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Topics - Prometheus2012

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16
Art & Art Pipeline / Default rain system - Change parameters?
« on: Oct 23, 16, 03:52:01 PM »
Anyone know where to change parameters such as draw distance etc for the default rain weather emitter? Cheers.

17
Developer Created Tutorials / ART - World Building Tutorial 1
« on: Oct 17, 16, 11:09:12 AM »
Found a new tutorial video from the HE team. Nicely voiced and clear instructions. So good to be getting upgrades from those old ones that never even had voice over :)

https://www.youtube.com/watch?v=I1BuSi9FHks

18
Developer Created Tutorials / ART - Simple Puddle Decal
« on: Oct 17, 16, 10:36:48 AM »
Here is a neat trick for making puddles. This works best with flat surfaces such as roads or pavements, but you could make the plane any shape you want really.

First you start off by making a simple plane any size you want and then apply a texture with a rough puddle shape and a texture with a transparency in the diffuse alpha.

The texture is what makes the shape of the puddle here, so no need to make the mesh into a fancy puddle shape.

Make sure to select Gradient as alpha mode on the hero material.

Once you export to game, you can give it some "reflection" using a cubemap in the environment settings.



I have attached all the files to this post including the max, textures and HGM.

19
Developer Created Tutorials / ART - MIPs and the differences
« on: Oct 04, 16, 12:22:32 PM »
We are currently going over our textures to make them more streamlined for performance. Part of this was the process to make them have mips. Due to an unforseen bug, none of our textures had mips on them even though we had thought they had.

Here is a scene without mips. You can see the very obvious jaggies. Now anti-aliasing could sort some of this out, but a cheaper performance wise method of fixing a lot of jaggies is the use of the Mips.

Before


After


Now while this does not fix ALL jaggies, it certainly helps. It has been recommended on the HE wiki for a long time that for a diffuse texture without an alpha channel it is best to use .DDS with DXT1 settings. But i have recently been told that using DXT3 will give a much better apperance.

You will want to have 2-5 Mips on your texture, depending on what it is.

Using the nvidia DDS tool you can see that you can select the number of mips to generate. Choose the number of mips and make sure "generate mip maps" is toggled.



After saving as DXT3 or DXT5 and opening the texture again, you will be given a popup box saying wether to show mips or not. If you are editing just select to not show them this time.



And it will come up looking like this, showing the mips.


20
General Discussion / Eurogamer 2016 - Anyone else going?
« on: Jun 04, 16, 01:23:01 PM »
Would be interested in meeting up if anyone else is going. Lets get together.

21
General Discussion / Skype Group - Get On Here
« on: Apr 30, 16, 07:41:12 AM »
Some great live support available here guys. Recommend you all come in and join us here.

Skype HeroEngine Casual URI:  skype:?chat&blob=Wmce1gz31PFsrV5yGXjtdjGfyucJSmNtjppFAdG5o9NrK0Nxkfji66VukPozXbA2xl__5qeR1AbZOjucEg0

;)

22
General Discussion / Publicity
« on: Mar 23, 16, 09:15:33 AM »
Once you guys have come to the point of hitting publicity hard, most likely in preparation for going to kickstarter, you will need a big list of emails and contacts. Ive done some digging around to save you some of the leg work. Have fun contacting them all when the time comes.

Some are non existent, but worth contacting anyway.

Youtubers - http://videogamecaster.com/big-list-of-youtubers

Indie Game Sites - https://docs.google.com/spreadsheets/d/1liBG5RRHvp8DPBPxIauPMWlsxjOjXewa1LBCjEPvKKc/edit#gid=700085094

Video Game Sites - https://docs.google.com/spreadsheets/d/1R6UsXU_VeE4zhms4t0b1vwbbn7Fv5Z1TRlYsrfLghXc/edit#gid=1810066597

23
General Discussion / Starting Your Project - READ THIS
« on: Nov 04, 15, 07:36:55 AM »
Hey guys. Starting up any video game project can be a case of "where do i begin" It can be really daunting and sometimes scary. But all of the information is out there. You are not alone in your journey as many many others have been in the position where you are. This little helpful tips package will help to guide you in your first strides within the video game development scene.

1 - Planning:

Every good and solid game project starts with planning. You will need to write down basically EVERY idea and possible piece of detail for your game as humanly possible. This includes but is not limited to

>System Write ups
>Game Design Document (most important, basically your design bible)
>Mind maps

2 - Organisation and management:

Organising and managing your project is also extremely important. No matter how good an idea you think you have, if your team is not well organised you will fall apart at the first hurdle. You should have in place a file management system such as

>Dropbox
>Google Drive/Docs

Also you should have a very solid and tested means of organising your tasks, waypoints and milestones. Our team personally use a system called OnlyOffice. This website costs a little and there are cheaper, more expensive or free alternatives out there, but at the end of the day they should all do the same thing. Giving you the ability to marshal your team onto one task management system and assign any relevant tasks to whoever it may concern. - https://www.onlyoffice.com/

3 - Helpful Websites:

There is an extreme plethora of helpful websites. Finding them is pretty easy but ill post them here. These sites will help you as an indie to gather information, plan, design, build your teams and beyond.

