you need to use your mouse to aim anyway. it'd be really hard to set up using a gamepad and a mouse at the same time.
And you can't use your gamepad to aim:
yaw, pitch, roll, look vertical, look horizontal. gamepads only have 4 axis, not five.
you need to use your mouse to aim anyway. it'd be really hard to set up using a gamepad and a mouse at the same time.
And you can't use your gamepad to aim:
yaw, pitch, roll, look vertical, look horizontal. gamepads only have 4 axis, not five.
use chaff (tech item, X key), or the AMS system for the spearhead.
intel gma hd isn't exactly the most amazing graphics card.
And yeah, some of the maps do have too many particles. Just play on test tunnels or hidden valley more often than pit.
I sur hope you extracted the game, rather than attempt to run it from a zip file.
that's the entire file after running the game?
in the lift_data folder, there's a file named output_log.txt. Copy paste that in to a pm or something to me.
too many particles! seriously, the Pit map has a bunch of particles, and that seems to kill people's cards sometimes.
My brother actually has the same gpu as I do, and he can't run the game very well on pit. The particles might be processor bound.
Just play on the kute map, and start the coralian onslaught gamemode.
To those wondering why it's not released:
We've submitted the game, along with a news post already. However it appears that moddb probably has no one working on christmas day, so there's no one available to approve said file and news post. Keep occasionally checking back, but don't expect it to drop today.
If one of you has any clue on how you would make a 'real wave' like effect, please tell me. I haven't a clue on how to make the trapar any better.
Procedural mesh generation is extremely difficult, thusly they are currently planes that are generated where the emission point has been, with an animated texture on them.
you can play the coralian onslaught gamemode on one of the maps, and that's against bots. Other than that, no.
The cool thing is that plinko didn't show off: it's multiplayer too. Over the internets.
it's also the angle too. As you're looking at the bottom of it, pretty much all of it is 'shadowed'
no to pretty much all of those. As we're releasing sometime this coming month, all features are frozen. As you can see you CAN customize weapon loadouts and lfo colors, but not the actual model itself.
the lfos' don't really fall off the boards (we've fixed those pesky bugs relating to accidental board detachement so often seen in the anime), so it's not exactly a balance issue. You're probably highly more likely to get hit through the torso than the board anyway by any sort of projectile.
It's too big? Hmm... it seems fine at any decent sized resolution (1280x1024)+
yes, it was a bug while we were playtesting. It's to provide juxtaposition to the fact that we're releasing in december (Don't worry, I fixed the bug already).
Frankly, As the coder, I'm pretty sure eureka is only a placeholder until I get some kind of avatar system in place, rather than everyone running around as eureka.
in all the ugly colors of the rainbow?
oh yeah. unity uses colors where they range from 0 to 1. I could just multiply the value by 255. Thanks for the suggestion.
Yes, we're still here. Sorry if it wasn't made clear we're back on to our old 'update a month' schedule
This will be using the Source 2007 engine version - also known as the orange box engine.
Probably the way to get it with the least amount of game buying is only buying team fortress 2.
If you want hl2, then you'll need up to episode 2.
Hahaha. it's not that big. you just can't tell scale from a 2d image. It's only a tiny bit bigger than the monsoono.
Smoothing isn't exactly necessary up until we get them in game, truthfully. But yes, we do have smoothing groups eventually done.
Cerebrate
Justin joined
3d modeling Animation Texturing