Dark Level development "Reloading :-)"
#31 Posted 16 July 2014 - 12:44 AM
Seriously though you'd want to check the second half of the second paragraph
#32 Posted 16 July 2014 - 10:03 AM
If it's working, but it isn't plugged in, then you could say "Woah! This thing isn't plugged in! How is it working?"
A UK slang version of the text would be amusing. It might bump the age rating up a bit though
EDIT: You may want to change out the disclaimer for one of the standard ones you can grab around the net.
This post has been edited by Tea Monster: 16 July 2014 - 10:47 AM
#33 Posted 06 August 2014 - 08:43 AM
#34 Posted 06 August 2014 - 08:52 AM
Edit: Why do you need all these damn languages for anyway? Just have Russian and English.
It's not like you are making some international released game here.
This post has been edited by The Angry Kiwi: 06 August 2014 - 08:55 AM
#35 Posted 06 August 2014 - 10:06 AM
Mr. Alias Nameless, on 06 August 2014 - 08:43 AM, said:
Traducing? or just check if everything is grammar OK, I can do spanish for sure. I've had some free time all the nights of this week. PM me.
The Angry Kiwi, on 06 August 2014 - 08:52 AM, said:
Although English is the international idiom, it doesn't seem excessive to use various languages to me.
This post has been edited by Mike Norvak: 06 August 2014 - 05:31 PM
#36 Posted 06 August 2014 - 03:24 PM
Mr. Alias Nameless, on 06 August 2014 - 08:43 AM, said:
I sent you a PM.
#37 Posted 06 August 2014 - 03:32 PM
The Angry Kiwi, on 06 August 2014 - 08:52 AM, said:
I speak argentinean.
I don´t have time to betatest the mod but I could do grammar check/translations if I´m provided of the texts.
#39 Posted 07 August 2014 - 08:58 AM
Stick that in the APLAYER actor
#41 Posted 28 August 2014 - 10:47 PM
That which is described dummytile
dummytile <tilenum> <X-DIMENSION> <Y-DIMENSION>
This post has been edited by Mr. Alias Nameless: 28 August 2014 - 11:03 PM
#42 Posted 29 August 2014 - 05:31 AM
But if you know the original dimensions you can get an approximation by saying (for example):
setvar tile_x 48 mulvar tile_x 65536 divvar tile_x 64 getactor[THISACTOR].xrepeat TEMP mulvarvar tile_x TEMP divvar tile_x 65536
The multiplication by 65536 was to prevent huge inaccuracies from everything being integer operations.
#44 Posted 29 August 2014 - 07:25 AM
In value sprite size and xrepeat/yrepeat
Out value build units.
This post has been edited by Mr. Alias Nameless: 29 August 2014 - 07:47 AM
#45 Posted 29 August 2014 - 07:51 AM
Mr. Alias Nameless, on 29 August 2014 - 07:25 AM, said:
Out value build units.
Helixhorned has just given you the correct solution.
#46 Posted 29 August 2014 - 11:20 AM
Mr. Alias Nameless, on 29 August 2014 - 07:25 AM, said:
If you're looking to calculate a sprite's width (i.e. using xrepeat), it's the same thing when you keep in mind that z units are scaled by 16 relative to x or y units. From the Lunatic manual:
Quote
The size of the sprite in each dimension. For wall- and floor- aligned sprites, a value of 64 means a width of 16 x/y BUILD units or a height of 256 z BUILD units per texel.
#47 Posted 29 August 2014 - 01:49 PM
By getting the current tile size you can do the math Helix mentioned to get the build units in any direction, you just have to check alignment.
I forgot tilesizex/y existed. That will let you do the math without having to know the original tile size.
#48 Posted 26 September 2015 - 12:55 AM
Generator engine start and work sounds. Used different sounds at different distances.
And some screenshots
This post has been edited by Mr. Alias Nameless: 26 September 2015 - 01:12 AM
#49 Posted 26 September 2015 - 07:03 AM
#50 Posted 04 October 2015 - 06:54 PM
This post has been edited by bobaverill: 04 October 2015 - 06:55 PM
#51 Posted 17 October 2015 - 01:00 AM
This post has been edited by Mr. Alias Nameless: 17 October 2015 - 01:01 AM
#52 Posted 11 December 2015 - 06:18 AM
For about two years I've been working on my game. At the moment, a lot is completed, compared with the public demo version. I love to develop games, and especially the theme of psychological horror. I had to learn a lot during this two years: texturing, modeling, work with sound, and of course programming. But now I am faced with insurmountable difficulties. More precisely: with the performance of the polymer engine. Attempts to optimize the locations did not give an acceptable result. Besides, the experience of the players in the demo showed that light is not working properly at 30% of the players. I am sad to say this, but I have to suspend the development of the game, to the optimization of the polymer engine. Thanks to all who helped me and participated in the development!
#53 Posted 11 December 2015 - 04:17 PM
How bad does it get? What are your computer specs?
This post has been edited by Mark.: 11 December 2015 - 04:21 PM
#54 Posted 11 December 2015 - 04:25 PM
#55 Posted 11 December 2015 - 04:26 PM
#56 Posted 11 December 2015 - 05:23 PM
#57 Posted 11 December 2015 - 06:01 PM
Mark., on 11 December 2015 - 04:17 PM, said:
Micky C, on 11 December 2015 - 04:26 PM, said:
This.
Давай чувак, не останавливай ся, можно еще дофига оптимизирова ть, парни тебе помогут
#58 Posted 12 December 2015 - 08:46 AM
Mr. Alias Nameless, on 11 December 2015 - 06:18 AM, said:
For about two years I've been working on my game. At the moment, a lot is completed, compared with the public demo version. I love to develop games, and especially the theme of psychological horror. I had to learn a lot during this two years: texturing, modeling, work with sound, and of course programming. But now I am faced with insurmountable difficulties. More precisely: with the performance of the polymer engine. Attempts to optimize the locations did not give an acceptable result. Besides, the experience of the players in the demo showed that light is not working properly at 30% of the players. I am sad to say this, but I have to suspend the development of the game, to the optimization of the polymer engine. Thanks to all who helped me and participated in the development!
Would you be interested in seeing how your mod works with PolymerNG?
#59 Posted 13 December 2015 - 06:50 AM
icecoldduke, on 12 December 2015 - 08:46 AM, said:
Yes, of course I want to try!
#60 Posted 13 December 2015 - 07:02 AM
icecoldduke, on 12 December 2015 - 08:46 AM, said: