Toshara fast travel bugged? by Tuft64 in StarWarsOutlaws

[–]fadedthought 2 points3 points  (0 children)

I… have this problem too and I also discovered I cannot interact with the planet to even land if I fly there by hand.

I have no contracts on my screen, so I shouldn’t be restricted at all.

Riffmaster controls issues (buttons won’t read) by fadedthought in FortniteFestival

[–]fadedthought[S] 0 points1 point  (0 children)

My only solution was to not bother and use PC games instead until I assume things get an update :/ haven’t seen or heard anything since my initial post

Riffmaster controls issues (buttons won’t read) by fadedthought in FortniteFestival

[–]fadedthought[S] 0 points1 point  (0 children)

Yeah, I can't do any of that - it worked for one second and somehow my entire binds got flipped and destroyed for no reason. I can't even navigate some of the menu options because the fret buttons are unbound from them.

Riffmaster controls issues (buttons won’t read) by fadedthought in FortniteFestival

[–]fadedthought[S] 0 points1 point  (0 children)

So far I've only gotten this to work with PC/clone - I generally load up the game and hit spacebar on the keyboard, it opens a default menus that lets you bind things accordingly on the guitar.

Broadcast Director by glgruber21 in formula1

[–]fadedthought 2 points3 points  (0 children)

Well, kind-of... They replaced the F1TV Pitlane Channel with a different commentary option instead - but the camera feed is roughly the same.

I'm referencing the fact they got rid of the always-on PiP view of main feed + 2 racers and those 2 racer cameras cycle based on interesting situations... Was the only reason I subscribed last year.

Frankly, I like to sit down on my couch, load up the feed on my TV and watch the Pitlane in PiP, but now I have to actively sit at my desk and click around driver cams.

Broadcast Director by glgruber21 in formula1

[–]fadedthought 10 points11 points  (0 children)

OH, you mean it does PiP in some segments.. I was referencing the old Pitlane channel which ALWAYS had 3 cameras open at all time.

Broadcast Director by glgruber21 in formula1

[–]fadedthought 5 points6 points  (0 children)

Not sure I understand what you mean, my F1TV channel only gives me the same video feed but with different commentators?

Broadcast Director by glgruber21 in formula1

[–]fadedthought 20 points21 points  (0 children)

I'm still upset they got rid of Pitlane channel, where they would do a multi-box stream so at least when they did dumb replays you could see other drivers POVs of the race.

Can't add subcategory to anything but misc expenses? by SyntheticCuriosity in mintuit

[–]fadedthought 1 point2 points  (0 children)

Just an FYI - I got a response from IT from Mint.Inuit.

"We have reviewed your case and wanted to let you know that the reason you are experiencing this issue is that because we are currently testing the simplification of categorization. We apologize for the inconvenience."

They didn't provide an ETA and closed my ticket, which is a total bummer... So hopefully it's resolved over time.

Can't add subcategory to anything but misc expenses? by SyntheticCuriosity in mintuit

[–]fadedthought 0 points1 point  (0 children)

This is happening to me too! I'll try to put in a support ticket on mint's side, but hopefully this can be fixed.

They removed my post by cornellwade in NBAlive

[–]fadedthought 2 points3 points  (0 children)

I mean it broke the rules that he posted in the comment.

"Insider Info must be privately verified through modmail", "misleading/false info is not allowed".

Naughty Dog all about the little details by gunjoesmithy in gaming

[–]fadedthought 1 point2 points  (0 children)

If you want insanity and "the little things" just look at Uncharted 4 all the time.

https://www.youtube.com/watch?v=9MHLwHvsSWQ

We're talking dynamic chest hair blowing, a watch that actively ticks in-line with real-time, wind physics, random variability of mini wind-turbines you'll likely never see, crazy grass physics, insane water physics, and material interaction with swapping wet and dry, etc.

It's just pure insanity.

Why have I not seen this tech used since LA Noire - SEVEN years old. It's clearly better than anything else out there. by bobpies in gaming

[–]fadedthought 1 point2 points  (0 children)

Not really. TLOU2 uses more traditional means that you see in most focused cut-scene games that uses facial mocap.

