MODDING: - Modding since 2003 including Quake, Q2, HL, HL2. Singleplayer mapping, character skins and level textures - 3D Modeling since 2003 including Lightworks, 3ds max, Blender, mostly organic (character/vegetation) modeling and furniture - Photoshop experience since 2003 and still use it every day in my work - ModDB activity since 2006 PROGRAMMING: - C basics (Visual basic, various applications from mIRC scripts to algorithmic architecture, including some simple HL2 code editing) - python basics including Ubuntu scripting and Blender GE scripts (mouseaim, dynamic WoW-style camera, turn-based combat, etc) MUSIC: - playing and performing piano/keyboards, guitar and drums - digital music composing using e.g. Guitar Pro, Fruity Loops GAME PROTOTYPES BY ME (unreleased): - 3D Lolo-type puzzle game with horror theme - 3D Co-op RPG with turn-based combat on BGE OTHER LIFE: - Student of architecture since 2007 - Architect works since 2011 - Beautiful baby girl and wife :)

Comment History  (0 - 30 of 295)
shadowflar3 Dec 16 2013, 5:46am says:

Polycount? Looks heavy because of the round and curvy shapes and vanishingly small detail dimensions.

Again the grip is too blocky. I know it will be hard for hard surface modeler but you'll never succeed until you try :)

Give it more generous bevel at least.

+1 vote     media: Directed Energy Weapon
shadowflar3 Dec 16 2013, 5:42am says:


0 votes     article: We're Seeking Animators! - Updated!
shadowflar3 Oct 14 2013, 11:37am says:

I like the graphics style, simple and easy to make but not lacking style :)

0 votes     game: Small Tanks
shadowflar3 Oct 2 2013, 3:53am says:

Very smooth and polished look and feel.

Menus and transitions are swift and looks like you've had to make no compromises visually. Seems like there are no placeholders in this video and yet you have so much content.

You have the key features working so perhaps content adding rate could become even higher in the future?

RPGs require such big worlds but everything suggests you can pull it off :)

+1 vote     media: Festival of Magic Alpha Gameplay
shadowflar3 Sep 27 2013, 9:35am says:

Just to clear I didn't mean any of that in disrespect.

It's good you pay attention to how things look, many programmers don't. But I think your approach isn't the best solution yet and you might want to consider learning 2D software for creating 2D assets.

BTW here's a good tutorial series dealing with the similar task if you want to make sprites by using 3D models:

+2 votes     article: Grave of Creativity. A tip for the budget indie lone programmer.
shadowflar3 Sep 27 2013, 5:33am says:

So much trouble and that is the result. I wonder what's the story behind the title graphics... dare I ask?

+2 votes     article: Grave of Creativity. A tip for the budget indie lone programmer.
shadowflar3 Sep 23 2013, 3:24am says:

Very impressive features! The level of rendered polygon and collider detail is amazing and seems to be on par with commercial games.

Did you have to make the culling system yourself or was there something implemented in Unity out of the box?

BTW I loved the pun about coder art. But it's not half bad compared to what is usually presented without warnings. :)

+2 votes     article: Son of Nor Dev Diary #48 - Performance Havoc
shadowflar3 Sep 19 2013, 9:29am says:

This is looking really good, again. Game world looks filled, blooming and well balanced for content without empty areas. Scales and granularities match. I wish more people had the eye for visual design you have.

+3 votes     media: Screenshots from Festival of Magic Alpha
shadowflar3 Sep 5 2013, 1:46am replied:

Getting education and starting a family? ^^

It's true I had a bit of break from game dev. But I'm back now and I'm better than ever before ;)

+1 vote     member: shadowflar3
shadowflar3 Aug 20 2013, 5:28am says:

Very nice. I haven't got time to playtest but based on the screens maybe the levels could use more brighter spots and more color.

You should advertise your games more :)

+2 votes     game: Is This The Life?
shadowflar3 Aug 19 2013, 1:43am says:

Ok everyone who read it as bacon rise your hand .o/

Gameplay looks beautiful and swift, you're almost at the AAA level and you probably know it. I voted for Greenlight and I hope everyone else does as well.

