first response when showing Trem to friends:
"WHOA how do you even play that, that's soooo fast"
Search found 30 matches
- Thu Nov 27, 2014 1:49 pm UTC
- Forum: General Discussion
- Topic: Why is this game so fast?
- Replies: 6
- Views: 8049
Re: Why is this game so fast?
- Tue Oct 28, 2014 3:14 pm UTC
- Forum: Community Development
- Topic: Particle Effects
- Replies: 15
- Views: 22292
Re: Particle Effects
It'll have to wait a bit longer. Sorry for being a slouch
- Tue Oct 28, 2014 3:01 pm UTC
- Forum: Community Development
- Topic: Procedural Particle Generation Tutorial
- Replies: 6
- Views: 18395
Procedural Particle Generation Tutorial
I've been making these fire particles and people have been asking me how I make them. Rather than telling use X/Y/Z expensive software I'd rather explain the principles, which are very straightforward. Besides that, making these effects is very procedural and I imagine it would be rather easy to cod...
- Sun Oct 05, 2014 3:52 pm UTC
- Forum: Community Development
- Topic: Particle Effects
- Replies: 15
- Views: 22292
Re: Particle Effects
It's really hard making the effect any more involved because of that ejector limit. I'll revise it once the limits are raised. The grenade is a similar case where I would like to do a lot more. I'm also a bit concerned about performance, big smoke effects and such look fantastic but are very fillrat...
- Sun Oct 05, 2014 3:12 pm UTC
- Forum: Community Development
- Topic: Particle Effects
- Replies: 15
- Views: 22292
Re: Particle Effects
I've updated the link in the first post.
Limits: thanks, don't need anything else at the moment.
- Tue Sep 16, 2014 4:44 pm UTC
- Forum: Community Development
- Topic: Particle Effects
- Replies: 15
- Views: 22292
Re: Particle Effects
Improved blood is something I've been wanting for myself. I tried some things in the past but never really satisfactory, it seems like an art of it's own, though I have some ideas :D Anyway, I'm a bit busy with some pesky meatspace errands that will probably take up my time for at least another week...
- Mon Sep 15, 2014 8:51 pm UTC
- Forum: General Discussion
- Topic: Alpha 31 time!
- Replies: 10
- Views: 12392
Re: Alpha 31 time!
Yeah, long commit logs give more sense of progress :P
- Sun Sep 14, 2014 9:41 pm UTC
- Forum: Community Development
- Topic: Logo
- Replies: 5
- Views: 9925
Re: Logo
Here it is in high res glory.
High Res PNG: http://files.acidtu.be/unv/unvLogoHi.png
Source .PSD files: http://files.acidtu.be/unv/unvLogoSrc.zip (warning: 80MB)
I'll see if I can clean up the vector source a bit.
License CC-SA 3.0 will do?
- Sun Sep 14, 2014 8:10 pm UTC
- Forum: Community Development
- Topic: Particle Effects
- Replies: 15
- Views: 22292
Re: Particle Effects
Haha, I'll come hang in the IRC 24/7 when I get my bouncer working. Anyway, I noticed that unlike Trem the projectile sprite references are not residing in the model scripts? Also, is there any documentation on how to decompress crunch files? Originals would also be nice for easy/lossless tweaking i...
- Sun Sep 14, 2014 3:16 pm UTC
- Forum: General Discussion
- Topic: New default binds
- Replies: 2
- Views: 3800
Re: New default binds
Fan. I thought along similar lines. The MMB weapon selection is really quite unintuitive, especially since in Trem you only have two weapons to switch between. Another issue with Trem is the backpacks are in the weapon selection bar at the bottom, which is kind of confusing since they cannot be sele...