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1411124 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:08:30 AM

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1  Player / Games / Re: the oFFICIAL meaningless computer game award thread on: November 27, 2017, 05:53:29 PM
hey when the yakuza 3, 4, and 5 collection that hasn't been announced yet is released  for ps4 which of those are worth playing. yakuza 5 seems like a bit of a bloated mess

yakuza 5 is a perfect game joe stay in your lane
may i ask some questions, joseph? because i am really interested in playing it when the yakuza 3, 4, and 5 collection for the ps4 that hasn't been announced yet but is going to be gets released. my main concern is that from what i understand there are 4 main characters who each have their own fighting style, which means inevitably you have to play as someone with the shitty style that you don't enjoy. how annoying is that in the yakuza 5 game

The fighting styles of all four characters in 4/5 arent quite as good as zero, but all five of them are similar enough to be familiar and fun if you dont want to dig into each moveset but varied enough to be interesting. With the exception of one character in 5 who is kindof a blemish on the game's combat system all of them also have extremely powerful moves, combos, or weapons you can use to end fights quickly if you aren't feeling the combat at any given time or dont like their style.

2  Player / Games / Re: the oFFICIAL meaningless computer game award thread on: November 27, 2017, 08:05:06 AM
hey when the yakuza 3, 4, and 5 collection that hasn't been announced yet is released  for ps4 which of those are worth playing. yakuza 5 seems like a bit of a bloated mess

yakuza 5 is a perfect game joe stay in your lane
3  Player / Games / Re: Why the FUCK do AAA video games still cost 60 bucks? on: October 27, 2017, 11:22:04 AM
http://info.digitalriver.com/rs/348-QUY-258/images/SuperData%20Research_Digital%20River%20Monetization_Sep%202017.pdf <- industry growth (is value, not profits, sry)

salaries are easy to get and relatively unchanged over the last few years.
4  Player / Games / Re: Why the FUCK do AAA video games still cost 60 bucks? on: October 27, 2017, 08:33:18 AM
the price is fine, but why have aaa profits tripled but salaries stagnated in the last few years?

5  Player / Games / Re: Is the VR going down? D: on: September 14, 2017, 08:55:09 AM
1- vr + vr ready computer costs an awful lot more than a new phone,
2- almost nobody pays full price for phones, usually bundled into a service they _need_,
3- phones have a much bigger audience than nerd games for weirdos
4- vr is not good as a videogame medium, so even among enthusiasts it would be surprising if a lot of vr units were moving at like, $200 with no added pc hardware cost
5- room scale vr requires space, being able and willing to drill into your walls, being able and willing to fuck with not working computer hardware a lot, etc
6- i make that '450 is 3-4 days work tops' money, and I can tell you: 1: most of it goes to food, living expenses, etc 2: none of my other irl friends make near as much as me

anyway in conclusion,

vr probably isnt dying because facebook, google, etc all want it to be successful so they can make money and springboard to other technologies that make sense, but maybe is dying because its an absolutely pointless invention even by videogame standards.
6  Player / General / Re: Soooo...Greenlight died...good riddance or good golly, panic? on: June 07, 2017, 12:35:45 PM
Is there any popular PC indie game released in the last 10 years that is not on steam? There's minecraft and uhhhh.....

There's been some reasonably big stuff that's done paid alphas/betas but no steam early access (like factorio) that eventually came around.
7  Player / General / Re: Soooo...Greenlight died...good riddance or good golly, panic? on: June 07, 2017, 06:38:28 AM
Hey, so I heard about this neat online marketplace called Itch.io. It should be a good place to sell your game in practice because as long as you remember to advertise your game, it doesn't matter what marketplace you sell your product through.


So: I love the support for itchio, thats awesome, keep it up.

Also, if you intend to make a living off of games, maybe take a business class or something because you have some seriously wrong ideas about how all this works.
8  Player / Games / Re: steam greenlight rant on: June 03, 2017, 07:08:38 AM
it's not really incompetent, right? It's just deeply destructive over the long term. But if valve continues making capital now they don't really have to care.
9  Player / General / Re: Some people don't like me... on: May 26, 2017, 12:28:22 PM
for real though, dogpiling someone and making a joke out of them because they aren't socially graceful is a grimy way to behave on a forum. Chara is probably a kid you're all being shitty to for no reason. Polycount made a (years long) sport of harrassing a probably autistic or something dude. it's not a good look
10  Community / DevLogs / Re: Selling Sunlight - Traveling merchant narrative RPG on: April 05, 2017, 07:48:47 AM
Nice art, cool idea. Why can you be a plant when you can't be anything resembling dark skinned?
11  Player / Games / Re: What are you playing? on: April 04, 2017, 09:46:34 AM
nioh or nier probably
12  Community / Creative / Re: Need Critique on my University application Portfolio. ART on: April 03, 2017, 07:25:18 AM
I don't know what the requirement for your school application is in terms of volume, but imo there are some unnecessarily weak things tacked on here. The toast scene and pixel art tiles in particular are much less impressive than your other work.

Also, I doubt a school will care about something this technical, but I noticed all your transparent textures are a little messed up so I figure I should point it out -- in the mossy hammer scene, there are jpeg style compression artifacts around the edges of the grass. In the plant scene, there's a faint yellowing/white line right where it becomes transparent. Make sure that your texture is padded so the colors continue the same after the transparent border, and that transparency is handled in an alpha channel, not with a transparent layer. And don't save to lossy formats like jpeg.

