I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!

Comment History  (30 - 60 of 3,089)
SinKing
SinKing Sep 4 2014, 12:13am says:

Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)

+1 vote     article: Now Available on Steam - Anarchy Arcade
SinKing
SinKing Sep 3 2014, 10:20pm says:

I like the conversation system though I'd look up some conventional framing methods (like full shot and close-up). It seems like you could get better angles on those characters for presentation.

I'd prefer a more visual explanation, because reading in games is always tedious, even if it just involves learning the control scheme. Just an image of the item and explanation of which functions are key mapped would suffice; more importantly those functions have to be available through either the main menu or a command key, so you can toggle them through or look them up again easily.

There is also some information that could be abbreviated. Unless there is reason to state that something isn't going to happen, e.g. the player will naturally assume that he gets off ladders automatically. In other words: if he had to press a key in order to that I'd state it, if not he'll figure out. Generally, give your players enough freedom and not too much dialog or your game character will come across as some kind of a crazy who talks to himself on every occasion. I know that is a kind of classic adventure mechanic, but it only works with certain kinds of characters and settings. Sometimes a little less talk means more atmosphere and more visual storytelling.

+3 votes     article: Tutorial Map and other Goodies
SinKing
SinKing Sep 3 2014, 7:34pm says:

The materials look a bit too dull and the the same overall. I guess this was to some extend inspired by Elysium style grenades? I think the materiality should be more explicitly "metal" (see video link).

Even if you add just a few parts of blank metal and different material definitions, it would add a great deal of realism. This is a good example:
Youtube.com

+1 vote     media: ML1 CQC Stun Grenade
SinKing
SinKing Sep 3 2014, 7:30pm says:

Kinda looks like Battlestar Galactica. Pretty cool spaceship you got yourself there ^^!

+4 votes     media: Frame view - forward cargo holds
SinKing
SinKing Sep 1 2014, 10:02am says:

I really liked Underhell, it was a rare blend of good horror and metaphysical story. Glad to see it helped you score a job, too! How did that happen though? Did other devs approach you, or did you actively try to find a position after releasing Underhell Prologue?

+8 votes     article: Underhell Chapter One - Anniversary
SinKing
SinKing Aug 31 2014, 9:22am says:

So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.

+1 vote     game: Fritz
SinKing
SinKing Aug 30 2014, 8:50pm says:

That isn't the biggest mistake you could have made, but it's good you made the change! I recently updated my project files for my game prototype from our Server and realized I had forgotten to make a submit to Perforce, the last couple of days. So I received all the old files and my progress of half a week was overwritten. Yes, making games is partly so frustrating, because there is nobody else to blame when we do something stupid ;)

+3 votes     media: Mail hold change
SinKing
SinKing Aug 30 2014, 3:58pm replied:

Oh yes, my bad. I wanted to write tilted there, but left out a "t". I blame my Microsoft Keyboard, which needs to be hit like a hammer hits an anvil in order to produce a letter on screen.

...at least I get strong hands out of it ^^

+1 vote     media: See across hatch No.3
SinKing
SinKing Aug 30 2014, 9:53am says:

Well, what does a poop do, except lie around and stink? I pretty much do that in real life, so I'm already living the simulation ^^

+1 vote     game: Poop Simulator 2014
SinKing
SinKing Aug 30 2014, 8:59am replied:

Hahah, I love that the other guy confused tilted with tiled. My comment must have made no sense to him at all.

Thanks for the info. I thought this might be the case, kinda like how roads have a "bow", in order to let water pass to the sides. And that is also rarely done in video games, though it looks much more accurate.

That must be a pain though, having to rotate everything to an exact tilt angle, so it looks grounded in those areas. Very interesting detail, good explanation, too. You are kinda my go-to guy now, when it comes to explaining ships ^^

+1 vote     media: See across hatch No.3
SinKing
SinKing Aug 30 2014, 8:55am says:

I donated to this project last year and was kinda thinking it died afterwards. It's good to see you are still doing the work, and I encourage other people to send you a couple of bucks as some kind of recognition for the great work done here!

+7 votes     article: OverDose Update - Sound
SinKing
SinKing Aug 29 2014, 7:04pm says:

Why is the mail thingy tilted? Were the floors tiled or is it just a coincidence, or did you model that thing with a tilt in it? Looks nice though!

+1 vote     media: See across hatch No.3
SinKing
SinKing Aug 29 2014, 7:02pm says:

Ah c'mon, put some upside down, just for the laughs ;)

+1 vote     media: Motor Cargo hold
SinKing
SinKing Aug 29 2014, 8:32am says:

This is a pretty cool game. Keep up your great work!

+3 votes     article: Exoplanet: First Contact. Alpha build #13. Gameplay video.
SinKing
SinKing Aug 29 2014, 8:26am says:

The interface looks alright. I'd separate it though into one resource window and one stats window. So you can see on one HUD enemies killed, health, etc. and on another all your (camp) resources. Fog and snow, etc, should be in an options menu, imo.

