Change: Mirror link removed due to cost of the current webhost solution.
Change: Mirror link removed due to cost of the current webhost solution.
Mod files and development files have been updated with license information, so it is possible to redistribute the mod.
Files have been updated to include license information.
There will be an update with an appropriate readme and license included, so every user know how to handle the material
The play on Thousand year is very fitting :)
My employer told me to take care of some overdue vacation at the same time as some asked me if BZSmod was dead.
The mod has been released and is available for download here on moddb:
Moddb.com
Mod release is postponed til Wednesday
Everything is ready for release, but I could not validate hosting with a dedicated server and establish a connection due to steam validation.
Short update
We just resolved one of the game breaking bugs which was holding us back.
Due to the lack of development on the mod, we have for a long time decided that it was time to release the mod with all of its flaws and move one. With the mod release we also include development files, so it is possible for others to be inspired by our work.
We are currently cleaningup the debug content, so it can't affect gameplay in the released state. Followed by that is a small check of the settings and key bindings.
The mod will be released within a week.
Hi. It would really be up to Joshua if he needs any help with animations. I would recommend asking him on Discord.
However, I would actually recommend you to finish your own game instead.
2 parts:
1. Joshua isn't a master animator, his limited experience will most likely not provide you with a good mentorship.
2. There is a subject I want to write a book about, and it is "why you should get a hobby". In my experience a degree can get you into a company at junior level, especially if you have nothing else to show for.
It is the skills from practising, or in your case, your Unity game and your portfolio of work, that will provide better opportunities for a job. And it is the skills after you get into a job, which determines your future/wages/promotions, not a degree.
Since you already started on your own game, you have a foundation to build your value on, not just with animation, but also Leadership, PR, Coding, Shipping a product.
As Robert Kiyosaki would say, it is better to know a little about everything than knowing everything about 1 thing.
Just came across your mod.
I think your WIP video showing jumps and rotations is really great, and I hope you will have a smooth progress :)
The origin code has been corrected.
It has also been emphasized what the brush entity use to define its position compared to an point entity.
A small error has been found in regards to the origin of the teleport target, the article will be updated soon.
Same, which is also why Joshua and I will make a final attempt at completing it. It will be out this year.
Update on "A very technical explanation regarding the engine"
Use Archive.ph
The forum post has been deleted, most likely due to the issue described here: Reddit.com
Thanks for the thanks, but also for your contribution.
I'm in the middle of making a new teleporter, and your tutorial will be a great help to me.
The really cool part about HL, is that it is like a game engine, but with a lot of pre-fabricated stuff. And it is fairly uncomplex when it comes to level editing.
However working from an FPS template, it ofcourse has it own set of cons and challenges that needs to be recoded. Another issue is the age of the engine.
For the code part I would say the biggest issue is to find a sense of order in that mess they made.
New deadlines are in the work, an update can be expected soon.
It is my aim let as much as possible be public accessible, whether we release it or not.
I can only promise that the code will be available, other artists might not allow their work to be public.
We are alive, but to be honest it has been difficult to find surplus time for spare projects this year. The change in my environment (job, house, gas furnace -> heat pump renovation) has left me with less energy than I anticipated.
I am not satisfied with the effort that I have committed this year, and I have considered if we should aim towards releasing bzsmod as it is now with the worst bugs being fixed.
That is something I have yet to discuss with Angel and Joshua.
Instead of working on the combos for Ichigo, I will attempt to complete the blocking feature; I believe it to be a good place to start.
Cool challenge, you have definitely gotten around many implementation parts in half-life (weapons, animations, sprites etc.). Not a trivial task.
Back on track. I just moved to a new city and recently got the normal routine going again.
Currently working on the combo design for Ichigo.
:) It can be difficult to see what we are doing otherwise.
Blocking has been implemented on the test dummy so the damage reduction and kinematic force reduction can be tested.
Hey everyone.
Coding is going a bit slow at the moment due to my job requiring more of my time to meet our goals before the holidays. At the same time I'm also required to use my spare time to present my apartment, which I will be leaving in 2018.
We are still dedicated to making a release, but it is not realistic to promise it for 2017.
For coding the core remaining elements are melee attacks for Ichigo, full implementation of blocking and parry and likely a player lock system.
A lot of subtask for these will sooner or later depend on animations that needs synchronization with the attacks.
So while the tasks are straight forward, it can take some time to get it working.
Trello has just been updated, so the Player Lock System is separated from the melee task.
Initiating melee implementations for Ichigo
Implementing blocked damage calculation.
Player lock will follow.
Implementing all ending pushes WIP
eliasr
Elias joined
I'm a M.Sc from the Computer Science department at Aalborg University in Denmark. I've studied game development at DADIU, as part of my specialization in games on my master's degree and specialized in HCI. Currently, I work as a Project Manager for TimePlan Software in Denmark. I dedicate a lot of my spare time to grow in this role, while I also do investments in my own company. I don't see myself working on game projects in the near future. I have been working on BZSmod since 2007 with level design, programming, and project management. BZSmod has been a great platform to learn and develop my skills related to software development. BZSmod was released with its development files in November 2022, and we support anyone who wants to fork the mod or bring fixes to BZSmod. I blog a bit on moddb when it is related to the mod or personal experience which I find useful for the game community. To read more about my study experience and other projects, see www.ringhauge.dk