I am a versatile software developer, so my main focus is software design and implementation ('programming'). I do however also have hobby-experience doing some Blender 3D modeling and level design for various games!

Comment History  (30 - 60 of 1,163)
Metalspy
Metalspy Dec 30 2014, 11:35am replied:

This is almost a decent comment if I don't count stating your opinion as a fact.

+3 votes   feature: Indie of the Year 2014 - Players Choice
Metalspy
Metalspy Dec 26 2014, 6:52am says:

I just realized I have never commented on any of your articles, even though you put quite some effort in writing them. So.. here, have a comment as a token of support!

+2 votes   news: Idea: Armour Damage Maps
Metalspy
Metalspy Dec 23 2014, 6:01pm replied:

Yes I do know a lot of software have 'horrible hacks', either to finish something in time or to increase performance. It's just that I personally prefer to keep my code as 'clean' as possible in order to make the software easy to extend/maintain, either by myself or by someone else! I'm a bit of an idealist I guess ;)

Oh and thanks for writing your pathfinding article, I forgot to say that in my previous comment. It's always fun/interesting to read such articles!

+2 votes   feature: Walking around realistically
Metalspy
Metalspy Dec 23 2014, 2:48pm says:

While it's great that your solution works for you, I must say that it always make me a bit sad if a programmer says he/she decided to go with the short and easy, but code quality decreasing solution. What if you need to make changes to this code, isn't that going to take way longer than simple writing some nice and decent code? :)

+3 votes   feature: Walking around realistically
Metalspy
Metalspy Dec 23 2014, 6:22am replied:

And I think that if a mod is the best one in two or more categories, it should get that recognition. Awards are not about giving the nominees some kind of fairly distributed exposure boost, they are about highlighting those nominees that are actually the best.

+2 votes   feature: Mod of the Year 2014 - Editors Choice
Metalspy
Metalspy Dec 20 2014, 5:33am says:

You are reusing the framebuffer, but provide a different viewangle on the camera? Or at least it appears so on this screenshot.. how did you manage to do that?

+1 vote   news: Devblog #42
Metalspy
Metalspy Dec 20 2014, 5:24am says:

"Missing: My Dock"? :D I had to laugh at that one (I hope it's a pun.. else I just made myself look like a fool)

+1 vote   media: Tunnel control building, then and now
Metalspy
Metalspy Dec 18 2014, 5:00pm says:

Great stuff! I did expect something like this to be in the vanilla game to be honest, awesome to see you have build such a system in your mod!

+1 vote   news: Devblog, Episode 2: Crafting and Housing
Metalspy
Metalspy Dec 17 2014, 4:24pm says:

"The concept of a story driven scene works well and this is just a fraction of what you as a level designer can do with it"

When I'm designing a map I always use this approach, mainly because I find it a lot of fun to do. The main problem I have is that I tend to spend way too much time on a single 'scene', so I usually end up with a really small, very detailed part on a much larger, empty map :(

+1 vote   news: Dev Blog #21: Digging into the Detail (3/3)
Metalspy
Metalspy Dec 14 2014, 8:48am replied:

It would get buried under all the Greenlight crap anyway so what is the point :(

+1 vote   news: Release
Metalspy
Metalspy Dec 3 2014, 6:34pm says:

I have only played the beta (obviously) and I got very annoyed by some serious, game breaking bugs like a partially disappearing base and corrupted save files. Still, I did vote for this game because (especially as a programmer) I very well knew what I was getting myself into by buying an in-development game, and I do think the gameplay is very promising and addictive!

I'll be waiting for my roses :)

+1 vote   news: Is TerraTech your indie game of the year?
Metalspy
Metalspy Sep 1 2014, 4:23pm says:

Awesome! I love both the image and the fact that it has actually been used as cover art! Congratulations :)

+2 votes   media: Echoes and Memories
Metalspy
Metalspy Aug 23 2014, 12:55pm replied:

Or a graffiti artist that didn't like his tag being hidden!

+1 vote   media: Tried wheatpasting..
Metalspy
Metalspy Aug 22 2014, 8:11pm replied:

And/or any indie-team's wallet's nightmare ;)

+1 vote   news: Dev Blog #17: Traction Wars in Motion
Metalspy
Metalspy Aug 9 2014, 1:23pm replied:

The demo I just downloaded from the link doesn't seem to work, at least not for me. I get a "stopped working" message as soon as I double-click the executable. I just noticed, however, that there is also a demo on Steam, so I will try that one (assuming it's the same demo).

+1 vote   news: NEW CONTENT + DEMO -- Meridian Patch 0.87 released!
Metalspy
Metalspy Aug 9 2014, 1:12pm says:

Hurray, the demo! Downloading now and eager to play :) Now I should be better able to make a decision about purchasing this game, thanks!

+1 vote   news: NEW CONTENT + DEMO -- Meridian Patch 0.87 released!
Metalspy
Metalspy Aug 9 2014, 1:08pm replied:

Actually there is such a timer. On your profile, to the right under "Statistics" (you may have to scroll down a little bit).
EDIT: Or.. perhaps not? When I check out your 'time online' it says 1 second... hm.

+1 vote   news: The future of ModDB & IndieDB
Metalspy
Metalspy Aug 9 2014, 8:45am replied:

I'm pretty sure you can't just simply 'make the mod uploaded to Steam' :P I think it first needs to gain quite some popularity and attention.

+1 vote   news: Mod ready !
Metalspy
Metalspy Aug 9 2014, 8:39am replied:

That totally depends the engine and the kind of licenses the developer provides. I would like some examples though? Not necessarily to be the guy that says 'you need sources to prove your point', but (also) to perhaps learn about new engines :)

+2 votes   poll: MOTY Prizes You choose!
Metalspy
Metalspy Aug 9 2014, 8:37am replied:

For mods you usually don't need an entire (commercial) engine license. Winning engine licenses could be useful for those mods wanting to change to a commercial product.
Anyway, the point about money still stands of course :P

+1 vote   poll: MOTY Prizes You choose!
Metalspy
Metalspy Aug 8 2014, 1:25pm says:

A trophy. I think giving something of 'monetary value' (I consider a trophy having 'emotional value') will probably increase the chances of the voting getting 'rigged', meaning even MORE 'hey vote for us so we can win even though you haven't checked out other mods but whatever we just want that prize!' posts/situations. Unless of course the prizes are only awarded to editor's-choice winners. But even then, I'd personally rather win a trophy because it's a much more memorable thing to win.

+20 votes   poll: MOTY Prizes You choose!
Metalspy
Metalspy Aug 8 2014, 11:32am says:

Gyro override! I was wondering when this was going to be added.. apparently sooner than I had expected!

I love how the modding/workshop support keeps getting improvements. Modding can drastically increase the game's 'lifetime' so decent modding support is both awesome for the players and has the potential of increasing sales :) Thanks, developers!

+3 votes   news: Update 01.042 - Workshop modding integration, character animations, gyro overrid
Metalspy
Metalspy Aug 7 2014, 7:47pm says:

I think it looks a bit odd that the lighting is also affecting the HUD. Unless it is supposed to be a helmet or something?

+1 vote   media: Pew Pew
Metalspy
Metalspy Aug 5 2014, 6:49pm says:

Reading this, now that I have a lot more experience with C++ and creating software in general, is so much fun :D How little I knew about software design/engineering etc. Still, I sure did learn a whole lot back then!

+1 vote   blog: First steps
Metalspy
Metalspy Aug 5 2014, 6:44pm replied:

113 instead of 1000 is a very nice improvement! Is it still recursive, procedural generation code? Or did you find a way that is easier to debug? :) Because I tried some (recursive) procedural generation, also in Unity, myself and it was indeed quite a pain to get it right! And what kind of game are you building?

Unfortunately (although not really surprisingly) I did abandon the project this post was about, because one of the goals was to eventually provide a nice example for UDK beginners, but with UE4 released and available I felt it was not very useful anymore to do so. Another reason I abandoned the project was because I prefer writing 2D games for solo-projects, it's just way easier and especially a lot faster to create and handle 2D assets!

+1 vote   blog: Adventures in the world of Unreal. Part II
Metalspy
Metalspy Aug 2 2014, 3:56pm replied:

Yes, that would be a great thing to have. Here is hoping for these command sequences to come in an update not too far in the future!

+1 vote   news: Update 01.041 - Block control through Toolbar, Weapons control through Rotors
Metalspy
Metalspy Jul 31 2014, 8:25pm replied:

I agree, it's hard to tell the difference from this screenshot. A video should give a better impression! It does sound nice, though.

+1 vote   media: Lost Squad Procedural Destruction
Metalspy
Metalspy Jul 31 2014, 8:20pm says:

I am so glad toolbar interaction is in the game now, it should make interaction way more easy and fluid! Also, retractable weapons.. AWESOME! Can't wait to give this new update a try :D

+1 vote   news: Update 01.041 - Block control through Toolbar, Weapons control through Rotors
Metalspy
Metalspy Jul 21 2014, 6:27pm says:

Ohhooo, the last post was in September 2012? Time flies! Very interested in the announcement, hopefully it's some 'good' news!

+1 vote   media: We're still alive
Metalspy
Metalspy May 17 2014, 2:35pm replied:

I like the one you linked a lot! But perhaps it's a bit too dark. On the other hand, it fits the atmosphere even better!

+1 vote   media: Mine shields - 0.9.3 preview
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