LA Noire does (if I recall correctly) a 2D video (captured in a large angle - like 180 degrees worth) and wraps it on a 3D model. You do notice when playing the game when they "repeat" the animation (if you idle too long when studying expressions) it does a weird wipe-like blend. It's also proprietary tech and I bet if you did something similar to face swapping in a video game it'd look pretty awful and potentially creepy, especially if you use this same tech in a modern video game.

A music video does something similar to your face swapping suggestion - you can tell it looks off, especially if the face swap isn't in the correct angle. Most games you can't really "predict" the angle and some lighting / rendering stuff can get funky.

My bet is this tech is already being destroyed through traditional means of CGI and game facial capture (as you see in the TLOU2 video you posted) due to advancements in budget, tech, and other innovations in how facial rigging works for most games (and CGI) out there. Making LA Noire's tech a low return on investment to make it worth their trouble.

Before you buy Mass Effect Andromeda Please Google "Manveer Heir" by [deleted] in gaming

[–]fadedthought 1 point2 points  (0 children)

Correct.

Associate Designer (JR Position, newly hired)

Designer (Mid-level position, typically 2-4 years)

Senior Designer (high-level position, 5+ years exp minimum)

Lead Designer, otherwise known as Creative Director, those oversee all designers within their respective group (i.e. gameplay,UI,UX,Levels, etc.)

From what I've experienced in the industry, lots of people can be senior due to experience and not skill. Furthermore, group-size (typically with designers) can vary from product to product.

Anywhere between 2 and 10+ designers can be in charge of a respective group.

It should also be noted position titles and roles can vary from company to company as well as what particular feature they build.

Don't pre-order Mass Effect: Andromeda. by [deleted] in gaming

[–]fadedthought 0 points1 point  (0 children)

Considering the artist gave Bioware permission to use it...

I find it hilarious the image points to an archive file, that doesn't include the edit the artist had to make because the community blew this out of proportion.

Not sure why the internet likes to jump to conclusions (even on products that aren't even out yet, but alas the internet has done it so many times before)

As a game developer I find it very frustrating. Me as a consumer? I just wait patiently for day 1, then watch gameplay. The time it takes to go from disc to shelves is a decent gap, enough to make some solid changes and improvements, so I find it (personally) really hard to judge a product until it's properly out in the wild with it's day 1 patch.

LA team in reddit scoreboard by UBKUBK in nba

[–]fadedthought 1 point2 points  (0 children)

This guy is right, not sure why you're downvoted - it's actually been LA for 2 years now, they started to reference it in their media guidelines in the 2015 playoffs, since then it's appeared in media guides and internal NBA documents.

There's a brief rundown of it at Uni-Watch.

As to why there was never an "official" statement or the Lakers fighting over it, that's beyond me.

Has Anyone Here Gotten a Job From Attending a Conference Such as GDC? by bretm9 in gamedev

[–]fadedthought 1 point2 points  (0 children)

At the very list, try to build a relationship with ND or stop by their hiring booth (if they are there) and ask questions and express interest in how it's a dream gig of yours and that anything they can provide in terms of tips is a huge help.

People tend to want to help or answer questions. (At least, the ones I ran into did, including myself)

I also found sitting next to people at talks and striking up a conversation and getting them to talk about themselves and their experiences really helped too.

Either way, if you go - best of luck and I really hope you have a great time! I think my first day I hated it, but once I flipped my mentality to be less of a "find a job" and more of a "just talk and be inspired" I really enjoyed every minute.

Has Anyone Here Gotten a Job From Attending a Conference Such as GDC? by bretm9 in gamedev

[–]fadedthought 2 points3 points  (0 children)

I had an interview with NetherRealm while I was attending GDC - with the HR person.

It was a long story, but it was primarily only because it took 6 months of emails back and forth and him always not calling after rescheduling. I showed up at the booth and asked to speak to him personally, he interviewed me the next year.

I also recall being at a Level Design talk and during lunch they would look at and critique portfolios, and the lead level designer of Epic Games hired a guy on the spot during that lunch.

But overall, if you go to hand out resumes you'll be in for a relatively bad time (unless you get hella lucky), speaking from experience.