Little things to improve on are run animation/movement syncing (the character seems to do lighter walk/jog before running but actual movement speed is constant from the start?) and perhaps the game world would need a bit more props (visually) although the large sand areas also serve a purpose because of you unique gameplay aspect :)

+5 votes     article: Son of Nor Dev Diary #43 - Run to the beacon!
shadowflar3 Aug 19 2013, 1:34am says:

Nice. You need to do more areas like this where you go between / next to the buildings. But ultimately it is up to the one who is controlling the paver? Or is it moving on a set track or bounds? What happens if you pilot the paver straight into a wall?

Motion blur is cool and I can't wait to see it on video as things seem really fast on this screenshot :)

+1 vote     media: Paver Motionblur
shadowflar3 Aug 13 2013, 3:23pm says:

Amazing. Can it really be Blender behind it all? O.o

Did you make of the assets yourself?

+2 votes     article: Siege of Turtle Enclave Beta Released!
shadowflar3 Aug 9 2013, 10:29am says:

Well, I knew it. My comments get downvoted because I bring the bad news before the author is willing to admit anything. I wish some things would change over the course of years...

shadowflar3 Oct 29 2012, 4:57pm replied: Online
To me that sounds like a mod that is going nowhere as you aren't serious with the commitment you are making with the mod.

One day you will come across some task that is hard and unpleasant, like looking into some bug or trying to recruit people. That will be the day you'll find something else to pass the time and forget about the mod. No?

+1 vote     mod: The Shift
shadowflar3 Aug 9 2013, 10:19am replied:

After drooling at the screenshots I was disappointed to see you're using Unity :P

+1 vote     group: Blenderheads
shadowflar3 Aug 5 2013, 4:03am says:

A little bit more information wouldn't hurt if this is actually a released game.

+1 vote     game: The Shadows
shadowflar3 Aug 2 2013, 5:32am says:

So you made this model and are also listing it in Unity Asset Store?

+1 vote     media: Middle of Nowhere - Screenshots
shadowflar3 Jul 17 2013, 5:21am says:

You need more infrastructure around the buildings. Roads, bridges, lighting. High-level scifi stuff just bulging out of mountainside looks silly.

+1 vote     media: "Mushroom town"
shadowflar3 Jul 15 2013, 4:02am says:

Eh, what's with the loads of blue square brushed arranged like that?

+1 vote     media: Chapter One Map Gridview Top
shadowflar3 Jul 9 2013, 8:31am says:

Reminds me of Anglerfish and Rhinoceros...Angleceros?

Maybe he could have more distinguished textures in arms/legs/torso, there's maybe too much of the same stuff? Have you tried removing the vein pattern from the torso part, I think it'd look cool.

Cheers :)

+1 vote     article: The Red Solstice - creature
shadowflar3 Mar 22 2013, 10:51am says:

I like the concept but looks odd because there are huge futuristic buildings but none of the city infrastructure like streets, squares, or other traffic areas. Add some more built environment in addition to the buildings themselves.

I can see you are importing the buildings and the terrain from separate models so you'll have a good amount of work in combining them to a good result. Work on the building models, extend some ground planes around the buildings for streets and traffic space and also model some separate generic road section you can clone and stretch between the separate building models. You can tidily end a building model to some sort of wall structure that should join neatly together with the terrain model.

As for the terrain model, it's a good background as it is but you could add some forest masses that extrude out of the terrain (like it was done in FFIX). The rivers should maybe be a bit different color than the sea, maybe tint them towards green or try to make the ocean tones deeper.

+1 vote     media: The level
shadowflar3 Mar 12 2013, 8:45am says:

You can't pull that off like that, not if the player can walk close to the building. Perspective issues will make it a laughing stock and I don't see a visually beautiful mod like FD going for such bad quality solution.

You need a transparent window texture and actually make the interior ceiling, floor and wall surfaces and some props and columns to fix the perspective issues. You could use image texture for the furniture and stuff that is further back in the building but not everything mapped on the outer shell.

