haloman30

CEO
  • Content count

    297
  • Joined

  • Last visited

  • Days Won

    4
  • Time Online

    24855d 3h 14m 7s

haloman30 last won the day on June 6 2018

haloman30 had the most liked content!

Community Reputation

4 Neutral

6 Followers

About haloman30

  • Rank
    Elaztek Founder, CU Owner
  • Birthday July 30

Personal Information

  • PC Specs
    CPU: AMD FX-8370<br />
    GPU: AMD RX-580 8GB<br />
    Motherboard: ASUS 970 PRO GAMING/AURA
  • Gender
    Male

Contact

  • Github
    haloman30
  • Minecraft Username
    haloman30
  • Steam Username
    haloman5000
  • CU Forums Username
    haloman30
  • Xbox LIVE
    haloman5000
  • Website
    http://chaoticunited.net

Recent Profile Visitors

4,556 profile views
  1. Hey there! Chances are you're reading this because you're interested in playing Project: Infinity when it releases, or maybe you even want to help us make it a reality. Maybe you're curious as to what it is. Whatever boat you fall in, keep reading. Introduction Project: Infinity is a fan-made Halo project, focusing on bringing a unique Halo experience to PC. Unlike other Halo fan projects, we aim to offer a complete experience - featuring both a single player Campaign and full multiplayer. We plan to include everything that players expect to see within a Halo game, and more. Along with this, we plan to create our own engine that mimics the Halo engine - the Blamite Game Engine. We want to build a game that is accessible and familiar from players and modders alike. Our Goals As mentioned before, we plan to build our own engine from the ground up to mimic the Halo engine. In a more general sense, we want to have the following features available upon the game's completion: Campaign Multiplayer Custom Games Forge Theater Mod Support We plan to continue utilizing Blamite after Project: Infinity for all future games we produce, retaining most of these same features. How You Can Help If you want to help us out with bringing Blamite and Project: Infinity to life, you can apply to join our team. We do ask that you provide examples of your skills. In particular, we are looking for people who can help us in the following areas: Blamite Game Engine C++ and C# (some of our toolset utilizes C#, but the core engine is in C++) Experience with DirectX (OpenGL is also good as we plan to add support for it later) If you are a skilled member of the Halo modding community, we'd especially love to have you on board Project: Infinity Concept Artists As we progress, we will also be looking for people in these areas: 3D Artists (UNSC, Covenant, Forerunner, Flood, Civilian, Nature) 2D Artists (UI/HUD, Medals, etc) Sound Designers (Game SFX) Voice Actors While people are free to apply for these positions now, these won't be heavily needed until later. Apply to the Project: Infinity Team Apply to the Blamite Game Engine Team
  2. haloman30

    Rank Information

    CEO These are the people who lead the company. They are involved in most, if not everything that happens within Elaztek Studios. Administrator These people administer the servers and/or forums, and ensure everything is running smoothly. Manager These folk manage game servers and make sure that you're able to have a smooth online experience with our games. Advisor Advisors are special members who serve to guide our decisions and give input when needed. While most of our team gives feedback, these guys are generally more notable members of either the community, or are former staff of Elaztek or Chaotic United. Voice Acting Team These people are tasked with delivering stellar voice acting for our characters in our stories. Without them, the stories we create would be devoid of personality. Join the Team Art Team These people create everything you'll see ingame. Literally. Any texture, 3D model, HUD element, and muzzle flash was make by someone in here. They may also contribute to our website from time to time as well. Join the Team Audio Team These people create the ear-pleasing sound effects as well as the beautiful melodies you hear ingame. They're responsible for all things sound. Join the Team Development Team These people are the backbone of our games. They help create the engine, the tools, and everything in between to ensure that we can create games that are enjoyable, as well as ensure that you - the community - can mod and tweak it to your liking. Join the Team Story Team These are the people who write our stories. They plan out and script every aspect of our campaigns, to ensure that we can succeed in both gameplay and story. Join the Team Moderator These people moderate our games, as well as our Forums and Discord, to ensure that the community guidelines aren't being broken left and right. They generally help keep order within the community. Apply Helper These people help out with the operation of the community. They might also assist with the game development process as well. Apply Tester These are people hand-picked from our community to help beta test our games. While we may run Insider flights to parts of the community, our Testers tend to be involved in testing much earlier builds of our games. Veteran These are members who have been in Elaztek or within Chaotic United for a long time. Premium These are members who donate to ensure we can keep the lights on. Thanks guys! Donate Member These are people who have joined our awesome community. Sign Up Closed These are members who have either requested their accounts be closed, or have been banned from the forums for repeat violations of our guidelines.
  3. haloman30

    We're Looking for new Team Members!

