouldn't be implemented before steam distribution. I would like to think that the Steam sales would only help to increase the size of the community, which would in turn give Josh more funding and allow for increased support/development of the engine. Bring such features to us quicker.
  17. Ok this is going to be a somewhat weird request. I've been working on making another building in the editor and I figured as I come across issues that sharing them here is the best place to maybe "grow" the editor over time. The levels I intend to make are hugely bsp based not just the base of the levels but 80% of them which will probably end up with a few thousand brushes so it's not a "small" facet of the development process I'll be going through. I like how we can change the grid size by using the wheel of my mouse, but it only changes the viewport I'm in as opposed to 3 of them. It's somewhat strange that I keep going through 1 viewpoint (say Top) then go into the Left viewpoint and I'm in a completely different scale I keep needing to go from viewpoint A then back to B to change it to ensure they are the exact same. I understand and appreciate the value of a quick method of changing the grid size, but the option somewhere to lock all 3 viewpoints so when you change 1 gridsize, you change them all would be very handy. To help explain the type of situation. This is a (hopefully less confusing) process I'm currently doing. I have a corridor, with half archways above, that come from a column to the left (connect to a building), each of these left columns is also linked by a full archway. Then above that I have a triangular to have a partial roof (picture attached) As you can see the editor has a different scale in each viewpoint which makes things more complicated as it grows. I'm not suggesting to remove the additional system, but maybe the option to hold Ctrl whilst scaling to affect multiple view ports. Or a simpler in the "View" have a Grid 8x8, 4x4, 2x2 that would sync all of the grid sizes. Sidenote - I know i have made a few suggestions and want to remind you I actually love the engine & the editors, just with a focus on workflow I came across a few bits that could make things easier over longterm development. Such as in bsp mapping having 2x,4x,8x allows for simpler scaling. Whilst im making this note is there the option anywhere in this editor to "stretch to fit" a texture, or position it? As I move a brush and the texture re-positions etc. http://i.imgur.com/f88gz7v.png
  18. That would be v.handy, especially if for example first person display the arm's just so you can get a good idea for the players perspective during the level design process. I found this issue myself yesterday as I made a fence, and archway which would go infront of the building (kind of like a covered path) but when I went into spectator mode to have a look it was huge in comparison despite appearing the right size in the editor.
  19. Much more enjoyable. My only other suggestion (besides the bounce factor posted earlier) is after a shot, the power bar doesn't reset automatically. Which I agree with whilst the ball is in motion as it gives the user time to see how hard they hit it and figure out a new strength but it's a good indicator its time for a new shot if it was to reset. Oh and slight glitch on one of the levels (not sure which i think it was 5 or 6) but the ramp can catch the ball, even full strength couldnt get it up that hill once it clips the edge.
  20. 2suggestions from me. 1) Fullscreen option. 2) Bigger response from boundary it seems to suck all the energy out of the ball.
  21. By template do you mean like RPG, RTS, FPS etc? Then it provides you with the base stuff so when you first click Run your in the right style of game? Or do you mean like a copy of the Darkness Awaits or Blank?
  22. It looks somewhat semi-transparent on both, maybe if you view at the same distance it might help show the issue.
  23. I was aware of the method using the tube but it wont fit what im needed as I am I looking to put a trim around it in a bevel type fashion. Is there any eta on the feature being included?
  24. Thanks If anyone is in the know on these matters is there an eta on the feature (also the terrain system). I can obviously work around until there ready but some rough idea would help me plan things better
  25. My apologies as I think i asked this before but i can't for the life of me find the question and whether or not there was an answer. In the LE3 editor, I want to make a quarter of a circle. To do it i need to be able to move the vertices of other shapes (either a triangle or rectangle) but I cant find the option in the editor. Certain shapes allow me to select the part (ie torus etc) but not of them are suited to a rounded corner. I read in another thread you can do it by pressing Ctrl but I think this was before LE. Apologies if I asked before, i tried searching and going via my profile but can't find my old thread.
×
×
  • Create New...