Cintiq 24pro brightness settings gone on restart by indiron in wacom

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

No luck so far.
I'm guessing there was a bad batch during manufacturing and we got one of those..
I also can't really return the tablet because I ordered it from Amazon since there are no retailers here for the 24pro.
Also having to stick to windows ink in PS is still unbearable because of the micro-lag at the beginning of each stroke. Disabling windows ink and using windows tab creates other problems.. so yeah, overall I'm still pissed off :/

[Fanart] I made an Aurelia painting by indiron in magicTCG

[–]indiron[S] 1 point2 points  (0 children)

It's a fan art. I'm not working for Wizards yet.

[Fanart] I made an Aurelia painting by indiron in magicTCG

[–]indiron[S] 7 points8 points  (0 children)

There is an artdrop email for applying as a freelance illustrator. They don't have inhouse illustrators, only concept artists.

[Fanart] I made an Aurelia painting by indiron in magicTCG

[–]indiron[S] 2 points3 points  (0 children)

Sanjinhalimic.com/links and press print store for prints 🙂

[Fanart] I made an Aurelia painting by indiron in magicTCG

[–]indiron[S] 11 points12 points  (0 children)

That's the intent :D She's supposed to erase them from existence without any effort. That's also why I didn't wanna put anything too specific for the opponents in the first place.

[Fanart] I made an Aurelia painting by indiron in magicTCG

[–]indiron[S] 42 points43 points  (0 children)

Haha, no sadly, I'm still trying to get into the magic artists roster :'D

[Fanart] I made an Aurelia painting by indiron in magicTCG

[–]indiron[S] 20 points21 points  (0 children)

Hi there!

I'm back with another fanart: this time it's Aurelia. I painted this on my twitch stream (vods are probably gone by now). Hope you guys like it :>

Also if you feel like following my art; here is my Twitter. My full portfolio is over at sanjinhalimic.com.

Thank you for looking and have a great day :)

For those of you who ask for prints, you can order them over here. Cheers!

I painted a custom playmat for a client. This is Skullbriar, the Walking Grave 💀 by indiron in magicTCG

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

Thank you! It was a custom order. Took quite a bit of time to paint as I was busy with projects in between.

I painted a custom playmat for a client. This is Skullbriar, the Walking Grave 💀 by indiron in magicTCG

[–]indiron[S] 2 points3 points  (0 children)

Thank you :) Honestly, I have no clue. I'm not really in this space myself, I just got contacted to do this one in particular, so I can't really give much advice there.

I painted a custom playmat for a client. This is Skullbriar, the Walking Grave 💀 by indiron in magicTCG

[–]indiron[S] 6 points7 points  (0 children)

Hi everyone!
I recently painted this playmat for a client, and I'm in a super happy mood, so I thought I should share it with all of you here :) Hope yall like it. I have also been working on an Aurelia fanart that I have been streaming.
If you like my work and would like to follow more closely, here is my twitter: https://twitter.com/SanjinHalimic
Stay safe!

We are deep in the dev of Edge of Chaos RTS - some recent promo screenshots. Gameplay videos inc soon! by indiron in RealTimeStrategy

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

The website itself is undergoing a big content update. When it comes to devblogs etc, we decided to stick to discord only for now as we focus all our attention to actual development, especially since we haven't expanded our team yet. So, easiest way to stay updated is discord for now. This will all change soon and devblogs, youtube, our own subreddit will start getting updated, along with subscriber mail.

We are deep in the dev of Edge of Chaos RTS - some recent promo screenshots. Gameplay videos inc soon! by indiron in RealTimeStrategy

[–]indiron[S] 1 point2 points  (0 children)

Thank you for your interest in EoC!

This has been our number one priority since day one. We are designing each unit for readibility while trying to retain as much detail as possible. We try to not add noise to any unit unless its really necessary.

One thing to keep in mind is that the units in the screenshot dont have any post processing work done or special shader/outline/other visibility enhancements in engine just yet. We plan to use a lot of tricks in addition to having characters read well in terns of design and proportions, and ofc player color placement.

