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Messages - mproducer

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Game Dev and Gaming / Re: Crowdfunding for Indie Game Devs
« on: Mar 15, 12, 03:15:34 PM »
Thanks for the questions!

The Gamecrowdfund advantages are that the site is specifically oriented toward games only. So you are not competing with film or music projects.

Also we are working hand in hand with projects to promote their games to gamers, with a marketing campaign due to start soon. We will be marketing the game projects as well on other websites, having them in podcasts, and in a variety of media to attract attention to them.

I don't believe any other site does that yet. It is a new platform and we welcome any requests for additional features that people may want.

Game Dev and Gaming / Crowdfunding for Indie Game Devs
« on: Mar 15, 12, 01:37:31 PM »
There is a new crowdfunding site specifically oriented toward indie games.
It's called Game Crowdfund. http://gamecrowdfund.com

Here are two recent videos that explain what crowdfunding is, and a video to be used to attract gamers to donate.
Since the site is new, this is the perfect time to post any projects before the official press release goes out to all the media outlets. It is a good way to raise funds for your development needs.

What is crowdfunding?


Get your Gaming Perks!

Game Dev and Gaming / Re: iPisoft Motion Capture
« on: Mar 07, 12, 04:35:52 PM »
I purchased the iPiSoft motion capture product, and the new one is going to be released next month in April.
So if you get it with in 3 months of the new release, you get a free upgrade.
It is suppose to have a variety of updates, including more support for Female characters.

Game Dev and Gaming / Re: Arteria3D...
« on: Feb 18, 12, 04:08:45 PM »
I always have to heroize the textures, and then relink them with the correct paths.

Art & Art Pipeline / Re: "Node not loaded" - Please help
« on: Jan 15, 12, 08:46:29 PM »
Can you tell me what it says in the console or the error window?
Open these thru the Window drop down in the menu.

If this model was made by someone else and you are converting it, there can be extra data and references left in the model that you don't need. This requires manual clean up and the Hero scripts will not do that for you.
i.e. A conflict between material names will nullify the texture in HE.

Art & Art Pipeline / Re: Facial animation for NPC
« on: Jan 15, 12, 08:29:53 PM »
Use bones, cool thanks!

Art & Art Pipeline / Re: I cant export heromaterial from maya.
« on: Jan 15, 12, 08:27:05 PM »
I suggest using a program like Visual Subst.
See below I personally have the R: drive mapped to my local game structure.
The linked files should be there in this directory structure to begin with.

Check your linked textures and see that the path is to the mapped drive and file structure.
The structure has to be the same as on the repository server.

R:\\HE\your directory structure

Art & Art Pipeline / [Resolved] Facial animation for NPC
« on: Jan 15, 12, 02:02:54 PM »
For cutscenes involving NPC's talking, what method is best for the character model?
I imagine they would typically be using the static character design but with additional facial structure to allow animation of facial area.
 a. Facial Blendshapes
 b. Facial Bone Rig

Similar to how they do it in Star Wars.
Which would be the most compatible with Hero Engine based game development?
I am using Autodesk 3D Studio Max 2011 if that matters.

Developer Hero Projects / Re: Screenshots from Galaxy of Doom
« on: Jan 13, 12, 04:12:19 PM »
Here is a HeroEngine snapshot from my space development testing area.

Developer Hero Projects / Re: Galaxy of DOOM(TM)
« on: Jan 12, 12, 01:37:26 PM »

My artist drew them as sketches on paper first I believe, then scanned them, and reworked them in Photoshop.
I have tons of sketches he has done for me. Great sources of reference for what the game could be.
Also bringing on board an environment artist to start working on some exotic locations I have planned.

Developer Hero Projects / Screenshots from Galaxy of Doom
« on: Jan 07, 12, 04:22:52 AM »
Just started early production and built an environment to test the art in.
This is still very early work, but it is the first "in game engine" screen capture of any work being done.
I am testing our ability to have large numbers of models for city areas, but reducing the size of models and textures to keep the frame rate up. There will be wilderness areas too, but it is key to have city environments.
Learning what is best for the game, and having a blast.
Have some replacement trees that I have to try next.

Developer Hero Projects / Re: Galaxy of DOOM(TM)
« on: Jan 04, 12, 06:27:19 PM »
If anyone is interested in the back story of Galaxy of Doom, here is the web page.


Also an Art Gallery of some of the early design art is posted here.


Off Topic / Multiverse has Ceased Operations
« on: Jan 04, 12, 06:07:28 PM »
It was announced that...Effective December 7, 2011 Multiverse has Ceased Operations

I am not surprised by this at all. Way back in 2006 I met with them at GDC and set up a dev account.
At the time I decided against starting an MMO, which I am glad I did postpone.
The most recent update to the Multiverse MMO gaming platform was like 3 years ago.
So now it is going open source, with code that is probably 5 years old with no recent updates.

I am glad I have Hero Engine.

Game Dev and Gaming / Re: iPisoft Motion Capture
« on: Jan 02, 12, 04:02:48 AM »
Thanks Stadi. Did you like using it?

I have a base game character that I need to animate so this looks like the tool for me right now.
So I am looking at the iPisoft Basic version and using two Kinects.
The animations should be good enough for the game play.
Hopefully when we get to cutscenes there will be a facial animation tool we can afford.
After seeing the cutscenes in SWTOR we think that should be used to move the story line in our game as well.

Game Dev and Gaming / iPisoft Motion Capture
« on: Dec 31, 11, 03:51:27 AM »
Has anyone here tried using iPi Desktop Motion Capture to create new HE character animations?
I am considering using two kinects and this software to create ours.
Wondering if anyone had experience with this yet.

I will have to add it to my art path, so I can add unique animations.
Example video of use

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