Creator of Bluish-Green Productions, I use GameMaker Studio to make games for iOS and Android
Brutal ending o_o
Awesome updates as always, and perhaps more tangible ones.
Lots of neat features as always, seems like there are some impatient folks out there who aren't as appreciative of your work, and that's a shame.
Still cannot believe how amazingly generous you guys are being!
As sorry as I am to hear the news, I kind of anticipated it for a long time, but I must remark how generous it is for you guys to upload the assets as Creative Commons!
For my part, I remember rushing home to watch Paradox-casts, I remember submitting unit ideas, being so inspired by your effort that I tried to help on several occasions (although I simply didn't have the skills necessary).
Although I think most of all, I'm glad to have become aware of one of my favourite composers; Chris Ferres, who I was lucky enough to meet recently (Manifest Destiny is still my ringtone!!).
Although it might be cheesy to say it, while the Paradox mod may be halted, I believe that it will live on in our hearts! Thanks for the inspiration, the memories, and the laughs!
All the best to everyone on the Paradox team! Good luck on all your future endeavours!
Hopefully with all those Steam dollars development will go even smoother and you'll be able to add even more cool stuff!
So many additions, I'll probably have to build a new world sometime and give them a try.
I'm wondering how procedural this system can be, could a character pick up an item and know how / where to wear / equipe it?
What a great way to quickly and easily make visually distinct characters. Do the animation speeds and movements of the characters correspond to those parameters? For example, fatter characters lumber more than walk, with their arms lower, waving from side to side.
What a neat tool! I can't wait to see how you expand upon the functionality of it.
I like Apple Hardware, not so much the software or operating system side of things.
So yeah, I've got an iPhone and a MacBook Pro on which I set Win7 as my primary boot. I only boot into the Mac side to publish apps because it is a bloody REQUIREMENT.
Yeah, that sounds familiar. Maybe I did figure it out in the end, but I do remember it being confusing at the time.
The subterrainian APC looks great! I was pretty young when I played Tib Sun, so I couldn't actually figure out how to make it go underground :/
Oh man, it's great to hear you guys are still around!
Truth be told, I never managed to get a firestorm shield generator working, I was never very good at Tiberium Sun...
Yes, unfortunately the publicly available version of the Utopia remake has a couple bugs in it, but as a free project that didn't seem to gain much attention I cannot devote the time to fix them. I did at least try to make sure that the game was playable under normal circumstances.
Really neat spear dynamics!
Micro transactions can really ruin games, like PvZ 2.
I'll never do that with any of the games I make.
I like the animation tweaks! This game looks better all the time.
Although I have to say, if you use bright colours, the recolour system is very obvious, if you use slight variations in hue and saturation instead of drastic ones I think it would look better, if less visually distinct.
Wow, that's a pretty smooth distribution curve. Interesting.
Finally a fix for the escaping animals, that was driving me nuts!
Ahaha, "removed Herobrine"
Looking forward to carpets and horses.
Wii U anyone?
Smash Bros... just sayin'
It's still hard to beat the structured flow of a Linear game, if it's done right.
It's incredible to see how much this is shaping up. I look forward to every new update, just to see what cool new thing you guys have done!
Well spotted. I wonder what, if anything, those are.
It's hard to beat hand made. The random generation algorithms aren't complex enough to match the beauty of a good level designer's skill.
I'm all for these bug fix updates, but starting to miss the content updates...
I'm curious to see the new villager emotes, they've always struck me as strangely silent.
Looks fantastic, great fit with the soviet aesthetic!
Hm, nothing I'm too excited over in this snapshot, but congrats to Jeb and the dev team for their accomplishments!
Oh, nice flat colours for building! If only they were a little less "muddy" Still, should be fun.
Ah, finally a way to store all that coal I've got more efficiently... though the waste that comes from using it to cook 72 items is going to drive me a bit crazy... (I don't like micromanaging furnaces) it seems like it would be better to make 8 coal craft the block so that it would only smelt / cook 64 items... Just a thought.
You are now obligated to make a mod for this :)
Nice double feature! It's cool to see that they can balance supporting the product while continuing to add to it!
I wonder what more sociable zombies means...
"catch up.Get the" I actually read that as "Get" being a member variable of "up"... I think I've been programming too much lately...
Better late than never I guess, it just feels weird having only recently updated to 1.5.0...
Oh the terrible affliction that is University... well I hope it brings you to bigger and better things!
Ah, the wonderful, under-appreciated bug fixes! While some updates bring all kinds of new stuff, these are still crucial for making sure it all actually works in game!
Dropper seems interesting, if a little redundant. I like the look of those quartz pillars though. Stone bricks are still my personal favourite.
News article up a little late huh? Oh well, great updates all around.
3D Objects is great, although now they've got me waiting for 3D foliage.
That is one of the coolest looking things ever! It's really neat to see all those objects can be moving around like that in real time!
