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Messages - Schnuffel

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Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: February 02, 2009, 03:54:05 PM »
It's Photoshop only, actually. The clean Flash-like look comes from using the path tools exclusively, along with a lot of gradients and a bit of blur here and there for depth (even though that breaks the style a bit).

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: February 01, 2009, 11:01:54 PM »
Thanks! I was surprised myself, and very honored of course. :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: January 13, 2009, 05:01:32 PM »
Thanks, I'll drop you a PM :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: January 09, 2009, 02:02:52 AM »
By the way: A Czech version of Dirty Split is now available as well, thanks to Pavel Hejn ( :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: October 15, 2008, 10:33:10 AM »
It was only a matter of time, I guess. Ah, well. Thanks for the info :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 19, 2008, 03:06:33 PM »
I don't think they'll sue over stuff they obviously stole themselves ;)

But it was more of a joke. I can't judge the quality of the translation since I don't speak any Russian anymore (forgot it all, sadly), but I'm not taking any risks. The videos have remained all-English, and of course they didn't even bother with the manual. So overall, the quality of the localization is sub-standard, and I wouldn't want to be associated with it.

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 19, 2008, 10:34:53 AM »
Thanks, guys :)

You know, the best thing to do might be putting the Russian version on my website as well. Free for everyone to download, just like the English and German version (and a Czech version soon, hopefully). With special thanks to the unknown contributors ;D

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 18, 2008, 10:26:53 PM »
Wow, I had no idea.
Ah well. I don't even mind the translation itself, I'm actually glad if more people can enjoy the game. As far as I can tell, they even did a decent job. It's just a very rude thing to do without my knowledge. Of course it's a violation of the EULA, but what can you do.

Easier said than done. The website seems to be a warez site of some sorts, and I don't expect them to be very cooperative ;) Besides, I think the original source of the translation is actually somewhere entirely different, and they didn't exactly provide any contact information.
Hm... now that I come to think of it... that IS a warez site, and they probably think they're offering a full price product. And looking at the cover... hmmm. Looks like someone in Russia might actually be packaging and selling Dirty Split.

Hm. I know I should have included a message that says "If you paid money for this, you got ripped off".

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 18, 2008, 10:01:25 PM »
It's still available for free, they don't seem to make any profit from it. And I'm still mentioned as the author, and Dreamagination Entertainment as the source company, so there goes the fame.
This is really strange...

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 18, 2008, 08:47:58 PM »
Okay, this is weird: I just stumbled over the Russian version of Dirty Split here, with a totally different cover with somebody else's artwork on it mixed with my own. So I got curious and downloaded the whole thing, and - WHAM - it actually IS a Russian version, with all the 2000+ text strings translated into Russian, and the graphics as well! :o

Who would do that? How did they get the sources? And why would they put so much genuine effort into it and yet do it secretly, if all they had to do was ask and get my full support? ::)

Help wanted and offered / Re: How do I find good voice actors?
« on: July 09, 2008, 02:20:45 PM »
I've had a great experience with the boards. Or you could try for professional talents :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 25, 2008, 09:18:31 AM »
Finally! The English version of Dirty Split is available from now on:

Enjoy :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 19, 2008, 11:59:41 AM »
Quote from: Dudeldei
Panda3D is what I will be using for my main project, mainly because it's python and plattform independent.
Exactly. Those are the coolest features of Panda3D, and it seems to be pretty resource friendly towards end users. There are not many good examples for its power though, and it's not the most sophisticated of engines. On top of that, there are no visual editors or a development suite, it's all just script based.

NeoAxis on the other hand is pretty powerful, but hardly platform independent due to its use of the .NET environment. That's what bugs me most, although I like C# from a development perspective. Also, it's not as transparent as Panda3D, the documentation is rudimentary and - again - good examples are very rare.

I wish there was a full 3D game engine that's as excellent as Wintermute: Very stable and virtually bug free, good performance, great development suite, excellent documentation, full-fledged examples / finished projects and a developer (or several) who's as kind and helpful as Mnemonic. I'll just keep looking for now, I guess. Luckily my project doesn't absolutely require full 3D and there's nothing that I couldn't do with WME and a few tricks.

Is there something you'd like to show from your project? I'm really curious now :)

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 18, 2008, 11:07:03 PM »
The backgrounds are plain photoshop, no 3D previz used. And the perspective in many screens is total guesswork too, sometimes it's even way off... but it works well enough for this style :)

I had a quick look at Blitz3D, but it lacks support for shaders AFAIK, and generally seems a bit outdated. Maybe I dismissed it too quickly, I don't know. Torque seemed interesting, but I don't like their business model and the engine's code base has a reputation for being very dirty and spaghetti-code-ish. So in the end it boiled down to Panda3D (for its quick and easy scripting ability through Python) and NeoAxis (for its powerful features and easy to use editors and C# coding). If I did decide to go full 3D, I'd use one of these two... right now though I think they're too cumbersome to work with when you have non-standard ambitions. A game project is challenging enough on its own, I don't want to have to fight an engine and trick it into doing what I need it to do unless there's a major benefit from all the hassle.

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 18, 2008, 08:49:07 PM »
(Spitznamen kann man sich nur bedingt aussuchen, und irgendwann gewöhnt man sich dran ;))

A making of... I've kinda done one already here. The thing is that I don't have any concept art apart from VERY crude scribbles, so there's not much to show for a making of. What you see in the game was pretty much developed directly without much ado. Rapid development, if you will :)

When your children get older and if you find the time (which is very hard, I know, even without children) then please DO pursuit your dream and concentrate your efforts on your game. I've started this project for a number of reasons, but one of the biggest was that I needed a break from my everyday IT projects and all the frustration they come with sometimes. Dirty Split was my way of both exhausting and recharging my creative batteries at the same time, something I don't get to do in my professional life. And I'm afraid if I don't do that more often, create something of my own that is, then the everyday frustration will take over the ability and the passion to create. So if you have that passion then don't let it die, use it instead. I'm very much looking forward to your game :)

About the 3D project: Actually, I don't see any other way. The story and atmosphere are both very serious, so a comic look won't do. And I'm afraid any hand-drawn look will be out of place in the kind of atmosphere I'm after. However, I'm aware of the sterile look so many 3D games and characters have, and I'd really like to avoid that.
I probably won't go towards 100% real-time 3D, though. I checked out a few engines and was pleasantly surprised at their ease of use when creating ego shooters, but I came to realize that a lot of customization would be necessary to create what I have in mind, and that I'd be more busy with the engine than with the actual game. Also, real-time 3D would impose bigger hardware requirements on players, and I don't want to put off adventure gamers who usually don't play resource hungry titles. Besides, WME is such a great tool and a breeze to work with, and I'd love to stick to it for a 2.5D game with heavily photoshopped pre-rendered backgrounds :)

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