    Hey there! Are you a fan of Halo? Maybe even a modder? Or maybe you're just interested in game development. Recently we just cut out a few of our inactive team members (mainly ones who came over from CU) and we're looking to help replace those roles and then some. In either case, we're looking for new people to join our team! The Blamite Game Engine and Project: Infinity won't make themselves - we need a team to help bring them to life. If you're interested in helping out with Project: Infinity, check out the Project: Infinity signup page. If you're more interested in the engine itself, you can check out the Blamite signup page. Our requirements aren't too strict, we ask only that you have some level of skill in the area you're looking to apply for, and that you have a good attitude. We tend to be fairly casual in our staff-only chats on Discord and Forums, and we tend to be fairly laid back overall. If that sounds like an environment for you then by all means - apply! Project: Infinity Team Signup Page Blamite Game Engine Team Signup Page
  4. Hey there! Are you a fan of Halo? Maybe even a modder? Or maybe you're just interested in game development. Recently we just cut out a few of our inactive team members (mainly ones who came over from CU) and we're looking to help replace those roles and then some. In either case, we're looking for new people to join our team! The Blamite Game Engine and Project: Infinity won't make themselves - we need a team to help bring them to life. If you're interested in helping out with Project: Infinity, check out the Project: Infinity signup page. If you're more interested in the engine itself, you can check out the Blamite signup page. Our requirements aren't too strict, we ask only that you have some level of skill in the area you're looking to apply for, and that you have a good attitude. We tend to be fairly casual in our staff-only chats on Discord and Forums, and we tend to be fairly laid back overall. If that sounds like an environment for you then by all means - apply! Project: Infinity Team Signup Page Blamite Game Engine Team Signup Page
  5. Hey, everyone! We've got a once again well-after-the-fact announcement for you all. As you know, last fall we announced the return of Galactiminer in the form of Galactiminer: Evolved, and showcased it appearing to gain a lot more progress than had ever been seen for Project: Infinity. We'd announced a Kickstarter campaign, and after it failed, we went silent. No word was said regarding any of it since then. Unfortunately, after the failure of the campaign, I'd been stuck in Walmart - a job very ill-fitting for my abilities on a variety of levels. This job sucked my time away, and I eventually had to drop this job. It was destroying my physically and mentally as I was in constant pain, and I'd been unable to do much of anything. The failure of the Kickstarter campaign marked the point where I'd lost most of my drive for Galactiminer. That's why it all went quiet. Development went on a bit longer after the end of the failed campaign, but it eventually halted. Afterward, I'd moved on to work on Blamite again - as I found that working on Project: Infinity and Blamite were the two things I had true drive to do. Galactiminer: Evolved was born out of a desire to avoid working at a job. That's why I started the campaign, and it eventually flopped. That's why after it failed, it all stopped. That's not to say that I don't like the ideas that I'd come up with for the new and improved Galactiminer, but this specific mode of execution wasn't one that lined up with what I would consider the right way to do things. It was a business move - and I'm not one to particularly be fond about the business side of things. Why is this announcement titled 'History Repeats Itself'? Because for those of you not around back in 2013, when Galactiminer and Infinity were owned by Haloman Development, this is almost exactly what happened. Galactiminer was the original project, which was later shelved in favor of Project: Infinity. So, what's next? Project: Infinity will continue to be our primary focus moving forward. Starting first with the engine - Blamite - and then as it starts to progress, the content will start to be developed. We have donations open for anyone who would like to help out financially, and we will be continuing to look for anyone who wants to help work on the project. We're open to anyone joining the team, whether you're wanting to work on the engine or on actual game content. Just keep in mind that it's going to be a while before we can start to build a cohesive game with our engine - as it can't even render 3D yet. We have confirmed that the composer