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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for Vrav</title><link>http://disqus.com/by/Vrav/</link><description></description><atom:link href="http://disqus.com/Vrav/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 30 Dec 2014 19:04:42 -0000</lastBuildDate><item><title>Re: Art Asset Overview #45 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2014/12/Art-Asset-Overview-45#comment-1765326147</link><description>&lt;p&gt;Fantastic vid, Aubrey.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 30 Dec 2014 19:04:42 -0000</pubDate></item><item><title>Re: Pyxel Edit: pixel art and tileset creation tool</title><link>http://pyxeledit.com/discuss.php#comment-651656891</link><description>&lt;p&gt;Oh, that menu option sounds like what I was looking for, thankyou. Also, I did figure out how the color replacer tool itself works, understand that now - should probably watch the instructional videos...&lt;/p&gt;&lt;p&gt;I also figured out making a layer beneath what I'm working on, though it does seem buggy sometimes - tiles across multiple layers seem to lose pieces, but not immediately visibly, only when trying to place them elsewhere...? If it happens again, I'll try to save a file and see if the bug is replicable, though for all I know I could just be doing something wrong (I think it's due to drawing with opacity turned down, however).&lt;/p&gt;&lt;p&gt;The more I use the program, the more I love it. Such a nice tool.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Sat, 15 Sep 2012 15:44:50 -0000</pubDate></item><item><title>Re: Pyxel Edit: pixel art and tileset creation tool</title><link>http://pyxeledit.com/discuss.php#comment-650935321</link><description>&lt;p&gt;Heya! Amazing tool. Really look forward to future updates! One major issue I have right now is the bright white transparency. It would be awesome if we could change the colours of the background/transparent diagonal pinstripe. I've been having to fill my tiles with a neutral or sky colour in order to draw sensibly - the white just blooms everything out and I can't see the contrast of the colours I'm working with.&lt;/p&gt;&lt;p&gt;Another thing that confuses me, but is of lesser priority, is the fill tool and colour replacer tool. Is it possible to use these globally, ie across the entire image on all tiles?&lt;/p&gt;&lt;p&gt;Anyway, thanks for this. It really saves a lot of time being able to edit instanced tiles. Nudge is also super impressive, though I only just now realized it existed. :D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Fri, 14 Sep 2012 20:40:37 -0000</pubDate></item><item><title>Re: Overgrowth a190 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/08/Overgrowth-a190-video-changelog#comment-623862851</link><description>&lt;p&gt;Really like the way you collect the bags and go about the mission with a weapon in the other hand. That stuff is fun. Can imagine grabbing up all the bags quickly for a time trial and rushing back with full hip slots and hands, or something.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Mon, 20 Aug 2012 06:27:13 -0000</pubDate></item><item><title>Re: Overgrowth a163 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/01/Overgrowth-a163-video-changelog#comment-399426498</link><description>&lt;p&gt;Aw man, that's awesome, and totally justified since foliage is a gameplay element here. And considering the title of the game.&lt;/p&gt;&lt;p&gt;I wonder how much of a performance hit it'd be to have smaller grass clumps get bent over as well? In dense fields, you could see a flattened patch begin to form where the fight is taking place...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 03 Jan 2012 03:54:26 -0000</pubDate></item><item><title>Re: Overgrowth a154 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/10/Overgrowth-a154-video-changelog#comment-343349516</link><description>&lt;p&gt;Nice! One thing I might mention as CC is the volume of your little hop at the end. I don't know if it's possible to accurately predict the volume when the character first jumps (since the height of the jump is determined by the key being held, right?), but the volume for landing could probably be stealthier in a tiny hop like that.&lt;/p&gt;&lt;p&gt;I guess one way to figure out the intended intensity of a jump before leaving the ground would be to change how jumping works, but that might not be ideal! The first idea that comes to mind is a brief pause (no more than 0.8s?) where if the jump key is held, you sort of brace for a longer jump, whereas a gentle tap causes a tiny hop (which can be used for bunny hopping or whatever).