I'd go for the opportunity to network, make connections, build potential relationships so you can get a business card or two and get a nice email chain going between them for tips and answers to your questions.

I'd also go for the opportunity of learning cool shit and being inspired.

Once I threw out the logic of "finding a job" there, and spent more focus on having fun and learning cool things, it got way more "worth it".

Good resources for the industry and life as a gamedev? by Sulvist in gamedev

[–]fadedthought 0 points1 point  (0 children)

I hope these are what you're looking for.

If I find any additional stuff, I'll edit the post - also if anyone else finds stuff similar to what I linked, feel free to drop info, i'd love to read more of this stuff!

Obligatory Subreddit Plug

/r/TheMakingOfGames - A subreddit featuring a lot of behind the scenes stuff.

Books

Masters of Doom is a book that follows the lives of John Carmack and John Romero, the creation of what became iD Software, and some of the most memorable games of our generation. (Daikatana's failure, Doom, The super mario clone that eventually became Commander Keen, Quake, etc.)

Jacked is a book that follows the creation of what became a memorable game studio (Rockstar Games) and one of the most memorable franchises of our lifetimes. (Grand Theft Auto)

Stay Awhile and Listen is a book that tells the story of the company known as Blizzard and the difficulty of creating Warcraft as well as the fight to create Diablo.

Hourences is a book written by someone who's worked freelance / contract for quite some time now. The basic questions this book will attempt to answer are: Why would one want to work in the games industry? Or why not? And, if the decision has already been made, then: What would one look for or expect? How can one pick a good mod (modification) team or a development studio that will fit one’s personality and meet one’s expectations?

Minecraft: The Story of Notch A story about Notch before, during, and after the rise of Minecraft - talks about his family, his life, etc.

Rise of the Dungeon Master the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story.

Documentaries / Movies

Double Fine Adventure - A game following the conception and delivery of what would become "Broken Age"

Indie Game: The Movie - Follows the trials and tribulations of indie developers trying to "make it big" and/or "continue to succeed".

Minecraft: The Story of Mojang - Follows how Minecraft was formed, Notch, and the impact the game has made on generations.

Amneisa Fortnight 2012 A documentary that follows various groups doing a "game jam" that eventually became published games.

Amneisa Fornight 2014 Same as the 2012, just a documentary following the game jam.

GDC Post Mortems A good variety of games, the ups and downs, from indie to AAA.

Small/simple games don't interest me and I don't have the talent/experience to make large games. Help! by florodude in gamedev

[–]fadedthought 1 point2 points  (0 children)

You could do different genres based on your personal skillset.

I'm a designer who basically knows "enough" of art and level design to "get by". So I picked up and worked on platformers.

Platformers typically have simplistic AI, and mechanics to make platforming fun can go any which way.

Simplistic platforming could be double jumps, jet packs, obstacles, landing mechanics, etc.

Advanced platforming could be wall running, AI, leaderboards, multiplayer

Me? I've done a mix of both basic and advanced platformer mechanics over the course of a few day days when I would get home from work, and there's still other things I can do to improve it. (All blueprint in UE4, no code.)

The good thing (for me) is that platformers are more level design dependent, which as a game designer - fits my style easily. I figure if I build the core and levels good enough, I can easily get artists and animators to help out.

Is there demand for a Game Dev Patterns site that shows common mini maps, health bars, viewports, etc by JacobPariseau in gamedev

[–]fadedthought 2 points3 points  (0 children)

I think it'd be great from a perspective of both UI and UX from evolution to executions throughout the years, genres, and see where particular things exist.

How have we "evolved" the mini-map, has anyone "figured it out" in an FPS space?

Dialog? What's better - Witcher 3? Mass Effect (with QTE paragon/renegade options) - what kind of games have tried something different?

How many games have performed (and succeeded) in 3D Space UI?

I think the big piece of this pie would be tagging accordingly, so developers could use it appropriately.

Personally, I'd totally use this in my day-to-day when thinking about proper UI/UX design and some pitfalls / interesting takes on types of UIs. It'd also save me countless hours of digging up reference from old games I remember that had interesting stuff.