^ Very nice!
They line up like junior high kids before they walk through the door :OOO
Yeah, because they are clever enough to know it is faster than walking through as a mass and continuously pushing each other off
By the way, it is quite hard to find the balance among:
- good looking formation,
- realistic formation behavior (which sometimes looks really stupid),
- performance optimized behavior,
with good enough cohesion/separation to provide a game ready solution…
Working on project dawn:
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Pretty cool @ =)
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Getting more and more advanced… Giant steps made by pure knowledge and experience.
Maybe you want to follow me on twitter :3 twitter/Filly_The_Owl
Hey there! Never stepped by before so I thought it was the good time
I see tons of impressive things over there, keep up the good work everyone!
I’m especially interested to see how the multiplayer RTS template is going to go!
I’m working on an action-rpg prototype (full blueprint and multiplayer) on my free time.
I worked for the past two days on a dialogue & quest system and I made a video to sum up the different steps I went through by showing in-game evolution of the features.
is the video:
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Hope you enjoy it, good evening everyone
Hi guys. is the latest progress on The City Of Whispers, and I’m updating the character art as well.
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**O U T S T A N D I N G **
W O R K
I like a lot the wind effect and the alive city; the new character heroine is lot better, is AAA game look.
Keep up the game progress.
Very nice @Yun-Kun and [MENTION=1249]I Create Art![/MENTION] =)
that’s deadly, well , I feel congrats is in order
's what i’m working on at the moment
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Project 42 using the JungleBase Environment Pack, Shooter Starter Graph Pack, and Fuse generated characters. The idea is to get a prototype up in the style that I am looking for and then hopefully get enough interest to bring in an artist to assist with new models … if not, at least I will have a game that is going to be fun to play.
The characters are inspired by the Team Fortress Style of characters at it is these models that I used in Fuse (through the Steam version). Once again, get the prototype built and hopefully bring in an artist who can help me with the models.
The video below sees me testing the chain reaction of exploding barrels. The blue ones are the exploding ones, the red ones will be filled with oil and will burn with thick black smoke (eventually) and the Jerry Cans will merely burn (eventually). All explosions and fire cause damage … I recommend you don’t hide behind barrels … actually, don’t hide behind anything.
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So it is still early days and I will eventually create a thread for project, but for now you can check out the Facebook page for more progress: www.facebook/ggproject42
Semi-Networked Ragdoll Physics!
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That’s . What are your plans for it? Try to get it included by default into the engine?
It’s quite specific to get it included in the engine by default, but it is the basis for the ragdolls in my game organs and arms. if anyone wants to know how i did it, i bought the active ragdoll pack from the marketplace and just tweaked it slightly to work over network. it’s really simple, from there. simulate everything but the pelvis and root bones on the mesh and change the size of the capsule to torso only and simulate the capsule. then reverse it for non ragdoll. volia semi networked ragdoll. mind you, everything on the mesh simulated will be client aside from the pelvis which doesn’t move. so while is not 100% networked, it does allow clients and host to interact with ragdolls and for others to see it directly. is all in blueprints.
starting on sequencer now (it broke about 10 times), but… i’m a stubborn type and do not accept defeat gracefully… (smile)
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So i work on a minigame. The classic tic tac toe in a cube-shape. The edges counts for more fields at the same time.It will be possible to play online. At the moment it works for 2 players. Still working on startmenue and AI for solo plays
I would say that there are enough ‘clones’ of minecraft for it to be considered a genre. I am also making such a thing. I don’t want to post links since I’m new, but you can check my game out by searching “simcube game” on google. Its focus is primarily realistic and complex simulation. There is an in game computer that can be programed to display png graphics on an in-game external screen (a cube separate from the computer itself. I am now currently working on these things called surveyors that will allow structures to be encoded onto an in-game virtual disc, which can also be used to build the same structure within the surveyor GUI. I am going to add villages next, that will have traders and builders. The builders will be able to be given a disc with a structure encoded onto it, and will automatically build it upon the village population reaching a certain amount. It is really fun to play, and I am enjoying the process of making it.
Some new game play features!
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Please feel free to leave feedback in our thread, we’d love to know your thoughts
.unrealengine/showthread.php?18816-Witanlore-Dreamtime/
I am making a medieval 3rd person shooter.
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