&lt;/p&gt;&lt;p&gt;Might make jumping harder, but would probably make stealth gameplay a lot more tactile/fun. As it is I can already envision jumping up a wall to clamber onto a roof, sneaking up over the edge before the guard makes it around to spot you.&lt;/p&gt;&lt;p&gt;Edit: Perhaps this could be the behaviour while crouching...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Mon, 24 Oct 2011 18:56:26 -0000</pubDate></item><item><title>Re: Overgrowth a153 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/10/Overgrowth-a153-video-changelog#comment-336960710</link><description>&lt;p&gt;I downloaded the video (as usual) from YouTube and despite being 2:35 at 720p, it's only 44MB. How!? I've always had such trouble getting video sizes down.&lt;/p&gt;&lt;p&gt;I know YouTube does some voodoo to uploads once they're on the server, but if anyone knows anything about video editing and compression, and what codecs give the best quality for filesize, I'd love to hear...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Mon, 17 Oct 2011 14:30:25 -0000</pubDate></item><item><title>Re: Overgrowth a145 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/08/Overgrowth-a145-video-changelog#comment-293599837</link><description>&lt;p&gt;Sooo coool. Can't wait to see the animations react to wounding, like a rabbit hunched over because it's bleeding rapidly out of its gut. Or maybe different drip patterns, like a slow seep because the character is wearing cloth or a gradual spread through fur.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 23 Aug 2011 07:18:29 -0000</pubDate></item><item><title>Re: Overgrowth a143 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/08/Overgrowth-a143-video-changelog#comment-283943742</link><description>&lt;p&gt;First alpha I've downloaded in a while, for no particular reason - seems to be coming together nicely.&lt;/p&gt;&lt;p&gt;I've been thinking it might be better for combat and overall feel to have the character generally face the way the camera is looking. Maybe it's just an idea for a mod... but it seems like it would feel better if, running backwards during combat, you didn't turn around, and just backpedaled a bit. Same for sidestepping, generally. Might make melee more personal.&lt;/p&gt;&lt;p&gt;Another thought is just regarding the attacks you do as a wolf - I imagine after throwing a rabbit down the wolf wouldn't actually kick the enemy away to kill them all the time, maybe doing more of a direct maul, or picking the enemy up and smashing them or something. I don't know.&lt;/p&gt;&lt;p&gt;I guess both of these suggestions are both animation things. Tough stuff, takes a lot of work... I'm sure you'll get there eventually.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Thu, 11 Aug 2011 20:33:28 -0000</pubDate></item><item><title>Re: Art Asset Overview #19 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/08/Art-Asset-Overview-19#comment-280841375</link><description>&lt;p&gt;Oh, yes. I agree that the actual game menus should be in-character, while keeping the HUD during play minimal (or absent altogether). Good points!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Mon, 08 Aug 2011 20:20:24 -0000</pubDate></item><item><title>Re: Art Asset Overview #19 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/08/Art-Asset-Overview-19#comment-280225181</link><description>&lt;p&gt;On the other hand, Lugaru had basically no UI during play, which made it so much more immersive, in my opinion. Using animation to show whether a character is injured...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Mon, 08 Aug 2011 01:26:30 -0000</pubDate></item><item><title>Re: Art Asset Overview #17 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/07/Art-Asset-Overview-17#comment-240437347</link><description>&lt;p&gt;Can you pick up a pot and break it over your enemy's head?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Sat, 02 Jul 2011 01:07:18 -0000</pubDate></item><item><title>Re: Overgrowth a137 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/06/Overgrowth-a137-video-changelog#comment-237154186</link><description>&lt;p&gt;The combat is looking very powerful! There are also two comments on this post which offer excellent suggestions (DK, ares540).&lt;/p&gt;&lt;p&gt;I'm impressed.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 28 Jun 2011 16:50:53 -0000</pubDate></item><item><title>Re: Overgrowth a136 changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/06/Overgrowth-a136-changelog#comment-232962913</link><description>&lt;p&gt;Would the blade be bloodier than that?