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  1. Yesterday
  2. What's up everyone? I just uploaded some new free texture images for your projects. They are on these pages on my website: BARK (Artistic) BRICK (Artistic) Access the from here: https://soundimage.org/images-home-page/ OTHER NEWS If you happen to need some free Funny/Quirky/Weird music, higher-quality Ogg tracks are now available on my Funny pages 1-3 (as well as Funny 7 and 8.) I'm working to make them available on all of my Funny pages. In the meantime, if you think my free assets are helpful, please consider making a small donation on my site to help support my efforts. Thanks in advance! https://soundimage.org/
  3. Last week
  4. Wow, I can't believe we're half way through September already. After a long summer, I'm really looking forward to some cooler weather. So let's see... More progress with my new Rock page. We have: "HOMETOWN NOSTALGIA" "SASSY COUNTRY GIRLS" https://soundimage.org/rock/ And higher quality Ogg versions of my tracks are now available on my Funny 2 page. https://soundimage.org/funny-2/ As always, my music is 100% free to use with attribution. Enjoy...stay safe...and please share my site!
  5. Earlier
  6. Greetings Fellow Creatives, Brand new seamless images are ready on these pages on my site: STONE (Artistic) WOOD (Artistic) You can access them from here: https://soundimage.org/images-home-page/ Enjoy and please share my site!
  7. Allstars Indoor Playland is clean, comfortable and sanitized daily. It's safe for smaller kiddos unlike most indoor play centers. Our equipment is age specific for the tiny tots. We're the ideal place toddlers to run, jump, slide and just be kids.

  8. Thanks fLUnKnhaXYU, I'll give this a try. But it does confuse me a bit, as I have no trouble with all other models regardless of which program I use to create the model. (Constructor, Trenchbroom, J.A.C.K.)
  9. Hey Everyone, I have a couple of cool new tracks for you: On my Chiptunes 5 page: CYBERPUNK ARCADE 2 https://soundimage.org/chiptunes-5/ And on my Sci-Fi 10 page: CYBERPUNK BARS https://soundimage.org/sci-fi-10/ No, I’m not obsessed with cyberpunk music….well…yeah I am…sort of…lol. Anyhow, enjoy (and please consider donating to support my efforts if you can.)
  10. The Spinfuel eLiquid of the Year awards are presented at the end of December each year and recognizes the best of the best e liquids reviewed by the team that year. To earn the award all 4 members of the team must give the eliquid the highest score possible. Only then will that e liquid receive the Spinfuel Choice Award.

  11. Thanks for pointing us to this. But unfortunately, our engine is quite different than the one in the Git repository.
  12. Happy September, everyone! I have some new seamless images for your projects on these pages: FUR / CARPET ORGANIC GROUND You can access them, as well as my 4000+ other images, from here: https://soundimage.org/images-home-page/ TEXTURE MAPS If anyone needs texture maps (like normal, specular, etc.,) just let me know. Enjoy and please stay safe.
  13. South Edmonton Storage has been providing Residential and Commercial self- storage solutions since 2004.Our units are bright and clean and inspected regularly to ensure we deliver what we promise.

  14. Have you seen: and Depending on your engine version, you may be able to use much of that.
  15. maybe because the images are in the wrong place . for me I had put them in the structure folder . I guess TGE looks for map textures there . your post rung a bell and I went back and looked at it . I believe my issue may have been texture location . one of my old tge folders looks like this . root/control/data/structures -- --/docks , /hovels , etc //the TGE MAPS/DIFS --/myStructures -- /myBldg001 , 002 , etc //this is myStuff root -- //and subfolders -- --/imagesFiles //All images for all maps in the other folders //are placed here in control/data/structures so , reguardless of where i put my maps.difs , the textures had to be in the structures folder . If it seems crazy , go figure . really been a while .
  16. AI voice sounds like a good solution, since professional voice actors are probably costly and doing it yourself, well may look very amateurish. Actually there are sites like Fiverr where you can hire freelancers you can just browse and chose someone you like, some are cheap like 20 dollars for the job, others maybe take 100, then some take 500, so you can just pick one.
