related to this thread, fix on the way http://forums.demigodthegame.com/350714/page/2/#2271547
tummytempter
[quote who="DogMeid" reply="4" id="2250974"]Pretty particle effects[/quote] [e digicons]
Looks awesome, all of the slow-mo vids are fun to watch. Can really see the particle UV distortion at slower game speeds! Music reminds me of a 1980s martial arts movie montage. You can just picture Van Damme learning kickboxing in a bamboo forest with his master to that music.
[quote who="trancemode" reply="4" id="2141184"]i wish my game was like this.. all the cool effects haha[/quote] [e digicons]:inlove:[/e]
The previous lead designer worked on Battle for Middle Earth 1, I believe - though the influences for Demigod range across a broad spectrum of places.
To view the output log you'll need to be in windowed mode. Try creating a shortcut to the demigod.exe, right click>properties and add this to the end of the path in the "Target:" area. /windowed 1024 768 /showlog That should put DG in a window and the log window next to it.What previous betas did this work in?
If you are running in a specific Low/Med/High fidelity setting, try testing some of the other fidelity settings. It is possible that some of our shaders in Med/High are having a conflict with your particular card and driver setup. It is also possible that the particle cap has been exceeded, open the output log with f9 and see if there are any warnings related to particle cap being exceeded.
Thanks! Should be fixed in a future build.
Nice find! We fixed this recently and it will be in a future beta version, most likely the next.
[quote who="Nights Edge" reply="1" id="1872393"]"Oomiegoo" = Oh my God?[/quote] nope! close though!
[quote who="Phazon88" reply="7" id="1866856"]The quality of special effects from GPG really picked up come the release of Forged Alliance (the original Supreme Commander's effects were sadly lacking in most areas), did you guys have a hand in the great improvement of effects in FA? [/quote] Thanks! Yes, the centralized VFX team was formed during the production of SupCom: Forged Alliance and we spent a significant amount of time retooling the original effects from SupCom as well as cre
We on the Visual Effects Team at GPG thought we'd take a moment to give everyone some insight into the creative processes behind making special effects for a game like Demigod. If you look off to your left, you'll see Aaron Lundquist; Effects Artist and Kung Fu fan. To your right you'll see Gordon Duclos; Effects Team Lead and professional Ninja. I'm Matt Vainio, your tour guide, and I help make video game magic COME ALIVE. We three amigos are the centralized VFX team for GPG and create effec
This is due to a missing icon asset in the beta build, not a hardware / driver issue.
For submitting bugs, use the beta forum please: http://forums.demigodthegame.com/forum/472 We have production staff dedicated to adding bugs reported on the above forum into our own internal bug database, ensuring we get valid bugs, not duplicate bugs or bugs without a reproduction case.
Edge scrolling has been in different versions and we might ship with it, I'm not entirely sure. I know it was something I had to keep disabling for a while because it made actually editing the game difficult. Cant really mouse over to another editor window without the game window scrolling off into oblivion with edge scrolling on.
my vote has always been for count nukehbubi.
[quote]OK, I played around with the logo in photoshop. It definitely looks better as it is.[/quote] That's pretty awesome, I thought my job was in danger there for a second! It'd be fun to show the process of the Demigod logo development from sketches through revision to its final form. There were many, many iterations. We did actually try the D's facing off but it didn't carry as well as we thought initially. In the end, we were very happy with this particular treatment and typography
[quote]...and the attacks look very impactful.[/quote] Thanks! We on the visual effects team do our best to make sure every animation is accompanied by a clear gameplay indicating, visually appealing and distinct effect. We're pushing some technical and artistic boundaries on Demigod visual effects that very few other games are attempting.