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Feature Request: Cam with PIP for map and other effects
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Enter the missing letter in: "Int?rnational"
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[quote][b][/b] wrote: [quote][b][/b] wrote: The only thing I was meaning is Niko's the only guy who consistently works on the engine day in and day out so it takes time to make these things happen. I can imagine the backlog of feature requests is damn near limitless and if you think of it, I'm sure all of his time is being taken up by making the D3D11 renderer since that's not exactly a small feature to add.[/quote] I know this. I have known this for many, many years that Coppercube is the Niko show. However, with no written roadmap (there are free or cheap scripts that let you make these), there is no way to know what Niko is working on. There is no legend of what's the most important and what's the least important, so there are thousands of requests and very, very little feedback. Not a great way to get the clients to support you. Fact is, I have to use SOMETHING to make these games and I am pulling my hair out over this. I love Coppercube's editor (except for terrible snap to grid, no snap to object and weird oddities with other viewports and fog). S2 also has a good, very complete editor but the crashes kill me. There is one other engine I did not include in the list because it's now on my worst offender's list. We chose Skyline engine and for over a year, created 5 full very, very large levels for the game we were working on. After a ton of work, many crashes, hundreds of bugs found and squashed, constant level problems with assets disappearing for no reason, loading levels would be unpredictable - to the point that we were unsure they would load at all - five steps forward and 100 backwards at times. But then, the straw that broke it - no working final game - that's right - a year of work and no way to make a finished game. It would take 45 minutes to load and looked like crap. I am sure they will fix it in the next few years, but I refuse to waste one more second on all of this. So it's either S2 or Coppercube - hence why I am asking Niko for things - to get this engine up to speed and good enough to create a real game. I like that is has that Banjo Kazooie feel to it - perfect for most of our games. If it could just do everything you need to make a finished game (save/load system, options, multiple levels with cut-scenes and a bit better rendering engine that includes PBR textures, proper AI or at least the ability to program it and a much more robust and open-ended way to program what the engine lacks - in javascript, not c++), it would be the perfect engine for me then. [quote]Also: How is the sewer game project going? I'm talking about the one you showed in a post a few months back.[/quote] Great! Looks almost as good in Coppercube as it does in S2 - and that is really saying something. S2 has WAY better water with caustics and foam (and bouyancy) and I can make great randomly flashing lights that look real with that engine, but Coppercube really holds up against it. My worry is other levels - that game requires a city level, a suburb level, a theatre level, a abandoned amusement park level - with animations and all are very large levels (these were all about finished in Skyline - I could just scream). I am not sure if Coppercube can handle it. I KNOW S2 can if the update ever happens and importing is massively improved. This is my very complete answer to your questions. Mike[/quote]
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