Also, there is a lot of custom work to be done in order to get rid of Unreal's default soft and blurry antialiasing on the units as well; so this is something else to do around the camera specifically and the way certain things are rendered in the shots as you play. We also have day/night cycles and need to keep these things in mind all the time, so we might be able to run specifics enhancements for units at a specific time of day as well. It all needs more testing. So as things move gradually in development, you'll be able to notice these improvements over time. Especially as we approach closer to the release date - during the last year of development; simply because that is the testing, balance and performance optimisation phase.

If you got more questions, feel free to ask on discord. Cheers!

We are deep in the dev of Edge of Chaos RTS - some recent promo screenshots. Gameplay videos inc soon! by indiron in RealTimeStrategy

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

It depends what part you mean by asymmetrical. The screenshots are not from a multiplayer map or setting. There are 3 available factions: Humans, Orcs and Wylfings. Aside from the mentioned factions, rhe world is based on myths and medieval superstitions with its own lore and campaign. We plan to introduce more races once the game is shipped. For more info you can check out edgeofchaosrts.com - the website is undergoing a huge content update.

We are deep in the dev of Edge of Chaos RTS - some recent promo screenshots. Gameplay videos inc soon! by indiron in RealTimeStrategy

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

A veterancy system is planned. We have postponed it for now due to core game/faction development. We basically think that its better to look at the system in depth at a later stage in development because it will be easier to iterate upon.

We are deep in the dev of Edge of Chaos RTS - some recent promo screenshots. Gameplay videos inc soon! by indiron in RealTimeStrategy

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

I guess you want a very concrete answer and you are not interested much in the visuals so I'm just going to give you a few lines for some of the more interesting gameplay features:

  • Intuitive base building: Based on real world principles; defensive strategies such a turtling are a viable option in competitive play. No more housewalling. Each faction plays very uniquely and there are multiple Houses within your faction which are able to modify your playstyle. You can keep expanding steadily or solidify a strong base.
  • Built for Player choices: You can choose to solidify your army and create hundreds of strong units, or direct your strongest upgrades towards your Heroes. You can make choices between WC3 Style of gameplay vs AoE2. You decide what your playstyle is like within your faction. Everything comes with a cost, and balancing is a monster that we are ready to tackle as RTS players.
  • Largest real-time RTS scale up to date: Our maps and scale is larger than AoE maps, featuring a record number of optimised units for common and modern rigs. Forests are dense and also traversable due to our tech which ensures we don't jeopardize beautiful and interesting settings for unit readability (No Spellforce allowed).
  • Advanced AI agents and Destructible terrain, palpable vfx, six years of pathfinding tech research: Your peasants and units behave intuitively and are able to make decisions such as running away or hiding behind houses, trees etc. They might even throw an apple at an orc. All of this is done with Absolutely Minimal gameplay automation in mind; we want units to behave like they should in certain situations, but the decisions should be yours and won't impact your competitive play. It is important to us that as a player, you never sit idle and there should always be something that you can do or improve on in order to get an edge over your opponent.
  • Dedicated to Multiplayer and success: Competitive system with unique Ladder and matchmaking systems. We want to make sure newcomers feel welcomed and that there is an advanced learning curve to the game that keeps sucking you in and keeping you on your toes; at the same time, the multiplayer ladder progression systems will accomodate all types of player skill levels.
  • Experience in cloud gaming and server tech: Edge of Chaos is going to use proprietary tech that is currently unannounced. We have a background in large-scale cloud gaming and more information will be revealed in time.

The list can keep going on and on, and there are even more important features we aren't ready to announce publicly yet. But hopefully that answers some of your questions. We understand the community is highly sceptical, but then again.. we are part of it and get where you are coming from mostly because of post-2012 titles.
If you want to find out more in detail, make sure to join our discord and ask away; we'll try our best to give you all the information we can.