What I'd like, would be a tracker to keep trace of time. Maybe there could be some makeshift calendars. Either by drawing a mark every new day (like in a prison), or by finding actual calendars that will work automatically.

As for the fire - it looks a bit extreme, like pressurized gas is shooting from the ground.

+1 vote     media: NO RETURN V1.13 - Info Camp Fire
SinKing
SinKing Aug 28 2014, 5:34pm says:

"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."

The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^

+1 vote     article: Brutal Nature releases version 0.46!
SinKing
SinKing Aug 28 2014, 5:31pm says:

sure looks good for iOS. Nice lowpoly car models, too.

+1 vote     media: TTR Screenshot from iOS
SinKing
SinKing Aug 28 2014, 11:46am says:

Nicely done! It's a much faster game than I anticipated. Only thing visually that I'd like would be if the sword trace was actually white, instead of black.

+1 vote     article: Quick Dev Update: Pre-PAX Update & New Video
SinKing
SinKing Aug 28 2014, 10:36am says:

Well, every profession has its own vocabulary or even just special ways to use common terms. It seems like a lot of terminology in ship-making derives from French vocabulary. I guess they established the terms first. It still puzzle me that "Mayday" for example comes from the French M'aidez, which apparently was misunderstood by English sailors or translated into "Mayday".

+1 vote     media: Bow WIP
SinKing
SinKing Aug 27 2014, 9:37pm replied:

That's good to hear, because since the video came out, I stopped liking this one. It looks like it was made by 14 year olds for 13 year olds. Not technically speaking, but from the way the scary stuff from KF is now 'below the top' ridicule. I could have lived better with "over the top", but that would have been a big departure from the KF standard and perhaps a different game.

+1 vote     game: Killing Floor 2
SinKing
SinKing Aug 27 2014, 5:22pm says:

looking good. I remember this station and it is a pretty cool thing.

+1 vote     media: Space Station
SinKing
SinKing Aug 27 2014, 5:21pm says:

Why is this called bow? I always wonder about the names on ships. The thing I wonder about the most is the "poopdeck". It seems like this is the deck on the back of a ship. I wonder if it is called like that, because people poop there. Seriously, I do :)

Looks very good man, but with GI these pitch black areas would light up, too. It would be awesome if you could get it to work with the engine, but if it is too much a hassle, do it with the next project.

+5 votes     media: Bow WIP
SinKing
SinKing Aug 24 2014, 9:48am says:

Darn cool mechanics and features!

+1 vote     media: Automation - 2013 Trailer
SinKing
SinKing Aug 22 2014, 7:41am replied:

So you did model it, after all? I never though about this problem, before seeing your stuff. I simply cannot determine which part of something is your own work. That's a difficulty with modding, I suppose. So, in the sense of the word, you are far more a modder than I am, because everything I create is my own.
However, especially in your case it would be nice to know where the core material you use comes from and what the part you did looks like (e.g. the texture you made - flat, the model you made - in editor, etc.). I suppose you are kidding in your reply, btw. That's obviously not what I meant...

+1 vote     member: Admiral_Skeybar
SinKing
SinKing Aug 21 2014, 10:08pm replied:

'cause the cow stole his chainsaw.

0 votes     article: No More Room in Hell - Update 1.08 Spotlight
SinKing
SinKing Aug 21 2014, 4:44pm says:

I want idividual suitcases for all 1307 passengers, or this game is a complete disaster!

Just kidding. Looks awesome. Bit much haze, eh, but nice :)

+7 votes     media: 1st & 2nd Class Baggage hold
SinKing
SinKing Aug 21 2014, 2:27pm says:

Why does it still say this is a Arma II: Combat Operations Mod, when it is actually a standalone game, based on the "A Take on Helicopters" Engine?
I was confused about the latest news, wondering why there is so much work still put into the mod for Arma II ^^

0 votes     mod: DayZ
SinKing
SinKing Aug 21 2014, 8:20am says:

That's a simple fix. I'm a bit puzzled. The modeler/animator must have used auto weighting for the character. These armor plates will need their own bone(s) and be weighted on that bone, not onto the rest of the skeleton. Sometimes I wonder how you can do that advanced looking Unity stuff with Mo-Cap and all the nice modeling, but fail at e.g. rigging basics, such as this one.

+1 vote     media: Sneak Peak 1 - Character movement
SinKing
SinKing Aug 21 2014, 8:17am replied:

I see, old problems never seem to quite go away ^^

Did you get Speedtree in the meantime? I'm thinking about getting it, but want to wait, until I have a month of little work, so I can produce gazillions of Speedtrees ;). I just wonder how working with it is. Like back with the free UKD version, except you get a lot more templates now?

+1 vote     media: Gifu Crossroads Meditation Area
SinKing
SinKing Aug 20 2014, 5:29pm says:

Excellent! The updates sure kept me playing NMRIH for years now. Great to see some new maps! I hope the servers will upload these, soon.

+14 votes     article: No More Room in Hell - Update 1.08 Spotlight
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