we had sought out for Galactiminer, Verblendet, will be sticking with us for Project: Infinity. He's a bit tied up with other stuff currently as he isn't exclusively working with Elaztek, but we'll definitely be sharing music once we have a completed piece to share with you. What about Galactiminer? We plan to revisit Galactiminer properly in the future, when we have the people and the funding. Galactiminer is a far too ambitious game for us to realistically accomplish right now. That's not to say it's impossible, but for our relatively small and unknown team, it may as well be. Creating a game engine is also ambitious, yes, but it's not hinging on technology that barely exists. It's not dead, but it's going to remain on hold until we can do it right. Until then, we're gonna keep working on Project: Infinity and deliver on the promise we made all those years ago. If you want to join the Project: Infinity team, head here. If you want to join the Blamite Game Engine team, head here. If you want to hop on our Discord, check it out here.
  6. Hey, everyone! We've got a once again well-after-the-fact announcement for you all. As you know, last fall we announced the return of Galactiminer in the form of Galactiminer: Evolved, and showcased it appearing to gain a lot more progress than had ever been seen for Project: Infinity. We'd announced a Kickstarter campaign, and after it failed, we went silent. No word was said regarding any of it since then. Unfortunately, after the failure of the campaign, I'd been stuck in Walmart - a job very ill-fitting for my abilities on a variety of levels. This job sucked my time away, and I eventually had to drop this job. It was destroying my physically and mentally as I was in constant pain, and I'd been unable to do much of anything. The failure of the Kickstarter campaign marked the point where I'd lost most of my drive for Galactiminer. That's why it all went quiet. Development went on a bit longer after the end of the failed campaign, but it eventually halted. Afterward, I'd moved on to work on Blamite again - as I found that working on Project: Infinity and Blamite were the two things I had true drive to do. Galactiminer: Evolved was born out of a desire to avoid working at a job. That's why I started the campaign, and it eventually flopped. That's why after it failed, it all stopped. That's not to say that I don't like the ideas that I'd come up with for the new and improved Galactiminer, but this specific mode of execution wasn't one that lined up with what I would consider the right way to do things. It was a business move - and I'm not one to particularly be fond about the business side of things. Why is this announcement titled 'History Repeats Itself'? Because for those of you not around back in 2013, when Galactiminer and Infinity were owned by Haloman Development, this is almost exactly what happened. Galactiminer was the original project, which was later shelved in favor of Project: Infinity. So, what's next? Project: Infinity will continue to be our primary focus moving forward. Starting first with the engine - Blamite - and then as it starts to progress, the content will start to be developed. We have donations open for anyone who would like to help out financially, and we will be continuing to look for anyone who wants to help work on the project. We're open to anyone joining the team, whether you're wanting to work on the engine or on actual game content. Just keep in mind that it's going to be a while before we can start to build a cohesive game with our engine - as it can't even render 3D yet. We have confirmed that the composer we had sought out for Galactiminer, Verblendet, will be sticking with us for Project: Infinity. He's a bit tied up with other stuff currently as he isn't exclusively working with Elaztek, but we'll definitely be sharing music once we have a completed piece to share with you. What about Galactiminer? We plan to revisit Galactiminer properly in the future, when we have the people and the funding. Galactiminer is a far too ambitious game for us to realistically accomplish right now. That's not to say it's impossible, but for our relatively small and unknown team, it may as well be. Creating a game engine is also ambitious, yes, but it's not hinging on technology that barely exists. It's not dead, but it's going to remain on hold until we can do it right. Until then, we're gonna keep working on Project: Infinity and deliver on the promise we made all those years ago. If you want to join the Project: Infinity team, head here. If you want to join the Blamite Game Engine team, head here. If you want to hop on our Discord, check it out here.
  7. haloman30

