A Physics with Astrophysics graduate and level designer specializing in the Source engine. You can contact me here or by yelling really loud.

Here to jinx another project

 2013

Coming out of the beginning of 2015 and shedding a few TF2 projects that were going nowhere exciting (and putting one on hold that definitely was going somewhere exciting) I’ve picked up Unity 3D again. I didn’t get on with Unreal and now Unity 5 has all the pro features in, the fact that I already know how to use unity makes it a far more appealing option than starting over with UE4.
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Swapping from Unity to Unreal 4 – Pt 2

Anything done per frame for an actor happens in Tick( float DeltaSeconds ), which answers another question from down the line about what Time.deltaTime would be. Ticking can be halted by sending false to SetActorTickEnabled(). Then while ticking is disabled you can manually force a tick with TickActor() (I think). Hoever to get an actor to actually use its tick function, you need to start it off with PrimaryActorTick.bCanEverTick = true; in the constructor. » Continue reading “Swapping from Unity to Unreal 4 – Pt 2”

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Swapping from Unity to Unreal 4 – pt1

I’m just going to throw down some questions, solutions and other junk here as I go.

I’ve found that Unreal 4 has a far higher barrier of entry than Unity, due to how new it is as a platform it just doesn’t have the wealth of information about it that Unity does. I’ve found many posts from people asking questions met with inconclusive answers or wrong answers or in the sadder cases no answers at all. I never found this when searching for Unity things, there were always dozens of questions asking exactly what I was, each with fantastic quality answers to everything.

So to help with this I’m going to try and document some of my struggles in the interest of clarifying things for myself and hopefully being corrected if I’ve assumed something wrong. » Continue reading “Swapping from Unity to Unreal 4 – pt1”

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2013:- Where I’ve been, where I am and where I’m going

 2013

Where I’ve been:

So far my life has been divided clearly into academic years; the entirety of my memory separates years as from September to August. Each one with a progressively harder level of study and stress.

» Continue reading “2013:- Where I’ve been, where I am and where I’m going”

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Borderlands 2 is actively punishing solo players


Borderlands 2

This post is spoiler free:

I’ve been playing far more Borderlands in the last few weeks than I ought, it’s a fantastic game that has taken the good aspects from the previous game and polished them into a mirror shine. There are also many welcome new features like Badass rank and Steamworks, but there is only major element of the game that hasn’t improved in quite the way I’d have liked. It’s called ‘Fight for Your Life’.

» Continue reading “Borderlands 2 is actively punishing solo players”

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Joiner

Joiner

Named after the real life equivalent of it’s task, Joiner was designed for a very specific task – Wooden frames. If you haven’t heard about it yet, I went and added an extra ‘Other’ page to my site for it here » Continue reading “Joiner”

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Perpetual Testing Initiative

Perpetual Testing Initiative

The new Portal 2 PTI has been announced officially. We knew it was coming for some time but I never thought that it would be just as awesome as it will be.

The editor is so intuitive that literally anyone who can play Portal will be able to use it. » Continue reading “Perpetual Testing Initiative”

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Deus Ex

Deus Ex

Disclaimer: the first part of this was written months and months ago in a fit of rage:

Disclaimer 2: Spoilers follow:

So due to Eidos’ frankly terrible game design, I have a choice between continuing (and failing) to attempt to kill this third boss and eventually gouging out my eyes and recreating a scene from Event Horizon, or restarting the game and playing the last 15+ hours from the start because my save pair only extends back an hour (a length of time that in most games, is enough to save from any fatal mistake)

Little did I know there’d be a choice four hours before the consequences that screw you over. Four hours… Really Eidos? You really want to separate a choice with it’s consequences by four hours of gameplay so that any chance of reloading a save to make the other choice is gone? » Continue reading “Deus Ex”

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Territory Control

Hydro

From the very first few days playing Team Fortress 2 I’d decided that tc_hydro was the coolest map. from never knowing where you’d be attacking to the cool industrial style, everything about it was fun for me. The general playerbase though, didn’t share my enthusiasm for it. Hydro quickly fell by the wayside of TF2’s ever growing pool of official maps and today barely manages to hold more players than the arena maps. Even OrangeX has more players!

» Continue reading “Territory Control”

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Introducing pl_haste!

pl_haste

TF2maps.net held a 72-hour competition, complete a map between 6PM on the 27th and 6PM on the 30th of June. I hunkered down and after 45 hours of work (an hour of that being testing with players) I emerged from my lair with an near-finished map. » Continue reading “Introducing pl_haste!”

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