(just in case it isnt clear, heres a screenshot of the kind of error im talking about: https://puu.sh/v7YZi/a4f50e6b0f.jpg)
13  Community / DevLogs / Re: Project Rain World on: March 27, 2017, 08:14:09 AM
Hi, congratulations on release guys!! Hope it does great for you.
14  Player / Games / Re: Mass Effect Andromeda on: March 22, 2017, 07:18:57 AM
yeah, its not as much lip sync, as much it is base models and bone placement. Also lighting seems to be much brighter than on prerelease screens and they may have used ingame editor to make characters which may have resulted weird garish makeup and weird colored hair and irises for secondary characters:

As for female Ryder, i think someone screwed up with scanning a real person/using photoreference. Her face is to big for her body and eyes constantly semi-opened, possibly in reaction to camera light. Base face mesh stuck with weird expression and proportions and they just put in some bones and the rest is history.


As for bones, main problem is that they seem to be placed around the mouth and nowhere else, eyebrows dont even move i think and checks are static forever. Its actually visible on turians, in previous mass effects their tusks move as they speak, and here its just lips. I also wonder how lip syncing was done, may be something to do with team adapting to frostbite.


Yeah this is 'good' speculation imo. I would say all of those specific guesses are unlikely to be right, but it's definitely stuff like that. Changes required by inflexible parts of the game (such as the lighting, which has changed significantly since early pre-release stuff, and we can assume was due to the constraints and needs of the entire ME:A design) coming together to throw off earlier work, and a lack of budget/time/energy to re-do the 'damaged' elements.

This is also why most big 3d games that don't come out great 'fail'.
15  Player / Games / Re: Mass Effect Andromeda on: March 22, 2017, 06:19:40 AM
She was (apparently) in charge of facial animations, and facial animations in that game are literally THE WORST I've seen in years. It doesn't matter if she is a cosplayer, if one of the programmers screwed it up, or if she is white, black, asian, martian or an Egyptian god, it was her job and she must answer to the (fair) criticisms the game is receiving. 

Hi, you'll find some of my other posts in this thread alluding to this, but: she was a facial animator at the motion capture labs. This is a technical job that produces data which much then be (laboriously) adapted in order to get any real ingame animations. It is possible some of the fault lies with her (with a team the size of ME:A's, it is completely impossible the fault lies with any single person, even the head of the studio) but there is absolutely no way to infer whether her work was flawed or perfect from what we see in the game. There are many other links in the chain that could of broken.

16  Player / Games / Re: Mass Effect Andromeda on: March 21, 2017, 02:25:34 PM
I don't think pointing out the rudeness, and at the time what I had seen as inexperience although I had made a mistake with that part, of the creative team makes me any more or less aware of game development. I have worked by my own self on games for a while but you are right in saying I lack any and all knowledge of what it is really like to work on a large game team to make a AAA game. I never pretended I could do any better myself, but the fact is the faces looks goofy and the gameplay has already gotten poor reviews and EA will probably not make up the $40 million dollars they spent on it, I think it's okay to talk about issues with the bigger picture of the game without having to know how mo-cap works or how to animate a face.

I agree, however so far you've been making granular claims of impropriety or lack of qualifications of individual employees which you are hardly qualified to diagnose and do not in any way constitute the bigger picture.
17  Player / Games / Re: Mass Effect Andromeda on: March 21, 2017, 02:08:51 PM
In 2011 I was 11 and working on my first game, which was beyond shitty.
I didn't mean to trash talk, I don't think I said anything misinformed besides not seeing that the lead animator did in fact have plenty of experience.

that speaks to your lack of awareness about game development outside of your (very limited) experience. If you can't think of a dozen reasons the game could have come out how it did aside from 'the developers didn't work hard' and 'the animator was a cosplayer'(??) you don't have much business calling them out.
18  Player / Games / Re: Mass Effect Andromeda on: March 21, 2017, 02:03:33 PM
@joseph
Not talking about skill here so sorry if I was miss-wording it, but her online resume says nothing about experience in videogame design or mo-cap, which is why I included it in the original post. If she does have a degree than that point falls flat on my lack of research, I mainly was including her because of her animation reel starting with "I hate".

https://www.linkedin.com/in/allierosemarie/

I gotta reiterate: how do you think mocap works? Why would videogame design be a core skill there? why wouldn't multiple 'animator' roles and an 'animation pa' role be the perfect resume for it?

trash talking a team working on a kind of game you know nothing about making's effort is poor taste and I'd expect better from someone who has experience with game development.  ¯\_(ツ)_/¯
19  Player / Games / Re: Mass Effect Andromeda on: March 21, 2017, 01:58:19 PM
@joseph
Is that an honest question as a part of your reply or are you being hypothetical?
Either way I wasn't trying to say I would do any better. I would think a heavily experienced individual as the lead for any project would be the best pick, that's my point in saying that Allie Leost was an odd choice.

It's an honest question -- the thing is, leost worked at ea's motion capture labs, and I haven't seen any raw mocap data shown in a making-of, so we have no indicator of her skill or lack thereof at her job.

(she does have a degree and seven years of experience in it though, so I would assume she's ok. How old were you in 2011 when she started pursuing her field?)
20  Player / Games / Re: Mass Effect Andromeda on: March 21, 2017, 01:55:18 PM
@joseph
Is that an honest question as a part of your reply or are you being hypothetical?
Either way I wasn't trying to say I would do any better. I would think a heavily experienced individual as the lead for any project would be the best pick, that's my point in saying that Allie Leost was an odd choice.

It's an honest question -- the thing is, leost worked at ea's motion capture labs, and I haven't seen any raw mocap data shown in a making-of, so we have no indicator of her skill or lack thereof at her job.
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