Yeah. That was the one. Also showed Book of the Dragon. I think I posted both of those at the same time.
you haven't been in the xbox x taco bell thread before. lolNever seen this much lack of success of getting into a beta on this forum before.
My guess would be to sell MOVEs. In an answer to this very question that I sent to Alex via Twitter, he said they haven't used it because the cable gets in the way, as do your hands when using the triggers. I sat there for quite some time, biting my tongue, wondering whether I should post a follow up response but I didn't. What I was just told was not the truth. The very reason the light is on the controller IS so it can be tracked by the camera, and the reason it's positioned the way it is IS so that the cable and your hands don't interfere with it when using the triggers. Many games have been using this feature successfully, so in conclusion, it HAS to be to sell MOVEs.
fine. the psn name change beta from sony. ;P
Oh shit! One of my music bits was just on stream. String Beans!
its a really clever idea. i forget you can use other gadgets in other ways. lolOoh, they just showed my creation, the transparent glass using the text tool. I feel kind of guilty, because it wasn't originally my idea, but I just wanted to make an easy remixable version. :(
So I still have a chance...I already missed the EU train apparently...That was it but it's a limited beta. Only a restricted number of users selected at random will get in.
EU invites have been sent, US will be sent later tonight. There will be a second wave of invites on Monday.
I think a more logical reason is that the don't want the main input to depend on the camera. If you think ahead a little bit (and they already kind of hinted at a PS5 version of Dreams) it would make sense to design your main control option in a way that works without peripherals/accessories that might not be available on a new system. And I think it's save to assume that PS5 will not be using a camera for tracking any more.
You should be, now go make some stuff...in our name! Go, young one and liiiiiveSorry for all left out, i know that feeling. But I'm still happy I'm in. *_*
theres no real export other than make a music file from a video file.Can you export music on this? Hopeful to get in the Beta today.
Even after that thermometer explanation, I'm still having trouble understanding why stretching costs a lot. And I think it's very unnatural for the user. Like why not make the stretch tool just clone a bunch of copies behind the scenes, but look like a stretch to the user?
My exact question lol.
MM said on the stream to contact Sony, because they can't do anything about it.
I contacted Sony - they said to contact MM.
Even after that thermometer explanation, I'm still having trouble understanding why stretching costs a lot. And I think it's very unnatural for the user. Like why not make the stretch tool just clone a bunch of copies behind the scenes, but look like a stretch to the user?
Could also work the other way around? Make the player a triggerzone and anything that enters (depending on what) could trigger an action?They showed some cool stuff. I want to do an animation test with dynamic (moving) trigger zones driving keyframe animation responses on a player controlled puppet. So just for example: an enemy attack (melee, projectile, whatever) is a moving, dynamic trigger zone, and if the player presses the right inputs while contacting that trigger, it will result in a dodge or something. If that works, then it's time to follow it down the rabbit hole. I already have some ideas about how that could work on a puppet.
Yep. Could be applied either way. The enemy attack thing was just a quick hypothetical. What actually got me thinking of this was wondering how someone might do the iconic stealth kill camera shots in Tenchu. Those are relatively static, but then I was like, "Well if that worked... what else would".Could also work the other way around? Make the player a triggerzone and anything that enters (depending on what) could trigger an action?
Because that would only work with hyperrectangles and only for specific sizes?
Yes it is a bit counter-intuitive that simple shapes can take more thermo than seemingly more complex ones. Their optimization tool to reduce detail for shapes that don't need it because e.g. they were created the wrong way by stretching in create looks neat though.
Also many games in the stream showcased level linking which is nearly instantaneous. Making big dense games will not be a problem I think.
i just watched that section. were people really doing the first method? also i think that's going to be the one thing people will run into the first time. thermo issue.That grid pattern John accidentally made with the demo picture frame was very intricate and pretty cool. At like hardly any thermo hit.
That grid pattern John accidentally made with the demo picture frame was very intricate and pretty cool. At like hardly any thermo hit.
They showed a functional DS4 controller. No pirate ship, but a pirate lass, and she was my favorite model. Very cute design with simple but nice animation.They didn't happen to show a Move controller or pirate ship, did they? I'm xenorevlis on PSN heh