The moving cubes are especially cool and reminds me of panels in Portal 2.
Well, good to know work is being done to remedy the issue...
After all the cool things in 1.4 were added, I always appreciate a bug fix release like this.
It's not all that often I find a bug in Minecraft, and by the time I do, chances are someone already found it.
I'm sure this will be useful for all the other bug reporters though!
The repeater update sounds interesting. And I'm glad that Anvils take less iron to craft!
Creative mode on Xbox should be fun! Also looking forward to all the other things 1.8.2 brings!
Farming for Rare Candies can now be done legitimately! I mean, aside from winning 100 battles on the Battle Frontier and cashing in points. Or answering questions on that Radio show in Crystal.
Those all sound really cool audio wise and gameplay wise!
My favourite is the Junk Repair.
Yeah, its a funny coincidence that I managed to get first comment on both Updates.
Perhaps depending on how intelligent they are, they would either bat you to the ground, pull you to the ground, or grab your foot and smash you against the ground!
That would be fun. :)
Man, if we had MCVs IRL, building cities would be ZETTA easy!
It would be neat if wolves jumped into the air when you did and batted you to the ground!
That would be one way to counter the player's ability to jump over them so easily.
"Is this in game yet?"
Reply: "Not yet but it will."
That was fast. Looks amazing!
Have you thought about creating a thin textured layer near the base of structures so that the ground beneath them doesn't look so pristine?
Possible Easter egg in Orbital Downpour?
Oh man, and I thought the original looked good!
DAMN Sketch! That's a brilliant concept! I can't wait to see how this translates to a finished model.
Your art is most definitely "up to scratch" for a webcomic!
I can't wait! :D
You guys have shown an uutstanding dedication to this project! Fantastic job on these unit previews.
I agree, they look a bit dull, almost like polished stone weapons. They like the gleam and shine of metal.
I like the 1st and 3rd ones best. If you make alternate models for this unit (as you have done for VC) would you/can you actually switch to between a female voice and a male voice depending on the unit?
Brilliant design! You've obviously put a lot of work into this.
Looks absolutely beautiful! Infantry only huh? That ought to be interesting. Should put more focus on out-stratigizing your opponent than just teching up.
You know it's a legit moustache 'cause it's part of the model! Not just surface texture.
Brilliant design! That hat really gives the look of authority.
Just looking at the original concept, I like the larger scale hat and coat collar... I dunno, something about the concept that looks different from the model...
A tank with a hat... love it!
Great update! I like the new look.
Um... can you? Those look kinda ridiculous...
Great job on the peacekeepers though!
Okay... WTF EA, how could they create such a poorly detailed model!?
Yours looks great though, Sketch!
I like! Very cool graphics.
Can you put up a link to Rule, Britannia! Sketch?
Drawings look great, I just don't know what characters they're supposed to be of.
Texture and model both look good! It's a bit pixilated along the front, but no-one will be able to see that at game-scale.
Actually, when you mix blue and green you get "Blue-Green", when you mix blue and yellow you get green.
Here's an easy way of thinking about this so-called "crash-testing" idea. If something really is true, then no matter what you throw at it, it will not shatter. I've heard (and personally experienced) that the "intellect" is quite capable of grasping truths when it finds them.
I think you've really touched upon one of the great dangers of falsification, that people can use it just to be lazy, but in principle, and used well, it still seems sound to me (thus far).
It really depends on the sword, and I agree with you.
A Katana SHOULD slice through flesh and bone with ease (and other swords of that caliber) while other swords should get "stuck" in flesh as you described.
I remember this being mentioned at the start of my Grade 10 Science class. For example, if you shot at a target and hit in a cluster around the outer ring, it would still be considered "accurate", just not precise. Precision would be proximity to the center of the target.
Looks great! Can't wait to play the minimod.
As always, people think Bluish-Green Productions is more than one person, it's just me!
I may expand on this game in the future, but for now I've got to get back to school work... :(
Thanks for saying so, I no longer feel like my existence is meaningless to the internet.. :D Happy New Year!
I don't understand what you are trying to say...
Every time an enemy hits you, you are knocked down.
If you go to far down, you die. You need to use energy to stay higher up.
Yea, those buttons are temporary and will probably be changed by the final release. But Photoshop is the best tool I have for "buttonizing" pictures. There are three images to each button actually, they light up as you hover your mouse over them and are depressed when you click on them.
Also, in the menu, the four red dots in the corners light up depending on the position of the mouse.
Thanks, though I'll admit, it's a static lighting system, not dynamic.
(Made with transparent tiles)
Great, I can't wait to watch it!
Will be listening intently!
I'm still using Game Maker to develop Robo's World 3...
I also have nowhere near the programming skills to use UDK....
But I will try it out!
Because it's free!
Do you remember the "Hunter-Seeker" from Tiberian Sun?
Currently I am programming the entire game and enemies first, and then I'll make the levels. There will be more "beta-levels" in future demos.