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By 'difference' do you mean the candles' colors, or am I missing something else?
This hits home in so many ways. The fear of failure, the apprehension of feeling that you've let everybody down, the anxiety of knowing you can't finish something when you want to, the lack of motivation, the creative brick wall, all of it rings uncomfortably true.
It's how I've been feeling for months, though I think you have it worse.
So far as I can tell, it's part of the creative process. Not for every creative endeavor, at least I hope not, but definitely the first. It's something of an obstacle to overcome, but there's no clear way to get past it.
I'm still terrified everybody will think my custom story's complete **** when I release it, whenever that may be. I've failed on so many promises and deadlines, I'm not even sure it's worth the effort to try anymore.
We'll all take it differently, but the important thing to take away is that you're not alone in feeling this way.
Ah, I thought those other screenshots might have been a countdown.
Was not disappointed.
Ah, I knew I wasn't the only one crazy enough to make refractive glass.
I'd recommend not mixing-and-matching tilesets like that. It tends to create dysfunctional, clashing color schemes that can really get to be an eyesore.
My advice would be either to trash the bright red walls in favor of castle stone, or replace the ceilings and floors with something that better fits a warm color scheme.
Also, torches on wood walls; that'll start a fire faster than you can dial for the fire department. Candles or hanging lanterns would make more sense.
I was bothered by this for a while before I decided to check if it was just the way the editor handled shadows, as the level editor renders things differently, sometimes for better, sometimes for worse.
Planes do, in fact, cast shadows. It's just that they only do so in-game, and not in the level editor. But you should still use the static plane, at least for development's sake.
That's about 263,768,453 more minutes than I expected.
Must've been all them lightings.
(Guessing you meant 2.63, not 2,63)
Ah. So... it is old, then?
You've changed the title back to The Hands Resist Him? I thought you said it didn't reflect the core of the story.
I'm not sure what to make of this.
My only real guess is that it's an old as hell screenshot from a very early stage of development, except that doesn't explain the ambiguous title.
It could be that it's a joke, poking fun at amateur custom stories, but if that's so it's very out of place.
Hey, no problem. As for what you could change:
It took me a second to find the shadows, so you should probably make the spotlight a tad brighter. And if you want the spotlight above the chandelier, you need to set it to have static physics, otherwise someone could throw a chair at it, and it would move separately from the shadows.
Also, I can't really see the light rays, so you probably need a couple more, maybe made a bit brighter.
And lastly, I noticed there's more of a blue ambient color than before, and it sort of clashes with the light of the chandelier and candlesticks (candlesticks look way brighter, too). I think the warmer, reddish light makes more sense for the room.
And good job getting rid of the metal door. Those things are a pain in the ***.
The lighting is definitely softer than in previous screenshots, but there's always room for improvement. You could, for example, place a shadow-casting spotlight under the chandelier, which I've found works wonders for atmosphere.
You could also have light rays coming down from it, with an added point light slightly above it to put emphasis on the fact that the light is coming from above the player, which is also good for atmosphere.
These are just suggestions, of course, but I highly recommend you try them out.
For the sake of not missing out on future custom stories, I would seriously recommend setting time aside to get it to work. If you really don't want to, that's fine, but don't expect developers to downgrade their custom stories for you.
Hell, even I'll probably end up using the new scripts.
Somewhere underground, by the looks of things.
I don't know what it is with update 1.3 for you. I've had no problems, even with my custom story, and if you're worried about losing your custom content, you could try backing everything up and putting the custom content back in after you've updated.
I don't claim to know that that would work for you, but if you haven't tried yet, it's worth a shot.
I'll need to set some free time aside for this. Can't wait to see what's been added since the test version was released.
I believe that's because the official 1.3 update came out today. I went to open the level editor and got the same error, and when I went to re-install it, I found a text file in the main directory called '1.3 changelog'. On the forums, too, you can find the download for the 1.3 update.
This is a pain that needs to be felt to be understood. I have felt this pain.
I amend my previous statement. No longer using candles.
I could only guess with it being in the state it's in now, but the levels are a good size and it's meant to be played slowly. It'll be a decent length, don't worry.
It stands for 'Work in Progress'. I just have it there to remind people that nothing is final yet.
I love the colors, but I feel like the light from the window should be casting shadows. Just looks a little off to me.
I don't have a set release date at the moment, because whether or not I can work when I want to is largely situational, and I have an inconsistent schedule anyways. I'd like to have it out sometime in March of next year, just for the sake of rounding off a two-year development cycle, but I really can't guarantee anything beyond that.
Honestly, I'm still on the fence about using candles on the walls instead of hanging lanterns from the ceiling. Aside from that, I'm happy you like it.
Glad you like it. This level has been revised and redone so many times, I'm just happy it looks nice.
I'd be careful with fog and water. The HPL Engine doesn't like the combination, and it can start to look very strange with thicker fog levels.
Those are some very pretty shrooms.
I'm not entirely certain how I feel about this.
I keep seeing people mention this patch, but I can't find it no matter how hard I look. Do you know where I could get my hands on it?
I believe your spotlight's upside-down.
Lighting-wise, I'm not sure what I'm looking at, but I don't think I like it.
Are those black squares in the roof windows? If so, they'd look better with the window texture from the cellarbase set.
Even if the emptiness is intentional, I don't think it's a good design choice. Environments that lack detail fail to engage the player, and careful attention needs to be payed to the way a level looks and feels. The only way I could justify bare-bones level design would be if you were supposed to blast through it like the end of the first Oblivion (which was plenty of fun, truth be told). Other than that, empty rooms end up feeling lazy and rushed to the player, which is something you definitely want to avoid.
I know the feeling. I lost a ridiculous amount of progress on my custom story "Lament" when I backed it up incorrectly (a result of saving my work in the Amnesia directory, I highly recommend saving it externally) and, to be entirely honest, I still haven't made up for all of the progress lost. That being said, it was easier to improve the level's designs while remaking them than it would have been originally, so I don't consider it a complete loss. Anyway, I wish you luck in your endeavors, and I look forward to seeing the finished product.
It's certainly an interesting idea. I'm all for it.
You probably don't have Justine installed. The MovePlayerForward command is exclusive to the Justine update, so if you don't have it, this custom story won't work properly.
Cozy and claustrophobic, yes indeed.
That billboard is waaaaay too bright. I'm not very fond of using the default blue light-ray billboard, if for no other reason than because I like it to match the spotlight color. What I would do is switch it to the yellow light-ray (because it's more grey than yellow) and set the color to match that of the spotlight. You could also try duplicating the spotlight, removing the gobo, slightly increasing the FOV, significantly decreasing the brightness, and disabling it's shadow-casting, just to give the light more of a natural, diffuse look. Other than that, it looks alright.
Bah, I was just gonna put up some block-boxes to stop people from doing it in the first place.
This looks very good, but I have to recommend one small addition. Near the bottom of the "Machine" tab in Static Objects, there's a little metal-wall-bracket-thing. Take one of those and adjust the size so it's thicker and more square-ish. Plop one of those down anywhere a chain connects to a primitive (ie: the ceilings and floors) and it won't look quite as awkward. I do it all the time, and it's rather nice looking.
I don't get how you people can make this stuff so damn quick. I've been working on Lament since March of last year, and I'm barely over half-way finished with it. I demand of you, tell me your secrets!
Sometimes I think I'm pretty good with level design. Then I see stuff like this. D:
Agreed. One chandelier would be more than sufficient to light a space that small.
Thank you. Personally, I find it to be far more "hotel-ish" than the original.
I just have to say... dat fence.
God, this looks good. Tracking.
I'm trying, don't worry! :D