+2 votes     media: FD
shadowflar3 Mar 4 2013, 2:04am says:

I liked the previous one for some reason, it maybe had more mystery to it.

If you put some guy in the middle of a desert with telekinetic powers and he looks like he has nothing to hide, you need something to explain the setting. But if the character is mysterious, then the player can more easily accept that the story will slowly unravel and the answers will be found little by little.

To make the idea simpler, think of it this way: if he was wearing a black suit he would look very goofy it would be hard to take seriously. But if he was a masked and hooded guy with a cape one would respect him instead and want to learn more about his history. The difference you have between the 2 models is obviously not as big.

+1 vote     article: Son of Nor Dev Diary #24 - Real Life Dev Jam
shadowflar3 Feb 28 2013, 3:15am says:

Nice structure but I'd rather see you guys using more colors in your world. Not everything is made out of rock and there are different color rocks as well. You don't have to use bright colors, just different hue.

I always wondered why couldn't the character stand on a rock and lift it with telekinesis and fly all over the place?

+3 votes     media: Concept - Tutorial Gate
shadowflar3 Feb 26 2013, 3:26am says:

Nice, this screenshot is much better than the last couple ones. Stronger colors and somehow the world and objects have become more solid. BTW what does the 1/3 mean?

+2 votes     media: Shaded roads
shadowflar3 Feb 22 2013, 2:50am says:

Well the DL isn't working for me.

The best way to publish the story is to post it in the "summary" section. You can also add images and text formatting to it to make it look more appealing.

And it is best not to release your full script for everyone to read because it reveals too much. You should think more like making the covers of a book, there's the front and the back with short introduction to the story, characters, setting and conflict.

+1 vote     download: Story
shadowflar3 Feb 14 2013, 3:15am replied:

Rude attitude? I'll tell you what's rude: recruiting a talented team and a good fanbase, get people following and voting the mod and then the 2 people calling the shots give up because they couldn't foresee that university takes some time.

Community is giving you a pat in the back by downranking my comments (funny minigame around here I don't take too seriously) but I am only concerned about the sheer number of people you are letting down because of selfish reasons. According to your own words there is a team of 20 + applicants and the captain is burning the ship because he can't find time to steer it. You could have passed on or shared your role in the development with some of the other team members if you really feel you can't spare the time on something this important.

Me and everyone else out there WILL judge you, based on all the material you decide to publish, like it or not. If that makes you look bad in some people's eyes, that's your problem, not theirs. Some of the basics of PR for you.

Trying to lash back at me for time management? Time spent on ModDB is not time wasted for me, neither is away from my family or my own project, on the contrary. But I don't feel the need to insult you because you made such attempt. I forgive you.

Believe me, I am actually doing you a huge favor by speaking out loud the things that most people around here only think. It will take time before you can objectively look back at your decision but I'm sure this will sink in sooner or later and you'll be able to learn from this.

+1 vote     article: Mindworld: Project Cancelled
shadowflar3 Feb 12 2013, 8:47am replied:

Look, if one is serious about game development, university studies don't destroy your work, they improve and support your hobby. One might have less time to do stuff but more tools and better resourcing skills.

Studying in an university doesn't mean you'll have no time for anything you really like and people shouldn't believe that they will be forced to choose between the two just because this mod acted as a poor example.

-3 votes     article: Mindworld: Project Cancelled
shadowflar3 Feb 12 2013, 8:41am buried:


"Uni uni" I've heard it a hundred times but I expected so much more mature attitude from the team. I though you would have been able to consider things more thoroughly than some random beginners with their mods and RL.

Once you guys have kids you learn to better manage your time...

-7 votes     article: Mindworld: Project Cancelled
shadowflar3 Feb 1 2013, 3:01am replied:

Eh don't worry. Based on the material he won't ever get anywhere near releasing stuff. If he bothered to learn English he might be able to recruit a team and maybe finish something but on his own he won't be able to complete project like that.

+1 vote     game: Pokemon A Jornada
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