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Thread: Dark Elexir In Store...

  1. #11
    Senior Member xSnippy's Avatar
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    Cubes are weak at the edges. It is much harder to break a rounded edge than crease an edge, I think it should stay the same.

  2. #12
    Catherine Theking8133's Avatar
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    Finally, an idea that isn't using heroes while there upgrading or dealing with clan hoppers. And unlike these previously stated ideas this one is actually good.
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  3. #13
    Pro Member Jackdopp's Avatar
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    Guys, is this really that important?

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  4. #14
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    Quote Originally Posted by xSnippy View Post
    Cubes are weak at the edges. It is much harder to break a rounded edge than crease an edge, I think it should stay the same.
    BUT, theres no breaking chance in the game, that means that develpers made a mistake, because the dark storage info says: Its so powerful that our alchemist had to invent cubical form of storage. Now maybe it makes sense to you?

  5. #15
    Junior Member Morphis's Avatar
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    Yes and builders use hammers on the glass to upgrade them. This seems like over simplification. I think I'm ok with it remaining the same.
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  6. #16
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    Thumbs Up Great idea

    This makes a lot of sense and I'm highly positive that it would be easy to re texture the round shop containers to cubes.

  7. #17
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    Quote Originally Posted by LithuaniaDominykas View Post
    I was just looking around the shop, when I realized that the logo for Dark Elexir purchase in shop is showed difrently than it should. Isn't Dark Elexir 3x as powerfull 'and can only be contained in special shape storage'? Dark Elexir storage is cubical form but you buy it in round forms. Isn't that just confiuses you? I think that in nearest update that should be re-textured. But that my opinion. Tell me what do you think! And maybe this mystery will be solved!
    Well there are a few things that i would like to share with you.
    You need to keep in mind that video games have a very strict polygon budget to be considered throughout the entire modeling process. So unnecessary remodeling is quite often ruled out.
    Of course as software advances, so do the amount of polygons that can be incorporated into a game engine at one time. You can very easily see the significant difference of the graphical capabilities from the original PlayStation to the PlayStation 4. But even still, artists must find ways to keep the quality high, while still staying within the polygon budget allotted.

    Texturing for games usually requires a much higher level of detail because, where there is low resolution geometry, the textures must be able to hide it.

    Texturing for games often requires some trickery on the artist’s side. Being able to simulate a high level of detail where there isn’t any is not an easy task. If the textures are done right, you shouldn’t really notice low resolution geometry when playing a game. But if you take the time, and really get up close to an asset, you might start to see just how much texturing plays a part.

    So my point is this, it is just unwise to spend time on something so trivial. As it will unnecessarily consume both resources and time which can be spent on something more worthwhile.
    Last edited by akhichu007; November 12th, 2015 at 07:28 AM.

  8. #18
    Centennial Club LucarioX's Avatar
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    It's elixir not elexir

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