  17. I agree, sound effects and music are very important in games. I added many sound effects in the demo and the game. Music even changes based on the mood of the situation. There is also ambient sound in the background. Lower the music and you'll hear it. Outside, it's a low rumble with lava sound effects, and inside the cave and hangars, there are cave and hangar ambient sounds. I put a lot of effort to add as many sound effects and music as possible. I will add the boost sound effect later. Voice actor is something that I've considered. There are AI voice actors on the web that I might use. You just type in the text and, based on the type of voice you selected, the text will be played back to you. And is also very cheap to go this route.
  18. I think having a voice actor for the mission briefing would greatly increase the quality of the game, it felt kind of weird everything being so silent, probably hard to decide since a bad voice actor may make it worse. Also overall sound effects are kind of poor, like some things were missing sound effects like the fighter not having engine sounds when boosting, it does not really feel that it is going fast. Most people underestimate sound effects in games, if you played my game you may have noticed almost every level having some ambience sounds for example.
  19. Thanks for clarifying what you meant about the physics of the projectiles. I'll see how setting velInheritFactor to zero will affect the shooting and gameplay overall.
  20. Hey Creatives, Well, I can’t believe August is almost over. Soon Fall will be here (my favorite time of the year.) Anyhow, this week’s new free MP3 music tracks are: On my new Rock page: ROCK DRAMA ’80s SUMMERTIME https://soundimage.org/rock/ Please don’t forget about my higher-quality Ogg music tracks and packs. They sound great and are a cool way to support my efforts. See you in September!
  21. I noticed it, because I experienced a similar issue with the projectiles. I looked it up and it is called "velInheritFactor" in "datablock ProjectileData" of the weapon, it should be set to 0 otherwise the velocity of the player will be inherited by the projectile, meaning if you strafe right for example the projectiles will hit right to the crosshair, meaning you can no longer aim with the crosshair. It is especially relevant with slow projectiles like you have, since it will not be that noticeable with fast projectiles, but still will make the aiming wrong. Velocity inherit factor is for things like throwing objects or ball games, where you can add your player momentum to the projectile, but for ballistic highspeed weapons or laser weapons it is absurd. Regarding the camera, it is not about what I or you like as preference, but from a gameplay perspective, already having third and first person may destroy the balance of your game, as third person gives you a field of view advantage, so a pro gamer will use almost exclusively third person just for this reason, even if he does not like it. In your case having a zoom is like that, I felt at a disadvantage for not using the zoom, so I zoomed almost all the game, but it is not purpose of a game, to play it all in zoom mode, it is absurd as well.
  22. The first thing to tell you about the project is that the game you will be working on is an adult action / adventure game, so this job will require seeing our cartoon-style full-nude sex scenes, adult humor, other adult content, and the use of drugs as "magic". We understand if any of this is a problem for you and in that case, this isn't the job for you. If it's not a problem, next, the process of making the changes will involve you getting our SDK from GitHub, so you will need a GitHub account. You are also going to need access to a Xbox controller or Playstation 5 controller to test if the codes works. A breakdown of what you will be doing follows: We are using the Torque Game Engine and right now we are handling all of the controller stuff with a combination of our game engine and DirectX 9 input calls. So we are using our engine to set up the default button configuration of the controller, and any changes the player makes to this mapping, and then DirectX 9 calls to know when the controller is being used and when buttons are being pressed. What we want to change: We now want the game to ask Steam for the default button configuration. We still want this mapping to be viewed and changed within our game (like it is now), but the actual collecting of the controller figuration and saving any changes will be done through Steam. Steam input calls will also now be handling the calls where we know if the controller is being used and when buttons are being pressed. Communication is very important to us, so please don't hesitate to tell us a little more about yourself and why you might be right for this job. Have you ever worked with controller inputs before, in either DirectX or Steam? What questions can we answer for you? If you are still interested, we'll be interested in hearing from you. So, PM us or just comment on this thread. Thanks for your time, Hod D-Dub Software
