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  Thread: Heavy Charge
Post: RE: Heavy Charge

Thanks for appreciation! We don't have release date yet. And here is bonus screenshot :)
Hemi Showcase 28 16,017 12-01-2014, 09:25 PM
  Thread: Heavy Charge
Post: RE: Heavy Charge

Here's new video showing some gameplay from beta. Sounds and effects are still subject to change. Hope you enjoy it! [video=youtube]https://www.youtube.com/watch?v=77gKSgy4bzg[/video]
Hemi Showcase 28 16,017 11-30-2014, 02:09 PM
  Thread: Performance problems on Radeon HD7770
Post: Performance problems on Radeon HD7770

Hi, I've changed my GPU from GTX260 to Radeon 7770 and experienced serious fps drop in our game (more than 30%). I've got updated drivers and I didn't change any more hardware. Other games run a lot f...
Hemi Support 0 1,719 03-05-2014, 09:13 PM
  Thread: Heavy Charge
Post: RE: Heavy Charge

Thanks a lot guys!
Hemi Showcase 28 16,017 10-14-2013, 11:19 PM
  Thread: Heavy Charge
Post: RE: Heavy Charge

It looks that way :) Thanks!
Hemi Showcase 28 16,017 10-13-2013, 10:37 AM
  Thread: Heavy Charge
Post: RE: Heavy Charge

:D Esenthel of course, it just took some modelling skills and proper environment settings :)
Hemi Showcase 28 16,017 10-13-2013, 10:28 AM
  Thread: Heavy Charge
Post: RE: Heavy Charge

Thanks! We need to finish some things first, then we'll publish some gameplay along with, if everything goes well, trailer :)
Hemi Showcase 28 16,017 10-13-2013, 10:15 AM
  Thread: Heavy Charge
Post: RE: Heavy Charge

Thank you! We'll certainly try to deliver :)!
Hemi Showcase 28 16,017 10-13-2013, 09:43 AM
  Thread: Heavy Charge
Post: Heavy Charge

[attachment=2310] Heavy Charge is 3D Tower Defense game set in near future. You fight evil private company as military defense specialist. Features: About 5 hours long campaign Various game modes Sur...
Hemi Showcase 28 16,017 10-13-2013, 09:27 AM
  Thread: GUI - shadows colors
Post: GUI - shadows colors

Adjustable colors of shadows under buttons, textDS and other elements in GUI editor would be useful :)
Hemi Feature Requests 0 1,794 02-19-2012, 09:35 AM
  Thread: Handle button font in gui editor
Post: RE: Handle button font in gui editor

Thanks! :)
Hemi Feature Requests 4 3,096 01-16-2012, 01:55 PM
  Thread: Handle button font in gui editor
Post: RE: Handle button font in gui editor

Bump! It's very important ;)
Hemi Feature Requests 4 3,096 01-16-2012, 09:57 AM
  Thread: Bloom for light sources
Post: RE: Bloom for light sources

(11-25-2011 12:28 AM)Hemi Wrote:  Materials that represent light sources, like lamps, often have glow enabled. I use it always, it's just not enough :) Maybe if it was stronger and more blurred?
Hemi Feature Requests 2 2,740 11-25-2011, 01:16 PM
  Thread: Object brush angle limitation
Post: Object brush angle limitation

Hi, I've been placing some world elements like grass, stones etc. in WE and I came up with an idea - it would be good to restrict angle of terrain that object can be placed on, like it is with texture...
Hemi Feature Requests 7 4,467 11-25-2011, 12:55 AM
  Thread: Bloom for light sources
Post: Bloom for light sources

Materials that represent light sources, like lamps, often have glow enabled. Is there possibility to create additional layer of bloom/some option for normal bloom, that would work only for materials...
Hemi Feature Requests 2 2,740 11-25-2011, 12:28 AM
  Thread: Occlusion Culling
Post: RE: Occlusion Culling

I think they've made a MMO game on EE, so we may assume, that they are "more experienced" :) I totally agree about Occlusion Culling, IMO this should be one of the top priorities for this engine, but...
Hemi Support 7 6,575 11-23-2011, 09:47 PM
  Thread: D.maxlights improvement
Post: D.maxlights improvement

Hi everybody! D.maxlights is very useful for gaining performance, but it has disadvantage, that in my opinion can be fixed a bit. I've observed, that even lights that are behind eg. walls are unnece...
Hemi Feature Requests 2 2,226 11-20-2011, 01:01 PM
  Thread: Terrain LOD
Post: RE: Terrain LOD

I would also suggest adding something like terrain density brush :)
Hemi Feature Requests 4 2,934 11-06-2011, 05:33 PM
  Thread: Terrain LoD
Post: RE: Terrain LoD

I'm absolutely for adding manual terrain LOD settings, bump :)
Hemi Graphics 8 5,484 11-04-2011, 01:05 AM
  Thread: Performance boost
Post: RE: Performance boost

Yes, number of particles is very important, but, sometimes, larger amount of them must be used to look good (eg. smoke from a rocket). Well, if I am talking about that I may ask - what is the best way...
Hemi Feature Requests 51 30,409 03-24-2011, 10:45 PM