    Eon Game Engine

    Meant to be reliable and fast, Eon is made to be easy to use and very simple. Eon has the power to produce very large games and is in no way meant to limit game creativity and size. It's simple which means easy to change and very adaptable. It's geared towards 2d game development and comes with all the features necessary to make awesome 2D games. Eon is made with C++ and SFML (Simple Fast Multimedia Layer) which is a widely used and popular graphics library for C++. This means that there are plenty of tutorials and resources available to learn SFML. Making Eon a good choice for any beginners or experts next project. So check it out, see what's possible when you have Eon in your toolbox!
  8. haloman30

    1.4.x.x

    + Added menu bar for easier navigation and control + Redesigned about box + Added new Settings window to replace the old Settings flyout + Added new splash screen * Moved a ton of startup events into the splash screen loader, instead of the main application window itself * Configuration is no longer used by continuously re-reading the file, but now has several classes (NTConfigOption, NTConfigFile) * Globals is now a static class (rather than declaring 41 different instances of globals) * Changelog now relies on an online json file (tied to this new changelog system!) rather than having version changelogs hard-coded into the program * Changelog versions are now stored in special classes (NTVersion, NTVersionNuPkg, NTRemoteVersion) * Refactoring for changelog UI controls * Scrollbars will now show up for version Changelog and NuGet packages * Most user-end text is now stored in a String table, rather than being placed within each file individually * User profile menu now uses a standard context menu instead of the fake dropdown * Reworked how the latest News & Announcements are retrieved * Changed most functions that utilized the old message box to use the new design * Moved all logging-related functions to the NTLogger class * Moved all telemetry-related functions to the NTTelemetry class - Disabled Play button functionality for old "predev" launcher UI
  9. haloman30

    1.3.6836.9919

    + Experimental support for user-defined color schemes + Added checkboxes to enable Snapshots, Beta versions, and Alpha versions of Project: Infinity * Replaced the spam of "Repeated" 'Done' messages in console with more detailed information * Improved spacing within Blamite Map Manager - Removed 'Players First.' button from Legal Documents flyout, as the page is hidden from the public (for now, kinda cringe for my liking)
  10. haloman30

    1.3.6644.42640

    + Officially introduced telemetry system (user can disable in settings) + Added the Blamite Map Manager (BETA) + Added a 'First Run' dialog, which now provides a very clear option to disable telemetry right out of the gate, as well as forces agreement to all the needed legal documents * Launcher message dialog contents now supports scrolling for longer messages - just in case. * Internal fix: much more flexible and reliable way to write config values * Config button in Console flyout now opens the Settings flyout instead of the old config window (you can still use old broken window via commands though, if you REALLY want to) * Fixed all the 'Done' messages in the log to now display the actual information - which was the loading of RSS items from the Elaztek website
  11. haloman30

    1.3.6624.29906

    + Fully redesigned UI + Added a redeem key page (wip) + Added login page (wip) + Added user dropdown menu, chat, friends, and something else in window title + Added new config option: Telemetry logging level + Implemented new system logging levels: None, Basic, Full. These levels display various levels of system software and hardware information in log files at startup. Default setting is BASIC, because we aren't Microsoft and this isn't Windows 10. More information on what exactly is collected can be found at: http://elaztek.com/products/launcher/launcher_telemetry + Added new config option: Allow maximize/restore + Added new config option: Allow free resizing * Console now has scrollbars, and no longer has text wrapping * Updated MahApps.Metro to 1.5.0 * Assembly renamed from launcher-wpf to NTlauncher * The old config window is officially deprecated. All updates have been placed into the new integrated page.
  12. haloman30

    1.2.999.999

    + Embedded all UI fonts into the application to fix font problems + Developer features can be accessed via a hidden config option + Clicking an announcement on the frontpage will open the topic in the default web browser + Added scrollbars to all tile lists + Added work-in-progress configurator for the Blamite Game Engine + Added new main screen + Project: Infinity downlaod button now displays a message + Added Infinity game options + Added new exit confirmation dialog * Fixed News & Updates title displaying * Fixed some layout issues with tiles on Infinity game tab (developer only) * Fixed layout issues with info panes in specific game tabs * Marked changelog UI as depreceated * Config values are loaded in a more flexible fashion (needs further testing) * .CNR files are now no longer supported * Migrated to JSON for version downloading/handling * Logging system migrated from junky textbox text appending to proper console binding
  13. haloman30

    1.2.6394.1733

    * Made certain features hidden unless devmode is enabled * Got basic functionality working with .CNR (Cached Network Resource) files
  14. haloman30

    1.2.6343.5378

    * Added icon to title bar * Disabled all-caps title + Added experimental Appx/UWP inspired msghandler dialog (see Developer flyout)
  15. haloman30

    1.2.6335.2217

    [HUGE MIGRATION TO WPF] + Added new experimental features in Project: Infinity tab +Added new themes added by MahApps.Metro * Ported core application to WPF, some windows continue to utilize Windows Forms (and WPF may be discontinued in favor of Forms * Configuration is now integrated into the main window * Developer Tab removed at runtime, can be accessed in developer versions from the title bar * Dark theme is now the default selection - Removed a few themes only applicable to MetroFramework - Removed Launcher Output tab, can be accessed in the main window via the title bar - Removed ability to maximize (because WPF is retarded >_