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Thu, 23 Jun 2011 00:10:52 -0000</pubDate></item><item><title>Re: GDC Session Summary: Halo networking - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/03/GDC-Session-Summary-Halo-networking#comment-164884189</link><description>&lt;p&gt;Wow, I hope not. Borderlands seemed competitive - there wasn't really any teamwork. You could run around with friends, but it felt like you had to compete with them in order to kill anything...&lt;/p&gt;&lt;p&gt;I'm sure Overgrowth's gameplay would allow for something different!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Sat, 12 Mar 2011 19:52:52 -0000</pubDate></item><item><title>Re: GDC Session Summary: Halo networking - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/03/GDC-Session-Summary-Halo-networking#comment-164635870</link><description>&lt;p&gt;Even if you don't find time to perfect PvP, please at least include co-op versus AI! Cooperative play is a very important thing in games these days...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Sat, 12 Mar 2011 02:07:06 -0000</pubDate></item><item><title>Re: Art Asset Overview #4 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/01/Art-Asset-Overview-4#comment-136121494</link><description>&lt;p&gt;Beautiful stuff, Aubrey. How exactly does the "weight" map (is that what you said) work for detail textures? Is it just RGB / black, and wherever those colours are, you get a different detail texture...? I guess with black being no detail texture blended in.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Fri, 28 Jan 2011 13:57:57 -0000</pubDate></item><item><title>Re: Art Asset Overview #4 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/01/Art-Asset-Overview-4#comment-136117185</link><description>&lt;p&gt;Silo for retopo~&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Fri, 28 Jan 2011 13:51:14 -0000</pubDate></item><item><title>Re: Lugaru HD now on the Mac App Store - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/01/Lugaru-HD-now-on-the-Mac-App-Store#comment-132057947</link><description>&lt;p&gt;Congrats. I still remember being in highschool and seeing early dev builds of Lugaru on my friend's Apple laptop. (: Grey textureless bunnies... but it had ragdolls! And they grabbed incoming attacks! So amazing...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Thu, 20 Jan 2011 16:37:02 -0000</pubDate></item><item><title>Re: Overgrowth a114 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog#comment-130749344</link><description>&lt;p&gt;David: is there yet a way to create custom animations for the characters in Blender, and get them into the game?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 18 Jan 2011 14:49:25 -0000</pubDate></item><item><title>Re: Overgrowth a114 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog#comment-130743822</link><description>&lt;p&gt;:D :D :D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 18 Jan 2011 14:39:39 -0000</pubDate></item><item><title>Re: Frozen ragdolls - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/01/Frozen-ragdolls#comment-128461812</link><description>&lt;p&gt;Could probably be used for impact bracing/reaction, just a momentary thing before either going full ragdoll or easing back into less-ragdoll-y poses. Isn't that the goal? Surely you must be going for something like that.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Wed, 12 Jan 2011 21:09:14 -0000</pubDate></item><item><title>Re: John's Alpha Video - Wolfire Games Blog</title><link>http://blog.wolfire.com/2010/12/John-s-Alpha-Video#comment-108518090</link><description>&lt;p&gt;Hey, this is cool! I normally don't like go for detail textures, but this actually looks good, very effective.&lt;/p&gt;&lt;p&gt;The edges where the buildings meet the street are very rough, but I guess there would be some SSAO-esque shadowing in there with your final lightmaps... or trim models or something. Nice work, guys.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Tue, 07 Dec 2010 21:50:43 -0000</pubDate></item><item><title>Re: Beard Extermination HD Footage - Wolfire Games Blog</title><link>http://blog.wolfire.com/2010/11/Beard-Extermination-HD-Footage#comment-105462372</link><description>&lt;p&gt;Huge congrats. You guys are great.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Wed, 01 Dec 2010 03:54:41 -0000</pubDate></item><item><title>Re: More Foley sounds - Wolfire Games Blog</title><link>http://blog.wolfire.com/2010/11/More-Foley-sounds#comment-94899637</link><description>&lt;p&gt;I did! That was an interesting tidbit. The rabbit sounds in Lugaru were pretty cool. I'd like to hear them again.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vrav</dc:creator><pubDate>Sun, 07 Nov 2010 22:08:42 -0000</pubDate></item></channel></rss>