| bio | website | twitter.com/CristolGdm |
|---|---|---|
| location | Boston, MA | |
| age | 28 | |
| visits | member for | 1 year, 2 months |
| seen | Mar 12 at 20:03 | |
| stats | profile views | 53 |
GM-ing d10, Writing d8, Programming d6. World Champion of Just Dance.
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May 2 |
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Facial expressions capabilities in various engines Well the research is about trying to trigger as much as possible a social feeling in a virtual environment, so yup, need it. But lots of good insight, and it seems all engines have some facial capability in the end.. Thanks! |
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May 1 |
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Facial expressions capabilities in various engines @Roy T. Yep, but the question is: is it possible to add facial expressions in Skyrim or not? I'll add Source to the above list, thanks guys :) |
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Apr 14 |
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Purchasing a TV show adaptation rights, how does it work? I hesitated a lot before asking this, but some similar questions and the fact it is not mentioned in the "what should I not ask" in the faq, whereas "game industry (careers, trends, technology, etc)" is mentioned decided me. And yes, I figured it was impossible, but a 3M$ crowdfunded game also seemed impossible a few months ago, so... wanted to know how impossible it was :) |
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Mar 29 |
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Whole map design vs. tiles array design Waow, that's twice more info than I asked, and pretty much answers all the questions I didn't ask, great, thanks :) |
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Mar 29 |
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Whole map design vs. tiles array design Thanks! I'm working under C#, and am going for a similar (but less talented) version of Final Fantasy 6 (or basically most Square SNES RPG), so floor tiles AND structure tiles (i.e. houses). My biggest concern is that I don't see how to build the 2D array without spending hours checking "there is a grass corner there, then three straight horizontal, then a house corner, then..", with tons of possible mistakes along the way. |
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Mar 26 |
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How can I design good continuous (seamless) tiles? Ok, I tried (both answer tutorial and comment tutorial) and the results are just A LOT better, and knowing the term "seamless texture" will help in the future, so thanks! |
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Mar 26 |
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How can I design good continuous (seamless) tiles? Thanks, especially for this last tutorial, it answered a lot of other questions I had :p |
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Mar 21 |
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When should I decide what language and platforms I will use for a project? Yeah, I searched enough to end up hesitating between 3 platforms: one traditional gaming platform, and two mobile platforms... But as mentioned by another answer, the fact I have only one of these three platforms will be the final decision making point |
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Mar 21 |
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When should I decide what language and platforms I will use for a project? Didn't take into account the fact that it's better to focus on a device I have... I have only one of the three platforms I was hesitating between, so the choice is done now |
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Mar 21 |
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How can I replicate the look and limitations of the Super NES? Thanks a lot! It also gave me insight of how to code the background layers priority, which is great :) |
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Mar 21 |
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How can I replicate the look and limitations of the Super NES? The effect I am going for is more about the game design/feel, maybe not up to the screen aspect :) Like what you get using an emulator for example. But thanks for the idea, it might actually get useful |
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Feb 27 |
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Are there games already including detailed psychological/social modeling? Actually, I'm talking less about AI than modeling realistic social behavior: the way people in a group tend to be at the same distance from each other, the way eye contact duration varies based on sex and social position, etc. I guess my question was not clear sorry about that (the part about greedy decision making in the Sims was really interesting though) |
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Feb 27 |
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Are there games already including detailed psychological/social modeling? Yes I do, and i'm surprised myself I didn't even think about it; I was probably too focused on the kind of games I like, common mistakes. However, I couldn't find details about what kind of model they used, or even if they used one at all, or just use the basic "everyone talk to everyone, and all dialogs look the same" |

