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Wednesday, June 10, 2015 - 09:51

LMAO Dodge all the patents.  I loving call Patents "Mines" because that's to me is what they are, Deadly Mines put in all the commercial waters just like how we put mines in the video games as obstacles for the player to steer carefully all around .   So the commercial ocean is all rigged up with all of these patents and they are deadly when run into.. Of course there is going to be overlaps of ideas and concepts with the more games that get designed and created...Take a Look at snowflakes.  As more of them fall down on the ground, you notice they blend in the same patterns and shapes with each other as more of them fall.  and likewise so do our ideas and concepts blend in with ideas and concepts already found in other games. So I don't think you can avoid all the criss=-crossing and overlaps because as the number of people making games gets more bigger, the more criss crossing and blending you see (the big picture)...... So this is why I can't understand why they these companies go out of their way to just lay down more mines. 

Why don't they should set up a main server where we can put our games through and they can check "debug' to see if there are any minefields "conflicts" and warnings with their rules then sugggest corrections to avoid running into the mines.  Just like how you would debug a batch script. If we only had that kind of technology to debug all the legal problems first before they even start... Then we would avoid the legal minefield.

This is properly why Epic wants people in the game industry to switch to the unreal engine to develop their games with in order to keep themselves all in line with Electronic Arts Patents.  Because I found a patent on the unreal shader and the texture effects the shader does on textures. 

So Developers who accidentally overlap or criss-crossing into other people's ideas wthout knowing it  should not be threatened.  We are not 100% perfect in everything and for some of these companies to expect absolute perfection or threaten legal blow ups instead of allowing people some breathing space to make course corrections in their projects to get themselves around the mines they laid out is just ridiculous............ These companies should just tell us how to steer away from the danger

Tuesday, June 9, 2015 - 05:54

Apparently after checking the patent office in america, ELECTRONIC ARTS Holds most of the Patents.   And that company has filed tons of patents recently, filled around 2007-2009 but in 2012-2014 is when they started to come all into force.  So its not just copyright law to worry about here but also a truckload of patents as well.

Can;t make story episodes (bummer),    Well that's a shame, no save installments, Can't have a mouse wheel dialog system, but when I read through the RIDICULOUS SIXTY LEVELS OF protection they have put got down for it, they seem to say, no graphic mouse shapes in your dialog. fine. for I don't need the mouse interface to navigate through my dialog tree anyway, These guys at Electronic Arts can have their wheel.  In the Mass Effect 3 game After the wheel dialog choices is done, when I click again on the model after the cutscene is over and they either have nothing left to say, or they get stuck in a endless loop an go on and on like a broken record.  They use a 1 dimensional dialog tree system attached to a mouse wheel interface, I plan on doing dynamic dialog in my game without use of a mouse graphic interface while these guys can just keep on running outta gas with the wheel and having broken record troubles when it runs out of options eventually...   

The User Profile Model reCreation, theres a  patent also on this as well, this one seems to say that we can't create a 3d modeling interface  to allow our players to change the default player mesh to customize their own mesh character while in the game....Even though we can freely customize a mesh in 3d modeling programs outside our games like Blender, and then rig them what a Bummer. 

Tuesday, June 9, 2015 - 05:21

I think the whole entire system is pathetic why? Because its getting more and more complicated the more patents the more restrictions they introduce.  The more complicated things become..

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Tuesday, June 9, 2015 - 02:16

Well the game project I am working on now is Called Teseract Prime Outworlds, The Unknown Universe.   (original game title I came up with).    But my universe is not the mass effect universe, its totally different characters. 

But In looking more further into this, yes,  There's the copyright protection which I know all about, but when it come to Video Games some of them use a double layer of additional protection known as patents. 

So Far, all I can find on patents to do with Mass Effect is just about its wheel dialog system,  I don't use a wheel dialog system in my game, instead I plan to use the UDK Built-in Text Announcement System for the game diaglog. 

Or maybe find a way to get Unreal to read Dialog from a Dialog file for the scenes.  I still think they should (just like they did with rigging the models online) is create a Face Animation Database so we can rig the diaglog text up with the facial expressions.  By just loading up our model, typing in the text we want t animate with the model and the server builds it all for you, rather than muck around assembling all the facial animations manually yourself to go with your diaglog.

 

 

 

 

 

 

 

 

Tuesday, June 9, 2015 - 01:34

The only way to sort it out is to ask Bioware concening some of the ideas and concept thing. I do like the some of the concept design inside their Normandy Ship.  The unreal engine makes it light up like a christmas tree with the Material Editor effects.

Tuesday, June 9, 2015 - 01:16

Okay, Then if we want to use an idea or concept from another game, is to ask the company who made the game if we can use their idea or concept or not. then we will know for sure.  Even though Bioware already knows that the fans of Mass Effect are already moddling the hell out of their game.  They are hacking the game to pieces in order to try to mod it.

 

 

Tuesday, June 9, 2015 - 00:49

If we are planning on releasing a game commercially or even freeware then We need to know for sure is if we are allowed to copy an idea or design concept or not, but I think the rule of thumb here is, just ask and then we will know where we stand on the issue for We don't want any grouchy lawyers..

 

 

 

Tuesday, June 9, 2015 - 00:27

Nikita, you seem to be in the know of copyright law, so I want to know the answer to this one as well.  There was a guy who ripped off Kotor II game from Lucasarts he copied the game assets all over into UNreal Engine and created his own Lucasfilm art rpg and chucked it up on youtube.    that's not my question because that's wrong what he did, he just He just ripped off all their assets.

So here's my question, can we base some of our game designs elements on what we already see done in other games, so we don't physically rip into their game and copy off any of their game asset files or textures, or meshes, like this naughty guy on youtube did, but that we just instead just use some of their ideas in our games when we are designing our own games. 

Because we need inspiration to draw from and and I look at what has been done already in other games and try to draw inspiration from that.  To try to design my own game with I need ideas, I need design elements I can work with..   Because there's certain game shapes and design elements I like that were done in Mass Efffect 3 that I thought were very good.  there was one idea they used I liked, putting a moving lift behind a wall while in the shopping area, but if I used that idea then I would do completely different textures and graphics and use a different lift. an probably use it in a different area instead of in a shopping mall.  But I would only use the idea or design element in my game only if I know the idea can't be copyrighted in the license and that only their game assets they create are what's protected under the license.

But what I want is some of the ideas they use to help shape my own game with.  And that one reason why I think those in the game industry write out these tutorials to share their ideas of designing in the game industry out to others like me who need ideas.. 

Saturday, June 6, 2015 - 19:15

I think a good tune like this one you done Snasbisch should have up to 2-3 different loops not use just switch the instrument from piano over to synth saw halfway through it and just play the same story (play the same sequence of notes repeatedly through the rest of the tune and then it abruptly ends.   But that this tune should be to up to 2-3 minutes long, and use up to 2-3 different loops to give it more interesting rythym variation and make this tune sound aot more whole and complete instead of sounding like its only half the story done without finishing it. When it comes to tunes like this, I want to hear the rest of the story.

Because its a nice rythym piece, I like the rythym.  and I loved the vocal part in the first one that you did, But I would like to see some more variation of your loops notes using the same groovy rythym... 

An after the bass plays this nice groovy rythym for a while on the one note, I would also like to see the Bass also sometimes switch up or down the scales as well and try something interesting, difference sequence every now and again to change up or down to make things interesting to tell more of the story...  I would love to see more variations made of this tune.

 

Saturday, June 6, 2015 - 18:52

Do you have a picture of the ship's pilot chair so I can take a look ?

 

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