The most important one ive found is - http://www.pixelprospector.com/

Then you have - http://www.tigsource.com/

And - http://www.indiedb.com/

4 - Social Media:

I can not stress how important this part is. You may be able to create the best looking and most enjoyable game to play, but if noone knows about your game, you will never get anyone to play it. Ive seen most HE groups simply leave this until the last minute and it is not healthy. You need to get eyes on your project as soon as possible, even if its just a concept image or two and some writeups about what your game is about.

>Website
>Facebook
>Youtube
>Twitter

Also, many magazine style video game websites have forums that you can put up a post about your game. Here is a small list of these that you should post on. Some are more active than others, but you should post on all of these. It will get you views and members joining your website when it is up.

http://forums.indiegamemag.com/forumdisplay.php/75-Tell-Us-About-Your-Indie-Game!#axzz3qWoZTNDE
http://www.indiedb.com/forum/board/pimpage-posing
http://forum.gamebreaker.tv/index.php?forums/off-topic-discussion.258/
http://forums.tigsource.com/index.php?board=27.0
http://www.rockpapershotgun.com/forums/forumdisplay.php?21-For-The-Promotion-Of-PC-Game-Making-Projects-And-Things-Like-That
http://www.mmobomb.com/forum/free-mmorpg/
http://gamejolt.com/community/forums/gaming/3
http://www.onrpg.com/boards/forums/6-Shameless-Promotion
http://www.video-game-forums.com/forum127/
http://www.neoseeker.com/forums/54/

5 - Publicity:

When you feel ready to give it the old college try and start your kickstarter campaign, depending on your project scale and how much funding you want to achieve, you will need to have at least the following up and running

>1000+ Facebook and other social media site followers
>1000+ Website signups with active forums
>Have your game on as many websites as possible
> Ideally having a couple of half decent youtube or twitter video game bloggers on your side

Also have a PR pack ready made that you can mass email to the editors of as many of these sites as possible. I have compiled a short list of these contacts below

http://www.eurogamer.net/ - contact@eurogamer.net
http://www.rpgamer.com/ - indiesubs@rpgamer.com
http://www.thunderboltgames.com/ - webmaster@thunderboltgames.com
http://www.honestgamers.com/ - http://www.honestgamers.com/contact.html
http://www.gamerevolution.com/ - pr@gamerevolution.com
http://gamesareevil.com/ - pete@gamesareevil.com            
http://www.snackbar-games.com/ - editors@snackbar-games.com            
http://www.nowgamer.com/ - enquiries@imagine-publishing.co.uk
http://www.hookedgamers.com/   http://www.hookedgamers.com/contact/            
http://www.dailyjoypad.co.uk/ - http://www.dailyjoypad.co.uk/?page_id=23869            
http://www.nextgenplayer.com/ - inquiries@nextgenplayer.com            
http://gameplasma.com/ - http://gameplasma.com/contact/            
http://www.hardwareheaven.com/ - info@heavenmedia.com            
http://www.atomicgamer.com/ - heroes@atomicgamer.com            
http://www.gamefreaks365.com/ - kyle.bell@gamefreaks365.com            
http://www.gamesnation.it/ - comunicati@gamesnation.it            
http://worthplaying.com/news/ - news@worthplaying.com            
http://www.gamingexcellence.com/ - ssnider@gamingexcellence.com            
http://www.ztgd.com/ - press@ztgamedomain.com            
http://www.gamesxtreme.com - contact@gamesxtreme.com            
http://www.gamesabyss.com - editors@gamesabyss.com            
http://gamerlimit.com - robert.hunter@gamerlimit.com            
www.games4all.it - redazione@games4all.it            
http://www.pcgamer.com/ - letters@pcgamer.com            
http://www.gameplayer.it - valeriofusco@gameplayer.it            
http://www.gamesource.it - info@gamesource.it            
http://uk.gamespot.com - pr@gamespot.co.uk            
http://www.videogamer.com - news@videogamer.com            
http://www.totalvideogames.com - chrisl@totalvideogames.com            
http://www.destructoid.com - tips@destructoid.com            
http://www.extremegamer.ca - info@extremegamer.ca            
http://www.pcgames.de - redaktion@pcgames.de            
http://gameplayer.se - info@gameplayer.se            
http://www.gamecell.co.uk/ - pr@gamecell.co.uk            
http://www.hardcoregamer.com - CONTACT@HARDCOREGAMER.COM         
         

24
Hi Guys,

With the recent push to garner community feedback and suggestions regarding any thoughts on beneficial additions to the engine, i have been thinking of specular intensity and colour control.

