Nope, sorry. I gave up on Source-engine development. I might recycle the ideas and designs somewhere else, I still work on unannounced stuff.
Nope, sorry. I gave up on Source-engine development. I might recycle the ideas and designs somewhere else, I still work on unannounced stuff.
(I think lots of devs feel this way)
with Source SDK, these days, if I have less than 3 hours of free time, I refuse to even boot up my computer, because you simply cant do much in that time. The tools are SLOW and there´s insane amounts of file organizing.
with Unity, Im already feeling very different, I just randomly boot up my laptop and add a thing or two, like while I wait for the sauna to heat up or whatever. You can work real fast in small flashes, or focus for a few hours and do tons of content.
Thanks, but the problem isnt that SourceSDK´s issues are unsolvable, the problem is that SourceSDK HAS issues.
Every now and then I reserve some time for myself, and decide that "today I´ll work on the mod for a few hours, really push in some content", almost each time I spend a few hours trying to get everything to run, and I google for solutions, and when everything is fixed ---again--- Im out of time, and I might make one prop or block out one small house or something. Rinse and repeat.
I´ll throw updates here once I have something to show, or to PLAY, no worries
I guess its the same on any modern engine. I do like brushes / bsp system tho, easy and fast to make prototypes.. but the further you go in development, the slower and more rigid it is, I think.
The thing is, Im impressed with the speed of the interface, importing and editing things, and the ability to just script anything anywhere that I want, its so fluid!
I still havent decided anything I guess, I just want to make a small demo and see if that works out ok on Unity, and if I have some bad restrictions to my plans, and whatnot..
Plus, its a matter of adapting. Clearly Source and Unity are designed for different uses, so I cant just go 1:1 with my original design.
I was thinking of 2013, it would resolve the recent library changes.. but its still basically the same tools, being SourceSDK, even if it worked, its slow to use.
Sorry, its just a bunch of hacks, there isnt really new code involved for the third-person things.. thats why its super-crude.
These are crazy good, Im just listening them while working on stuff. Especially Appeasement, its real pretty.
Yeah this is great, I especially like the hair!
Ok almost done guys!
I257.photobucket.com
heh, dawg.
Great news! And this would be amazing on oculus rift, whenever the consumer version comes out.
I´d love to test this..
Alright, a hint: the perspective of the screenshot..
I dont know, maybe. I tried some playtesting earlier on and I know the developer, but Im not sure if he´s familiar with more Leons. =)
I like it as it is, looks very human, lots of personality.
looks more vibrant, I like it.
demo yus please
Ooo the new lighting is really nice -- and I loved the Zeldaish bomb throw, ahhhhh!
I really liked it, awesome atmosphere, nothing to complain. I was wondering if it was a fun feature if shooting at the other player would push him away a bit (without damage)? that could work as a fun factor for lifting the second player up a really high ledge or accidentally push him down a pit -- just a random idea I had when testing this
Really lovely textures, I like it
Awesome gonna give it a try later today
HmTervapuro
Henri joined
Level design / 2d art, modelling, graphics