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Post Posted: 08 Jan 2015, 03:22
Post Posted: 11 Jan 2015, 18:07
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 11 Jan 2015, 23:48
Mister_Prophet wrote:Making levels playable on all platforms (Unreal 226/227, UT 436 w/Oldskool)
Post Posted: 12 Jan 2015, 00:10
Post Posted: 12 Jan 2015, 00:35
ividyon wrote:I cannot, for the life of me, understand why it is still necessary to "support all platforms" rather than finally embrace and support the vivid fireworks display of new possibilities and strengths that is 227, after all this time.
Post Posted: 12 Jan 2015, 01:18
Post Posted: 12 Jan 2015, 01:23
Post Posted: 12 Jan 2015, 02:40
Mman wrote:In this case I fully agree with Mister_Prophet. It seems the forming idea here is a project with as few barriers to entry as possible, and in that regard supporting all the main versions is preferable.
Post Posted: 12 Jan 2015, 02:53
ebd wrote:People are fickle about what they consider "custom" content. Static meshes, projectors, particle systems, environment mapping, time dilation, dynamic zones, distance fog, finer control over lightmaps, etc all do not require any custom classes, code, textures, audio, models, or such to take advantage of, but many still consider this stuff "unfair" in some way. Arguments could also be made about working around the KISS principle. I'd agree to that right up until you start trying to find ways around not being able to do something you could have easily, and more quickly, done with extra content.
Post Posted: 12 Jan 2015, 04:54
Post Posted: 12 Jan 2015, 12:36
Post Posted: 12 Jan 2015, 15:02
Post Posted: 12 Jan 2015, 15:13
Post Posted: 12 Jan 2015, 15:47
Post Posted: 13 Jan 2015, 00:46
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