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New Voxelus Video Released
- Blazingplatinum
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- ThatOneFox
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noice m8
for fricking fricks sake why do i still care
1. Wild Life 2. China Pig 3. The Blimp (Mousetrapreplica) 4. Sugar N' Spikes 5. Ant Man Bee
you'll love it, it's a way of life
1. Wild Life 2. China Pig 3. The Blimp (Mousetrapreplica) 4. Sugar N' Spikes 5. Ant Man Bee
you'll love it, it's a way of life
- OkaySandwich
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I'm not exactly sure what they're going for here. Is it a game? A modelling tool? Frankly, it looks like it'd suck at both of those things, with crappy unity textures and models. Atmosphir may have been a great level creator, but it was awful at building environments.
This is Voxelus. It looks as a 7 year old game should.
This is Unreal Engine 4. This scene was created in 4 hours by moving and placing models on a flat terrain. I know which one I'd prefer to walk around in VR.
Voxelus doesn't bring anything new to the table in a cluttered market. It prides itself on ease of use, but why should I limit myself to a decaying engine when I can just as easily grab a few models off the Unreal Marketplace and do it better, with little to no extra effort?
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Voxelus doesn't bring anything new to the table in a cluttered market. It prides itself on ease of use, but why should I limit myself to a decaying engine when I can just as easily grab a few models off the Unreal Marketplace and do it better, with little to no extra effort?
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- Lemon
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Let me walk around my lego creations in peace.OkaySandwich wrote:I'm not exactly sure what they're going for here. Is it a game? A modelling tool? Frankly, it looks like it'd suck at both of those things, with crappy unity textures and models. Atmosphir may have been a great level creator, but it was awful at building environments.
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- Blazingplatinum
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Carries basically the same message but shows a little more of the editor:
https://vimeo.com/131821477#t=57s
https://vimeo.com/131821477#t=57s
- Anuke
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There was one part in the video where you could see Atmosphir's factory tiles... The exact same ones..Blazingplatinum wrote:Carries basically the same message but shows a little more of the editor:
https://vimeo.com/131821477#t=57s
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- ThatOneFox
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- Blazingplatinum
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Updated website too: http://www.voxelus.com/#/home
Also: https://www.facebook.com/mrepetto/video ... 308969144/
Also: https://www.facebook.com/mrepetto/video ... 308969144/
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- bionicnacho
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This background looks very familiar XD
Honestly, at a first glance I prefer how the Atmosphir designer UI looks over Vox, but I won't judge it before I actually use it. Maybe it works better? We'll see.
Also, I don't think we were supposed to be able to see that yet, lol. I found multiple dead links on the site.
I'm sure things like getting from point a to point b (find the finish flag on atmo) are still present though. It'll be interesting to find out if they left the enemies in there. The AIs and animations would work for the ones that they already made, but I'm curious as to how things like importing your own model for use as an NPC would work.
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Also, I don't think we were supposed to be able to see that yet, lol. I found multiple dead links on the site.
Not really a game. As martin described it to me, it's "a tool for developing VR experiences".OkaySandwich wrote:I'm not exactly sure what they're going for here. Is it a game? A modelling tool?
I'm sure things like getting from point a to point b (find the finish flag on atmo) are still present though. It'll be interesting to find out if they left the enemies in there. The AIs and animations would work for the ones that they already made, but I'm curious as to how things like importing your own model for use as an NPC would work.
- Lemon
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Keep in mind though, Atmosphir was frequently advertised as a tool rather than a game. Perhaps Voxelus is to become a VR counterpart of what Atmosphir was initially intended to be, or perhaps the term 'tool' is being rather ambiguous as we have seen in the past.bionicnacho wrote:This background looks very familiar XD
Not really a game. As martin described it to me, it's "a tool for developing VR experiences".
I'm sure things like getting from point a to point b (find the finish flag on atmo) are still present though. It'll be interesting to find out if they left the enemies in there. The AIs and animations would work for the ones that they already made, but I'm curious as to how things like importing your own model for use as an NPC would work.
Either way, everyone is going about pointing out things that appear similar between Atmosphir and Voxelus but if you take note during the video of things that appear different, you will realize how very different the two are. While the decals and themes of the environments have maintained a similar style to Atmosphir, there is really several more dimensions and depths to voxelus than Atmosphir ever had. Just based on the videos at least.
- Sebastian Lawe
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With Voxelus being an extension of Atmosphirs existing tech, could be that you could make 'experiences' 100% reminiscent of Atmosphir (aside from fpv) as well as experiences that are far from it.
I'm sure Voxelus will have some appeal to those wanting to quickly make an experience without the hassle of programming. Some people might find they dont mind the graphical sacrifice of not doing the complex work themselves.
However, that being said. Thats assuming Voxelus wont give people the choice of customizing shaders. Unity 5 has some veeery customizable built in shader options, and they can be configured in realtime.
Take a look of this video of Smashy Ball (my game) which is made in the same engine as Voxelus. All of the mechanics in this game are very close to mechanics available in Atmosphir's repetoire., aside from dynamic block spawning, spinning blocks, and post effects. All my lighting uses the default Unity shaders (though the below example uses Unity 4).
I'm sure Voxelus will have some appeal to those wanting to quickly make an experience without the hassle of programming. Some people might find they dont mind the graphical sacrifice of not doing the complex work themselves.
However, that being said. Thats assuming Voxelus wont give people the choice of customizing shaders. Unity 5 has some veeery customizable built in shader options, and they can be configured in realtime.
Take a look of this video of Smashy Ball (my game) which is made in the same engine as Voxelus. All of the mechanics in this game are very close to mechanics available in Atmosphir's repetoire., aside from dynamic block spawning, spinning blocks, and post effects. All my lighting uses the default Unity shaders (though the below example uses Unity 4).
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