I enjoyed XII a lot more when I stopped thinking of it as a FF game, and just as a new RPG. Made the experience a lot more fun.
lol, XNA isn't some "magical" platform that will allow anyone to create an awesome game. If you want to make one, you're gonna have to buckle down and learn some C++/c#, which is certainly not an overnight job.
You'd also need an artist, anywhere from 1 to 3 to handle Modeling, Animating, and Texturing.
My point is, game creation on ANY platform is not a one person job (with games like Everyday Shooter and Out of This World being the exceptions that prove ...
lol coke diet.
Sorry Rayko... you got a little bit pwned...
It's clearly in-game or an in-game cutscene. The polygon edges are too pronounced for it to be a prerendered cutscene. If they were gonig to pre-render, they'd go all out. Think about it, QD's games don't use a lot of processing power for AI and whatnot, which means they can put that much more power directly into shaders and vertex programming.
I got the call... but no voicemail...
Douchebag Zone is thataway ----------->
It would have sold better if it wasn't a useless hunk of plastic waste with a Valve logo branded on the front of it. They embarassed themselves big time by allowing that crock of **** out the door.
John Carmack is in the same boat. He did a presentation at my school before I graduated last year and was STILL talking about a "renaissance of the single-core processor" and other such nonsense. It's like these guys thing tech is going to get MORE simple as time goes by.
The future is in parallel processing that tries to mimic the human brain. It's not going to be easy to learn (or even comprehend) the programming, but when we get it it's going to open up doors we nev...
Don't know why people bash the game, it's very well written and witty, and is a great turn-based RPG for those of us who have been without one for quite some time.
You hit the nail on the head my friend. Bubbles up for you.
Torque wasn't friendly with the ps3 architecture until very recently.
It wasn't made "for MS". It was created using the Torque game engine. There is a Torue API for the PC, and a new Torque API for XBL, and this is the first game that uses it. Last month GarageGames released a new Torque advanced that can be used for PS3 development as well.
Side note... Torque singlehandedly got me my degree in Game and Sim Development. Thanks Torque!
He deserves what he's owed. That much is true. But why is he being defended so adamantly? He's an arrogant tool who belongs in the same tier of douchbaggery as Jaffe and Tony Stark. He was a bad face for the company. While I'm sure he was fired to avoid paying him a scheduled bonus, which, by the way, happens all the time, it probably also had something to do with the board of directors (on which he had a seat) getting tired of his antics.
Put down the cupcake and try to enjoy a life that doesn't involve being a huge downer, both of others' moods and copious amounts of fried foods.
lmao. "Nerdy games". Talk about redundancy...
Also, that's Blizzard.
Don't do things half-heartedly (360 Engineering and motherboard outsourcing)- make sure your system doesn't have an astronomical rate of failure before you release it to the public.
You don't see the unlimited possibilities? Maybe it's just because I'm in game development so level design is like crack to me, but this is, to me, the most exciting concept to come out of gaming in a very long time.
Seriously, Mesh? EVERY LBP thread?
Damn... the joke IS on me... I mixed up Rogue Galaxy with the Star Wars games made for the gamecube by the company that made Lair.
EDIT: Rogue Squadron, that's what I was mixing up.
Merceles, that GIF is so full of win it's about to explode!