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Post by a Chunk on Jan 20, 2019 19:46:20 GMT
Don't forget to like your own posts, my guys
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Post by a Chunk on Jan 20, 2019 20:49:16 GMT
Why don’t I get a notification when I like my own post? @ admin
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Post by xzamplez on Jan 20, 2019 21:42:24 GMT
Why don’t I get a notification when I like my own post? @ admin I’m tired of the administration’s lack of transparency. I say we start our own level design website! Nextnextleveldesign has a ring to it
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Post by Kantalope on Jan 21, 2019 0:26:15 GMT
Just need to slap a ceiling and some lighting and it should be ready for testing lol
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Post by a Chunk on Jan 21, 2019 1:06:56 GMT
Just need to slap a ceiling and some lighting and it should be ready for testing lol
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Post by buddy jumps on Jan 21, 2019 10:51:07 GMT
I've started developing a game in Unreal. For now it's simply called Jumpers, a 3D parcours jump and run game. Inspired by jumping in Halo, I kind of want a game similar to it with a greater focus on more sophisticated jump and run mechanics and a bigger skill ceiling. Tutorial, a little campaign and a working menu are the first goals I set myself.
If singleplayer works, the hardest part, multiplayer, is gonna come at me... But this is where the game would shine. I've made quite a lot of jump and run minigames in Halo, especially Halo 4, to the point that I wouldn't even have to think about the modes I would like to implement in this game. Both casually and competitively, they would offer great variety. Already made a list and put it into the backburner for now. Currently, I'm focusing on laying out all the mechanics and their associated button combos. I kind of want to make a menu first, so whenever I test the build, I can actually press "Start Tutorial" in-game for example and then it will load the tutorial. Basically a bare-bones menu, where everything is set out, but only a few things work, like audio options for example. Is this the wrong approach? Has anyone of you guys started a game in Unreal (or any other engine)? How did you go about it?
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Post by a Chunk on Jan 22, 2019 2:40:48 GMT
I've started developing a game in Unreal. For now it's simply called Jumpers, a 3D parcours jump and run game. Inspired by jumping in Halo, I kind of want a game similar to it with a greater focus on more sophisticated jump and run mechanics and a bigger skill ceiling. Tutorial, a little campaign and a working menu are the first goals I set myself. If singleplayer works, the hardest part, multiplayer, is gonna come at me... But this is where the game would shine. I've made quite a lot of jump and run minigames in Halo, especially Halo 4, to the point that I wouldn't even have to think about the modes I would like to implement in this game. Both casually and competitively, they would offer great variety. Already made a list and put it into the backburner for now. Currently, I'm focusing on laying out all the mechanics and their associated button combos. I kind of want to make a menu first, so whenever I test the build, I can actually press "Start Tutorial" in-game for example and then it will load the tutorial. Basically a bare-bones menu, where everything is set out, but only a few things work, like audio options for example. Is this the wrong approach? Has anyone of you guys started a game in Unreal (or any other engine)? How did you go about it? That's awesome! Sounds like a reasonable approach to me, though I wouldn't spend any time polishing the menu at this point. Make it functional, but not beautiful to start out. I've only seen the first half of this video, but I think it's a good one for you to check out. I can see this being applicable to the type of game you're planning.
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Post by icyhotspartin on Jan 22, 2019 9:01:28 GMT
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Post by buddy jumps on Jan 22, 2019 11:28:47 GMT
Thanks a lot, I'll check it out!
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Post by Soldat Du Christ on Jan 24, 2019 8:42:29 GMT
This had me dying XD
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Post by Kantalope on Jan 28, 2019 5:03:01 GMT
First light pass for Bathhouse I still need to add spawns, but otherwise it's ready for testing!
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Post by xzamplez on Jan 28, 2019 16:28:20 GMT
Layout looks nice but those emissives and vines hurt my eyes
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Post by Kantalope on Jan 28, 2019 16:55:17 GMT
Yeah, totally understand. I'll be decreasing the brightness of the emissive and dealing with the vines with the lightmap hopefully
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Post by purelyfat on Jan 28, 2019 17:39:01 GMT
Yeah, totally understand. I'll be decreasing the brightness of the emissive and dealing with the vines with the lightmap hopefully If the emissive still seems to bright you can set it to zero and use an invisible light with it.
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Post by MultiLockOn on Jan 28, 2019 19:39:40 GMT
Yeah, totally understand. I'll be decreasing the brightness of the emissive and dealing with the vines with the lightmap hopefully Thats the best way to go. Emissives don't actually cast light, it's just a screen effect. So if you want it to look realistic use a fairly low emmi glow setting, and then put a light right next to it to cast on the surrounding objects.
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