thank you
one of the reasons that we stuck with the november version was because it was before the new FrontEnd UI and changes. since frontend changed we have been having trouble getting it to work.
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Shift - UDK Indie Demo
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Baphomeh repliedhi, great game. i was wondering if you could use the september udk to make a version i could play on the mac osx?
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Oniram repliedhey everyone. thanks for the feedback on this.
@DizzyMan: i think most of that was known aside from the weapons issue. but thanks for pointing all of that out.
unfortunately we've ended this project. it was not really intended to go past this one level, but it was mostly used as a r&d and skill building experience for us. though ill say we are in the midst of working on something new.
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MatiasCastro repliedDo you want a little help with original music???
please, listen this tracks
http://www.goear.com/listen/1560017/...-matias-castro
http://www.goear.com/listen/031ee5c/...-matias-castro
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Dizzyman572 repliedHey Oniram, I just played Shift a couple weeks ago. I must say I had a really good time playing this game. But I did encounter some glitches as I played the level besides the ones already in the reported. Every time I emptied my clip and didn't reload, but switched my weapons instead, the previous weapon I was holding would disappear despite that I had like 2-3 reloads left on it. I also sunk into the flow one time when I rolled away from some cover near a door.
Lastly, I really like the end cinematic where the player enters the elevator. But I hope you'll add more variety to this prior that this could probably get old after the second or third time this is done. Or have this ranking system and depending upon how well the player did, different end cinematic would occur. Just a personnel recommendation of course.
Good luck with project boys, and take all the time you guys need to make Shift yet another great indie project.
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Ray Jones 312 repliedOh man, I love this.
EDIT: Would it be okay for me to use these assets if I gave credit to the original authors? It would be for a noncommercial project, it would be unfair to capitalize on your work...
In any event it's up to you.
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colinter191 repliedAwsome
I love your game plan! the game looks amazing btw! Ill tell u when i try it (:
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Oniram repliedif thats in reference to the woman telling you about the remaining time. we did set the time limit to 0, but because our gametype extends from utdeathmatch.. the warning still comes up.
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Max Power repliedGreat looking game, guys! Tough to play with all the bugs and such. My toughest were the doors closing on me with mobs halfway through f'n with me, and aiming seeming to be all over the play inconsistant (and changing!) from where I am.
One of the INI files you can set the deathmatch mode time limit to 0 (infinite). However, you should probably disable deathmatch mode in the first place.
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Death-a-Matron repliedThanks guys, we put a lot of time into it.
@HavocInferno Yes, the level is made up of a small set of modular meshes, and PLENTY of material swaps.
@SeaGear Thanks, but were probably not gonna touch this anymore. It was a project for a class and it was more of a learning experience than anything.
@TheAgent Yeah, AI was probably the toughest thing we had to work on. Hitsugen and Oniram did all of the programming. The bots do have their fair share of problems, most due to navmeshes I think. I'm honestly surprised we even had most of the features we did, considering their not programmers :P
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TheAgent repliedJust played it, and I got to say. Its pretty cool. Although there is no story. Or anything significant, however, its fun and i like the weapons hehe. The enemies as you mentioned are dumb but that's ok. The aiming is a little off. But otherwise its fun.
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SeaGear repliedThat game looks real good! I just got through playing it and I was amazed. I really hope your team finishes itlol
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HavocInferno repliedthis looks so awesome ...
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i think it's done mostly with modular meshes, no?
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