08-03-2006, 12:05 PM | #41 |
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Just to comment on the 3D stuff, while the Torque engine is fully capable of supporting full 3D environments, we have neither the budget nor staff available to create the high-quality artwork needed for The Silver Lining in full 3D.
Not to mention, Torque is designed more for tiled textures rather than the detailed ones we use in our game, however we have still adapted it to use 2.5D. If you can find a 3D adventure game engine capable of importing Maya files, and uses C++ style scripting for $100 or less, then be sure to let me know. |
08-03-2006, 12:06 PM | #42 |
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thanks cesar, now i understand why you used real-time! which is perfectly fine with me. the game looks excellent. my previous post wasn't directed at you guys, but more an explanation to orange brat why i asked the question in the first place.
yonkey, are you talking to me? i have no idea what you mean. i thought the game was 3d and not 2.5d? why not write your own engine?
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08-03-2006, 12:14 PM | #43 | |
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We attempted at making our own engine about 4 years ago I believe (prior to me being on the team), but the problem with that is you have to reinvent the wheel, so to speak. It's much easier reusing someone else's point-and-click than developing it yourself. And trust me on this because we had to add point-and-click, walk implementation, dialogue system, inventory and more into this engine, since FPS games don't use them. |
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08-03-2006, 12:14 PM | #44 |
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I have upgraded my video card drivers, but still no luck.
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08-03-2006, 12:18 PM | #45 | |
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08-03-2006, 12:24 PM | #46 | |
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08-03-2006, 01:02 PM | #47 |
hello
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I mentioned this earlier - you cannot play the game using 1280 x 720, as is will not allow you to exit the caste at the beginning in the resolution.
I was pleasantly suprised to see the game supported it, but not so pleasantly suprised to see that the game didnt work correctly in that res. Just want to know if the final game will support that res? Cheers |
08-03-2006, 03:03 PM | #48 | |
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Alternatively, the mouse-click capture UI screen may be fine, but the walk node might be a bit too low or inside that 64px blindspot (which is far too low to be placing a walk node IMO), so I might just change the position of the walk node instead, rather than messing around with resizing. In any case, I would appreciate it if you could report this issue in our forum, because there are actually several other places where the walk node placements are a bit too annoying. |
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08-03-2006, 04:18 PM | #49 |
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That's strange.. The toolbar does not appear after I patched the game.. And it has nothing to do with resolution as far as I understand.
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08-03-2006, 05:47 PM | #50 | |
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08-03-2006, 07:49 PM | #51 | |
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The Disenfranchised™ - A Film Noir adventure series for the PC. Coming later. |
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08-03-2006, 10:23 PM | #52 | |
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If we were permitted to go commercial, we would not even consider this fan entry, as all official work product on this game is performed by our development team, Phoenix Online Studios. If you would like to see a sample of what would go on our box art if we were able to distribute this game physically, you can see the Shadows poster on the Trilogy page. That was designed by several sketch artists, 2D colourists, retouched by Cesar and final design layout by myself. The poster was actually designed a year or two ago, and elements from it were used in the teaser released in May 2005 which announced our pre-VU "winter" release date. Obviously we weren't planning on VU to C&D us and cut into development time, but I'm certain most of our fans appreciate the journey beginning "this summer", as opposed to never. |
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08-04-2006, 05:36 AM | #53 |
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orange brat. exactly, i was just asking if they had any use for the real-time backgrounds, and they do, so im satisfied. i said it would be pointless IF they didn't do anything with the real-time bgs. but they do. get it.
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08-04-2006, 05:47 AM | #54 | |
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08-04-2006, 06:34 AM | #55 |
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Yonkey: Hmm, I'll take a look at the official poster. Judging from the earlier art I've seen, it'll be good.
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08-04-2006, 06:45 AM | #56 | ||
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08-04-2006, 06:49 AM | #57 |
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Whoa! I don't think we've seen that one before! It's definitely one I'll consider for Parts 2 and 3, and possibly future commercial games we develop if they have allow such a license.
Thanks again! EDIT: Just read their license and they allow both non- and commercial use too! |
08-04-2006, 06:55 AM | #58 |
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How do you finish the demo by the way?
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08-04-2006, 07:00 AM | #59 | ||
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08-04-2006, 10:13 AM | #60 | |
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Yonkey
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