  23. Your feedback is greatly appreciated. The purpose of the demo is to gather information on how to make the game more fun for experienced and not so experienced gamers alike. I'm trying to make the gameplay unique to my game, while also listening what others are suggesting. So, I'll see if modifying anything about how projectiles work at the moment is something that I want to do in the final game, as I have no problem aiming and hitting a target. Maybe I just don't understand what you're suggesting. A short video may help me see how you shoot at enemies. The demo mission was supposed to be the tutorial mission. A new tutorial mission will be added to the final version of the game, or maybe sooner. From the feedback I've received, I now know that there should have been a much easier mission used as a tutorial on how to play the game. After working for so many years on the game, for me, the demo mission is not that difficult to complete; so, I thought that would be the case for everyone else. I was actually worried that it might be too easy and people would find it too boring. All the settings are set to default. I will do some minor adjustments though, such as an automatic Autodetect quality operation when the game is played for the first time. Other info, such as finding how the controls work, is a matter of just navigating the options menu. CTRL+W,A,D for forward, left, and right dodge roll. There's very minimal damage when rolling and hitting a wall or obstacle, like 0.3%. It's not noticeable on the health meter, unless you keep hitting walls while rolling. But the on-screen damage indicator will let the client know that there's been damage applied. Vaulting works by moving the player very close to an obstacle and then press the Space bar. There are no objects in the demo mission you can vault over. They are in the other missions of the game. The capture points are energy powered beacons/antennas used as control points for nearby teleports. The color of the beacon indicates which faction is allowed to come through those teleports. So, the enemies will keep coming through until the beacon is captured. I will probably have to make enemies drop more ammo or health when they die. Weapon melee is already implemented and is in the demo. Just implemented the knife melee as well (not in the demo or the current version of the game.) When it comes to camera views, every client has his/her preference. That's why I added every possible camera view I could think of. I like the third person camera view as default. If you like first person, just press TAB and all the mouse controls now apply to first person only.
  24. What happened to the road texture. I create a road texture in Constructor (see photo labeled Constructor) I export to .map files using both legacy and regular .dif files. I place both the the .dif file and the textures in the same folder. As the console.log indicates, all textures are loaded properly. Yet they do not show up in the Torque project. (see photo labeled Torquedemo) console.zip
  25. I guess we could ignore the fact that the level of manpower is low. I guess we could ignore the fact that the past 2 years have been biblical end times level BS. once we have done that we can rag on the people who sacrifice time and energy and even money to work on the engine. yeah, that seems the modern way to do things
  26. Well it is important to have good default settings and that it is clear what to do from the start, telling people it is somewhere hidden in the options does not help, most people just play a few minutes and then form their opinion, I had countless of comments on my game complaining about trivial issues just because it was not set how they wanted it by default, they could not figure out that you can just set everything in the options how you want and even if not, mod the source, which sounds hard, but it is not. Most modern games include the tutorial into the first mission, so you are doing the tutorial, without being aware of it. All this third person, shoulder camera, zoom, first person, iron sights, is too complicated, I simply have first person and iron sights, the same in third person, the additional zoom function is counter productive, since as said, a pro gamer would use it most of the time since it increases accuracy in aiming, but to get it you always have to press Z, which is annoying, while pressing right mouse or so to iron sight is quite convenient. You have to decide what mode your game is supposed to be played out primarily and set that by default, I would set it to first person. I did not get how vaulting or dodge roll works, I just activated it a few time accidentally and noticed damage indicator flashing, but no damage was done to me. I did not managet to get any medal, since I was stuck at some places not knowing what to do so I walked around a lot, this should not happen and I'm quite an experienced gamer, the worst part of this was, that if you don't make it at first attempt the enemies will respawn in infinite numbers, making all your progress void making it very annoying, especially if you are stuck with no ammo constantly, try implenting a weak melee weapon if possible that has infinite uses like a knife. You did not comment on the bullet physics where the player momentum gets added to the bullets making it almost impossible to accurately aim, that really needs to be removed, I mean you have a crosshair that gets bigger while you move, so I think it is supposed to reduce accuracy while moving, which is fine, but in your implementation it is not that relevant considering the other effect I just described.
  27. I've heard it from other people, as well, that playing it through the first time was quite difficult. It gets easier once you play it through the second or third time and know what to do. There is even a star awarded to the player (bronze, silver, gold), if the player finishes the mission quickly and saves most of his AI teammates. The TAB key is for first person view. Right mouse button for iron sights. Z for zoom. Vaulting is meant for jumping over obstacles, not jumping. Dodge roll is meant to cause very small damage if you hit walls, obstacles, or you trip. Just like in real life. I use the rocket launcher to clear areas of multiple enemies. I hide, crouch, and roll to avoid being hit by the enemies. The controls for the vehicles and player can be seen in Options->Input->Show. At the moment, only mouse and keyboard is fully supported. Gamepad is only partially supported (not recommended.) Great feedback. Thanks very much for playing it all the way to the end.
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