jkemppainen.com
VFX Lead Max Payne remake @ Remedy & indie solodev, founder Rovio animation studio
Games | animations
451 posts
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1,072 following
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Photoshop
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nothing official. And I hesitate to even guess, as I can not foresee my future stress from my day job in the upcoming years. Hopefully it all stays the same and I can finish this game how I plan to :D
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those canisters are the second most powerful weapon in the game! You get to keep the weapons that are mounted on the vehicle you end the level in. so collecting weapons is done by trying to win the level with a certain vehicle.
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Needless to say: wishlist on Steam! store.steampowered.com/app/3260240/...
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yep I have a plan for a painting that would work better. With substantially more cars in t too!
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It is an actual, physical oil painting so it is pretty difficult to get it animated. But I do plan to commission a more dynamic / abstract painting that I will actually use.
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😂
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Nice! It is the best! Saves a lot of time and looks amazing!
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Thank you!
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Thanks!!
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Thanks!!
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I also have 99% of all the text in the game now coming from a localizable dialogue database. The only text left to transfer is the level end tally screen. Everything else is neatly packed and ready to be exported to CSV's for translation!
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Thanks!
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Creating the parachute from scratch to fully functional in-game took about 6 hours or so? So regardless of the Houdini hurdles, I managed to do it in pretty ok time!
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I decided to do the work in Houdini, as it felt like the most capable of handling all of the simulations. It was not without issues. The FBX export was not great, and I was not able to find much help online, but I managed it!
Substance painter was used for the material work.
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New, amazing game engines get made all of the time. But they are not shared for the public. Supporting a liveservice game engine is a lot of work. Too much.
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Yep! Important stuff! No float values in this system!
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Thanks!!
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Thanks!
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I again used my custom retro 3D render shader and trackball rotation setup!
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Thanks! Yep I am just building systems to repair the vehicle mid mission and actually have to use resources for that. Should be done soon! I am just stuck making the UI art :D
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Same, but I have not interacted much with anyone. Just been posting my project updates. Still figuring this out. I
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I can also apply the same saved health state to any other vehicle, say a really tough boss vehicle. So you could take a few tries. Not sure about that, but it is possible! It would make some extremely nasty bosses possible!
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Success!
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100% agree. It is bad for most companoes I think
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Also the car will have a better place to live in, I just need to remodel the airship interior - AAND entering the level with the vehicle will be a lot cooler with a platform and a parachute. Now the car just falls down!)
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Naturally you will be able to fix up your car in between missions, but it will cost you some resources. (game high level Ui is super placeholder, so do not pay any attention to that :D
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No idea. I never looked at anything, I just built my own dialogue database from scratch. As an exercise. I like it as I can edit it however I like to suit my needs. And not having branching dialogue makes it easier.
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It must!
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I have a juicy role for him as well!
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Nope, expecting dinner. Dont make the reservation too early as I need to arrange plane tickets and figure out what to do with the fanily first.
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First, I think I will go with just one player owned car and make it extremely nicely editable, but I am not saying there could not be more vehicles down the road!)
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Outfit it however you like! The possibilities are endless!
(the possibilities are not really endless, rather, they may be quite limited, but lets see what happens with this!
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When destroyed you need to repair the car for it to be available for your next mission. Or you can also choose to go on a mission without your car, or with your car. Some missions require the car, some won't allow it.