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CraackerTraash Feb 25 2015, 5:47pm says:

By 'difference' do you mean the candles' colors, or am I missing something else?

+2 votes   media: Universes of Color
CraackerTraash Feb 25 2015, 5:11pm says:

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.

+2 votes   article: I am very sorry!
CraackerTraash Feb 18 2015, 5:58pm says:

Ah, I thought those other screenshots might have been a countdown.
Was not disappointed.

+1 vote   media: Release
CraackerTraash Feb 5 2015, 5:13pm says:

Ah, I knew I wasn't the only one crazy enough to make refractive glass.

+2 votes   media: A cabin where the sun doesn't reach
CraackerTraash Feb 3 2015, 5:12pm says:

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.

+1 vote   media: Mansion
CraackerTraash Jan 19 2015, 2:07am replied:

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.

+1 vote   media: Hospital Facility
CraackerTraash Jan 15 2015, 5:17pm replied:

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)

+1 vote   media: R.O.T.Y.E
CraackerTraash Jan 14 2015, 1:54pm replied:

Ah. So... it is old, then?

+1 vote   media: R.O.T.Y.E
CraackerTraash Jan 13 2015, 5:41pm says:

You've changed the title back to The Hands Resist Him? I thought you said it didn't reflect the core of the story.

+1 vote   mod: The Hands Resist Him
CraackerTraash Jan 13 2015, 5:28pm says:

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.

+1 vote   media: R.O.T.Y.E
CraackerTraash Jan 11 2015, 2:32pm replied:

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 ***.

+1 vote   media: IngameScreenshot
CraackerTraash Jan 10 2015, 11:10pm says:

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.

+1 vote   media: IngameScreenshot
CraackerTraash Jan 3 2015, 2:20pm replied:

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.

+1 vote   article: Full Release
CraackerTraash Jan 3 2015, 2:14pm says:

Somewhere underground, by the looks of things.

+1 vote   media: Where am I?......
CraackerTraash Jan 2 2015, 3:19pm replied:

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.

+1 vote   article: Full Release
CraackerTraash Dec 16 2014, 4:50pm says:

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.

+1 vote   article: In Lucy's Eyes - Full Release!
CraackerTraash Dec 4 2014, 7:33pm replied:

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.

+1 vote   mod: Wheezy Everlasting
CraackerTraash Dec 3 2014, 2:16pm says:

This is a pain that needs to be felt to be understood. I have felt this pain.

+1 vote   media: What I'm working on...
CraackerTraash Nov 25 2014, 4:54pm replied:

I amend my previous statement. No longer using candles.

+1 vote   media: Hotel Interior (WIP)
CraackerTraash Nov 23 2014, 10:02pm replied:

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.

+1 vote   mod: Lament (WIP)
CraackerTraash Nov 23 2014, 1:02pm replied:

It stands for 'Work in Progress'. I just have it there to remind people that nothing is final yet.

+1 vote   mod: Lament (WIP)
CraackerTraash Nov 19 2014, 4:51pm says:

I love the colors, but I feel like the light from the window should be casting shadows. Just looks a little off to me.

+1 vote   media: In Silence
CraackerTraash Nov 14 2014, 9:10pm replied:

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.

+1 vote   mod: Lament (WIP)
CraackerTraash Nov 4 2014, 5:14pm replied:

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.

+1 vote   media: Hotel Interior (WIP)
CraackerTraash Oct 16 2014, 4:48pm replied:

Glad you like it. This level has been revised and redone so many times, I'm just happy it looks nice.

+1 vote   media: Lower Cellar (WIP)
CraackerTraash Oct 9 2014, 3:50pm says:

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.

+3 votes   media: Acid can be deadly...
CraackerTraash Oct 5 2014, 4:04pm says:

Those are some very pretty shrooms.

+1 vote   media: Screengasms!
CraackerTraash Sep 7 2014, 9:26pm says:

I'm not entirely certain how I feel about this.

+2 votes   article: Tired of waiting for new updates?
CraackerTraash Sep 6 2014, 9:15pm replied:

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?

+1 vote   mod: The Barn's Secrets -Full Release-
CraackerTraash Sep 3 2014, 7:05pm says:

I believe your spotlight's upside-down.

+1 vote   media: More castle
CraackerTraash Sep 3 2014, 1:49am says:

Lighting-wise, I'm not sure what I'm looking at, but I don't think I like it.

+1 vote   media: Prison Improvements
CraackerTraash Aug 30 2014, 3:25pm says:

Are those black squares in the roof windows? If so, they'd look better with the window texture from the cellarbase set.

+1 vote   media: Barn
CraackerTraash Jul 24 2014, 8:13pm replied:

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.

+1 vote   mod: Oblivion II: Die To Live
CraackerTraash Jun 24 2014, 8:10pm says:

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.

+1 vote   article: An unfortunate delay
CraackerTraash Apr 20 2014, 2:46pm says:

It's certainly an interesting idea. I'm all for it.

+2 votes   mod: Amnesia: Delicates MODELS PACK
CraackerTraash Apr 9 2014, 9:31pm replied:

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.

+1 vote   download: CFAD2: Herman's Revenge V1.1
CraackerTraash Apr 9 2014, 12:03am replied:

Cozy and claustrophobic, yes indeed.

+3 votes   media: Upper Cellar (WIP)
CraackerTraash Mar 25 2014, 7:07pm says:

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.

+1 vote   media: Storage
CraackerTraash Mar 21 2014, 5:40pm replied:

Bah, I was just gonna put up some block-boxes to stop people from doing it in the first place.

+1 vote   media: Hotel (OUTDATED)
CraackerTraash Jan 10 2014, 11:23pm says:

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.

+1 vote   media: The Burning Depths
CraackerTraash Jan 8 2014, 7:27pm says:

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!

+1 vote   article: Working on the last levels !
CraackerTraash Dec 22 2013, 2:07pm says:

Sometimes I think I'm pretty good with level design. Then I see stuff like this. D:

+2 votes   media: R'lyeh
CraackerTraash Dec 21 2013, 7:28pm replied:

Such comment.
Much thanks.

+1 vote   media: From the second dungeon level.
CraackerTraash Oct 13 2013, 2:50pm replied:

Agreed. One chandelier would be more than sufficient to light a space that small.

+1 vote   media: In-Game Footage 6
CraackerTraash Aug 21 2013, 11:19pm replied:

Thank you. Personally, I find it to be far more "hotel-ish" than the original.

+1 vote   media: Hotel (W.I.P.)
CraackerTraash Jul 19 2013, 2:33am says:

I just have to say... dat fence.

+1 vote   media: Proof of Process
CraackerTraash Jul 16 2013, 4:14pm says:

God, this looks good. Tracking.

+1 vote   mod: Lucid
CraackerTraash Mar 28 2013, 9:49pm replied:

I'm trying, don't worry! :D

+1 vote   mod: Lament (WIP)
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