This would be similar to the recent addition of the glow controls on a per object basis that was added to the material editor screen.

Being able change a specular intensity and colour on a per object/model basis would be very nice indeed and a helpful art tool.

Colour - Via palette
Intensity - Via slider, maybe range from 0=off and +100 which is double intensity

25
General Discussion / Hero Engine Evolution
« on: Oct 21, 15, 06:42:23 AM »
Hey fellow developers.

We have been with Hero Engine for a few years now and have seen the engine itself change over that time. These changes have always been for the better in my view. I have really enjoyed my experiences while working within the engine. It has been a real challenge at times as HE does some things differently compared to other similar engines on the market.

It takes some getting use to, working within HE. But once you have put in the man hours to do so, the rewards are there for sure. It takes a bit of dedication to get into both the art and coding side of things as both have complexities that can only be figured out over time and on the job so to speak.

In the last few months, i have really seen a concerted effort behind the scenes to increase HE's technical capabilities and also public standing. I sense that great things are to come for the engine and we are here for the journey as well.

The patch notes speak for themselves really. Hundreds of fixes and additions in many aspects of the engine making it an easier and smoother ride for us. Ive also seen my own suggestions taken onboard by the HE development staff and implemented as physical tools within the engine for us to use which is wonderful as it has shown they are open to comments and thoughts from the people that use the engine.

I have seen some people say that HE should be free. Let me say this. For $99 you get your servers and hosting and bandwidth set up and paid for. What other engine would ever do that for you? None is the simple answer to that one. The licence deals that HE offer are fantastic when you consider the behind the scenes costs that are all covered for you from day one of setup to full release and afterwards.

HE does in terms of networking and multiplayer capability what in other engines would cost a developer thousands of dollars to set up and maintain over the course of development. So when you look at that $99 price tag you have to think of that.

Plus the fact we have totally live development and changes propagated to our game servers/worlds instantly between developers. All of that is built into the engine as base with no tinkering required to set it up.

I have seen some people poo poo the engine simply because it can be difficult at times to use. These comments are 99% of the time from projects that have a team of 1 person that is either a programmer OR artist OR idea person. You can not create an MMO by yourself. Even if you did manage to have the skill to do all the design, art, concepts, PR, coding, website and other stuff required to make an indie game, it would take you many years to do this for as complex a game as an MMO. I see projects of 1 person creating a game and i highly encourage them to expand their teams.

A small team with a couple of dedicated people in each of these departments will get along fine and with minimal budget will be able to create a wonderful looking game with essentially any type of gameplay system that you would possibly think of.

It has been really interesting to see the different projects come and go on HE. The new wave that have recently popped up are very eclectic and cover many different genres which is highly encouraging to see. I love seeing HE projects get successful kickstarter funding and i really like it when i see updates and posts with pics and videos of your games.

The new Skype group chat group that was set up by the HE staff is also another extremely useful, personal tool for us developers to use as it lets us talk live about work arounds for problems and possible design methods etc. Thanks for that one.

I for one cant wait to see what Hero Engine turns into in the next 6 months. I have a good feeling about this.

26
General Discussion / Helpful Websites for us Indies
« on: Oct 10, 15, 05:01:38 PM »
Thought i would throw out a few sites for you guys. Building your project from the ground up without any idea of where to head to first can be daunting. Dont be scared. We are all at the starting foundation of a project at one point in our journey.

This site is a literal goldmine of information for Indie developers - http://www.pixelprospector.com/

Another couple of great sites

http://www.tigsource.com/
http://www.indiedb.com/

They both have sections where other indie developers post their resumes or you can post about your project to expand your teams.

http://forums.tigsource.com/index.php?board=43.0

http://www.indiedb.com/forum/board/recruiting-resumes

These are all well worth a look.

27
General Discussion / (solved) EU West 20 - Cant log in
« on: Jul 18, 15, 10:23:38 AM »
We all try and log in and get the following message.

Contacting EU West Server 20
Could not connect to EU West Server 20.  Please check your network settings and try again.


28
General Discussion / (Solved) Glow Options on Material Editor
« on: Jun 29, 15, 02:09:55 AM »
Is it just me or do the new glow options on the material editor not all work yet?

Like colour and intensity.

29
Looking good, so nice to be able to affect glows on a per object basis. Nice work.

30
Art & Art Pipeline / Weird Pixelation on GUI??
« on: Apr 30, 15, 12:23:56 PM »
Since the art patch from hell (quartz.d) we have noticed that a bunch of things are looking horrible or different to the point of being broke. Most agree that they dont understand why things now look like they do as there is usually nothing in the patch notes or even using common sense that can explain why they look like they do.

In particular our GUI pieces have some horrific pixelation on circular and angled lines.



It was perfect before. Now when we create a GUI, the editor shows that it looks like it did before, but then the final game version look horrible and weird.

Any clues?

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