By the way, can Blender now Ngons? Or is it still stuck to Quads and Tris?
no, and that's the only real disadvantage of blender to me. that's why i use modo besides blender. while i got used to quad only modeling for a lot of things i still miss ngons.
internally the ngon data structures are already there though and used for some things like beveling. the programmer working on it said that ngons are 90% done but the last 10% always take the most effort in programming. maybe sometimes next year... the release after 2.5 or so...
Re: News about blender 2.48 and YoFrankie
[Re: ventilator]
#241388 12/15/0821:4712/15/0821:47
# Yo Frankie! Blender Game Engine Logic explanation and examples. Online at blender.org Wiki, click here to go! # VideoTutorial: Library Linking - [03:44] Grouping and Linking objects, workflow used in Apricot that allows multiple users to work and share models, lights, materials, etc. # VideoTutorial: Level Template Creation - [05:45] Once you grouped them, you have to make something out of it! This tutorial explains how to create a level from scratch. # VideoTutorial: Texture Splatting in Real Time - [04:03] Thanks to the GLSL capabilities that Blender now has, it is possible to paint and mix textures and materials in real time, this video explains how.
what do you need? want me to save a file set up like this? or do you want a step by step tutorial to set it up. your more likely to get the first of the two since its much quicker for me to do
Re: News about blender 2.48 and YoFrankie
[Re: lostclimate]
#241410 12/16/0801:5712/16/0801:57
i was so impressed by how epically terrible it is.
such a dodgy piece of rubbish, with some okay visuals.
so many times i would jump in seemingly friendly objects (such as a tree that appears intentionally bent for me to jump on, or a tree stump that's the perfect height and position to sit on for safety from a charging ram) just to find my character stuck in the "free-fall" pose while he slides around on top.
enemies usually won't notice me, and then if they do the rams follow me for ages, even when i'm beyond their reach, and their attacks work only sporadically.
the spring is knocked around way too easily and jumping off it is shamefully inconsistent. the control method (left and right to rotate, forward and back to move; as opposed to just running in a direction relative to the camera) is hopeless for a platformer, and this especially shows when trying to bounce repeatedly on the spring.
i was given no indication of where my goal was, and after getting there with some spring-work simply to explore the level i found that i was given an end-game sequence that could only be left by leaving the game. playing again, i had to go out of my way to avoid going to the exit before anything else on the upper levels, and that was still without incentive (what's the bone-count thing? no indication of how many apricots or butterflies i picked up), and rats repeatedly killed themselves (even more often than i killed myself) if they were ever near lava.
the gliding system is no fun. maybe it would be if the mechanics were better-understood, but they make no effort to train you in gliding.
yes, there are many issues but it looks quite nice and brought neat improvements to the blender game engine.
they had a lot of problems with the project. you can read about this on some blender artists forum thread. first they concentrated on crystal space but this didn't work out fast enough and then some people left the team because they didn't get along and at the end they had to come up with something in a very short time.
Re: News about blender 2.48 and YoFrankie
[Re: JibbSmart]
#241523 12/16/0820:2412/16/0820:24
JulzMighty, you are right with the observations, but I'm sort of "in love" with this project, and I hope that they will continue it, because I like the thought that 'once upon a time' I'm able to make everything in blender when I make a game!
yes, i love blender, and i really hope it did bring a lot of improvements.
but i guess given how much i enjoyed their movie projects, i was expecting something better designed. you could say it's quite robust -- consistently that bad .
i did have a look at videos, and much of the time it appeared they had the same issues i was having.
also, it'll be a while before i get over the fact i wasn't allowed to stand on a waist-high tree-stump.
once you get the hang of gliding, it's pretty insane actually. could probably glide forever (as you can see i glide UP in the lava bit at the end). perhaps this was not intended, though; i haven't seen video demos where they glide this much! this is me playing, btw: