Cleveland Mark Blakemore said:
Apoc_Tao said:
Well, it appears that you simply suck as a programmer. Planning ahead and having restraint and self-control are simply some of the most important things a programmer can bring into a project, baring his coding knowledge and ingenuity.
Which shows you don't work outside of intern level as a programmer.
It's the number one problem in development in general for a wide variety of reasons, same problem with different aspects.
A veteran would know these things. You don't because you're a kid with more confidence than brains.
LOL
Well, you say I'm wrong and then you end up supporting my previous argument? What is it, chump? You know I'm right. Self control and intelligent planning are vital for a programmer, specially one working without constant supervision. That's the reason a fool like you can never finish anything unless there is an intelligent person around pulling your strings.That's also the reason my salary has six figures and your has four. That's also the reason I'm well employed while you are holding pathetic federal jobs down under.
Cleveland Mark Blakemore said:
Apoc_Tao said:
You claimed these models were great looking. They simply look like ####. They might have been alright for a game developed in 1997 or earlier, but nowadays modelers generally use more than 100 polygons in their characters(in case you don't know that). Those zombies belong in Alone in the Dark 2, not in a modern game.
Also, if these models represent the standard you are using for your game, I completely understand why you are so embarrassed to post screenshots of it. Your game would hurt the eyes of anyone who isn't a time traveler from the last decade.
If you knew the story in my fantastic game, the one I've been planning to use since the beginning, you'd know why these models are perfect for my needs.
If the game does well it will get ported to at least three other platforms and these models low poly counts will be extremely helpful when that happens. More stuff you don't understand. Stop sneering so much. It's like you don't even remember what you're sneering about half the time. The nature of nerdrage is that it never makes much sense as such.
Go to work on your own game and show me how it's done. You make it all sound so easy, I'm sure it'd be a snap for you.
So, what's the "story" behind your "fantastic" game? You got me curious. Is it some graphical homage to the Nintendo64 hits of 1996? Is it a sci-fi story about the invasion of horrendously cubical zombies that crawled out of Picasso's "Guernica"? I'm very curious about how on earth can the game story justify having crappy amateur graphics.
As for porting, sorry, but modern platforms don't need cartoony box characters that have a few dozen polygons. Unless you are developing your game with the Sega Saturn market in mind. Are you? I would say that's not a very good plan. But that's little compared to the fact that you lie. You claimed your game was on the graphical level of Fallout 3 and other modern games. Well, I'm gonna be really nice, and break it down to you. In order for those zombies to compare to the graphics in modern games you would have to:
*Add 700% more geometry in their meshes
*Multiply their texture resolution by 10
*Create normal and specular maps
*Remake the animations
I suggest you hire a professional artist, that's what I'm doing for my game project. Buying cheap and crappy models out of some third grade marketplace is a miserable thing to do. Even for you.
But really, nobody here takes you seriously. This thread is embarrassing Cleve, even for your very low standards. Is there even a game to begin with? How long will you keep describing the awesome graphics and the incredible gameplay without showing anything? well, for me it's obvious. There's no game. You are just a sad little troll trying to roleplay a game developer after having failed too much. You are a joke.
And yes, unlike you, I can certainly say that I'm competent and intelligent enough to release a professional game in a few years. I will surely send you a free copy of my post-apocalyptic rpg when it's released. Perhaps you can use it as a case study in competence. You kind of need to learn the meaning of the word in order to become an efficient programmer. Perhaps after you do that, you might finally finish a game and quit being a laughing stock.