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161
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Community / Creative / Re: Today I created...
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on: January 10, 2010, 08:57:37 PM
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Oh, this fine thread seems to be too down. BUMP!!1.  But, today I put some actual content to my website, all the pink beauty has existed for quite a while. Visit it here D:It's kind of crude, but I like it :> That color... 
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162
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Developer / Art / Re: 3D thread
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on: January 10, 2010, 07:11:58 PM
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her boobs look like an alien is coming out  Hmm...might need to tone that down then. They weren't part of the original concept, just something I did on the fly.
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166
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Player / General / Life After College, a.k.a. the real world
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on: January 06, 2010, 07:37:39 PM
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In May, my time as an undergraduate ends, hopefully with a degree in Theatre. After that, I have no idea what is going to happen, so I'm scared and pretty excited at the same time. I have a few questions for the discussion. This applies mostly to people who graduated college at the undergrad level or will do so in the near future, but anyone else who wants to can chime in as well.
1. What did you look into doing after graduating? Did you go straight into indie game development, either in a new company or an existing one? Did you get an unrelated job just to put food on the table? Did you do something else like backpacking across Europe?
2.For job hunting, how early did you start prior to graduation on whatever it is you did (sending resumes, applications, interviews, etc.)? Did your portfolio have a large body of work, or was it fairly small?
3. What were the options you were considering besides whatever you chose? What made you choose to do what you did?
4. If you moved, what was the experience like compared to living in a college setting (for those who lived on campus or near campus in apartments and such)?
5. Did you keep in touch with your friends?
I have three routes for my post-graduate options: find work in animation, find work in programming, or teach (I'm going to apply for Teach for America). I worried about finding work in the first two fields, because most of my education seems unrelated, and I do not have a strong portfolio at the moment (not even a reel). I'm not 100% for teaching either, but the ideal does appear to the mentoring spirit in me.
Anyway, let me know about your experiences. I prefer you answer my questions where applicable, but any bit of knowledge helps.
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167
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Developer / Art / Re: 3D thread
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on: January 02, 2010, 09:51:26 PM
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Renders of my two models for an upcoming game: Boy:  Girl: 
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169
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Developer / Technical / Re: Restrict movement to inside a view using driving controls
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on: January 02, 2010, 01:10:28 PM
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Does your view of the world move?
No. It's stationary. The simplest way would be to check the player's position in relation to the view's position: if x < view_xview[0] x = view_xview[0] if x > view_xview[0] + view_wview[0] x = view_xview[0] + view_wview[0] if y < view_yview[0] x = view_yview[0] if y > view_yview[0] + view_hview[0] x = view_yview[0] + view_hview[0] I'm not sure I get what you mean. Your code snippet seems to reposition the player's position at either the x coordinate of the view or the x coordinate plus the width of the view, which is not what I want to do. Perhaps if I rephrase. I want the boundaries of the view to act as though they were solid. Is this possible without creating objects?
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170
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Developer / Technical / [SOLVED]Restrict movement to inside a view using driving controls
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on: January 02, 2010, 11:25:22 AM
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So for a prototype I'm working on for a overhead shooter, I have the player controled by driving; that is forward, reverse, and turning. That was simple enough to do. What I want to have happen is to make sure the player can never move off-screen, or at least for now, not off the view. I've tried a few things out short of writing a complicated series of conditionals, but none of them seem to work. Using GM 8 Pro BTW. Any guidance of any sort would be great. This is the last technical hurdle I have to push through; all the other mechanics are in place! 
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171
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Community / Creative / Re: While You Work
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on: December 31, 2009, 12:54:53 PM
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I don't work, I play.  But seriously, I usually have the TV on. But if it becomes too much of a distraction, I turn it off.
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174
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Player / General / Re: Left 4 Dead 2 Demo Impressions?
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on: November 04, 2009, 06:33:28 AM
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Did you play on Expert? 'Cause if you didn't, play on Expert. Trust me. A WHOLE LOT OF FUN!
The second level of Parish had a few wide open spaces, which was nice when you're assaulted by 4 different uncommon Infected at once. The Charger is now my most feared infected. I personally prefer the guitar for melee. What would have been neat is if they had a full set for a band: drums, bass, and a mic stand.
The AI can be incredibly weird at times, but for the most part it isn't too bad. The roaming witch would be scarier at night.
If friends get this, I might, seeing as I can't play the original on my PC without it shutting down seconds before a campaign ends.
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177
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Player / General / Re: Demon's Souls, Stories of the Damned
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on: November 02, 2009, 12:58:13 PM
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I got this game last two weeks ago. I still haven't beaten 1-1. I got freaked out by the dragons. MULTIPLE FIRE BREATHING DRAGONS! Once I have the time again (in mid December), I'll play some more. Did anyone play during Halloween weekend where the tendency of all worlds was made completely black?
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178
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Player / General / Re: Torchlight - shameless Diablo ripoff by Diablo devs
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on: October 31, 2009, 08:48:14 AM
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Pre-ordered it through Steam because I'm a cheap bastard  . Pretty much love it. Not really innovative for an ARPG, but it flows nice and accomplishes pretty much what Runic Games set out to do. What I like: - No stamina.
- Your pet is somewhat intelligent and more helpful than say your pet was in Fate.
- Art style
- Same mod tools the developers used to make the game.
- The music
What I do not like: - The voiceovers are passable in some places, and horrendous in others.
- Lack of multiplayer.
- There's nothing innovative about it, so I'm afraid of getting bored to early.
I'm looking forward to their MMO offering. Mythos was pretty fun while it lasted, so it'll be interesting to see what will happen. Also looking forward to modding.
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179
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Developer / Business / Re: Resources for 3D Artists
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on: October 13, 2009, 10:59:19 AM
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Thanks Chris! The Gnomon Workshop is definitely a great resource. They even have a few free tutorials!
EDIT: The database is done. I just need to find an easy way to share it.
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180
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Developer / Business / Resources for 3D Artists
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on: October 12, 2009, 04:34:59 PM
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I'm compiling (along with some fellow classmates) a database for 3D animators/artists (games and other fields) on helpful resources. This list may include but is not limited to: - Books
- Periodicals/Newspapers/Journals
- Directories
- Websites
- Jobs/Listings/Hotlines
- Conferences
- Internships
- Grad schools
- Professional Organizations/Unions
- Production Companies
- Training/Workshops
- Film Commissions
- Grants
- TV Stations
- Studios
- Festivals
- PR/Marketing
- Practical Assistance Living in a Particular City
- Sample Contracts
Basically, if you have a resource (or are the resource  ), list it, and give a description of what it is and how it is useful to someone wanting to make a living as a 3D artist. I will be sharing the final database (and it will be made available on my university's website), so know that whatever help you give will help generations to come. I mostly interested in getting into the industry, living arrangements (having never made a major move by myself), and how an artist copes being independent/being in an indie company. Also, I don't have enough smilies so...  P.S. It should go without saying that I've already listed TIGSource, but I'm saying it anyway.
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