Jblade posted:He's helping bug testing of Episode 2 and already picked out a bunch of stuff I missed I can't really stress test my own stuff because I subconsciously don't try things I know won't work. There's going to be more of this AMC TC mod? I really liked the horror-ish nature of what I played but it obviously wasn't finished such as the "HUB" level didn't work. Is there going to be any more WG Siege Breaker mod work too? Flannelette fucked around with this message at 13:20 on Nov 21, 2014 |
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# ? Nov 21, 2014 13:17 |
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# ? May 17, 2024 15:02 |
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# ? Nov 21, 2014 13:19 |
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QwertySanchez posted:So apparently the PSX and Jaguar had hud animations for when you blew yourself up. The Kins posted:Jaguar Wolf had a unique hud animation state, too...
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# ? Nov 21, 2014 18:38 |
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Guillermus posted:Wait for certain mod to use that and increase the detail of the head blowing up Why would The Adventures of Square need a highly detailed head explosion??
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# ? Nov 21, 2014 20:20 |
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Why wouldn't it, everything explodes into a gooey mess in that game when it dies.
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# ? Nov 21, 2014 20:44 |
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Shadow Hog posted:I knew such animations existed. I didn't know there were two distinct ones for two separate ports, however. That's oddly fascinating. The doom ones are especially interesting because they share some pieces - the splat in the top left and a glob in the middle / bottom right. One of those is a modified version of the other.
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# ? Nov 22, 2014 05:18 |
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superh posted:The doom ones are especially interesting because they share some pieces - the splat in the top left and a glob in the middle / bottom right. One of those is a modified version of the other. The two ports use slightly different rendering resolutions, I believe. The Jaguar would be the source at any rate though, as it was by far the first DOOM console port.
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# ? Nov 22, 2014 05:36 |
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Flannelette posted:There's going to be more of this AMC TC mod? I think there is more development behind the scenes of WG2 but I'm not part of that team so I don't know much more than that I'm afraid.
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# ? Nov 22, 2014 17:52 |
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Zlocista posted:Golden Souls is fantastic. The art style, weapons, enemies, and just general feel of everything is amazing. The maps do a really good job of making you explore, making (some of) the maps feel pretty nonlinear and open. Everyone should go play it. Yeah, the scavenger-hunt stuff isn't nearly as annoying as it could have been. It's just a big non-linear map with 8 self-contained challenges that you can take on in (usually) any order you please. The core combat is a little easier than I expected, but it's good, silly fun. The Cacowards this year should be interesting - we didn't get a huge number of big releases, but the quality has been fantastic.
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# ? Nov 22, 2014 23:46 |
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Elliotw2 posted:Why wouldn't it, everything explodes into a gooey mess in that game when it dies. --- An elderly pentago lies on his deathbed. His son and his wife are at his side, tears in their eyes. He glances their way, managing in spite of his lack of energy to eke out one sentence to the couple. "Remember, son... I love you... always." His son, uncertain of what to say and overcome with the emotions that loss of a loved one brings, can only croak out some words in response. "Yeah... me too Dad." Then, his last words being spoken, and content that his son has a steady income and a caring family to support him, the old man slowly closes his eyes to begin his final, eternal rest. He then explodes.
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# ? Nov 23, 2014 05:02 |
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A multi-system emulator I like to use recently added support for the Atari Lynx. While poking at this, I learned that there were cancelled efforts to bring the Jaguar FPS adaption of Alien vs. Predator to the handheld. That dynamic FOV...
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# ? Nov 23, 2014 18:48 |
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That reminds me of those "dolly push" camera tricks used for "dramatic" reaction shots in soap operas.
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# ? Nov 23, 2014 19:17 |
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There's no Jag emulator that seems to work with AVP for me which sucks seeing how it's one of the few good games on there.
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# ? Nov 23, 2014 19:48 |
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Woolie Wool posted:That reminds me of those "dolly push" camera tricks used for "dramatic" reaction shots in soap operas.
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# ? Nov 23, 2014 22:28 |
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That's a vertigo shot — a combined dolly and zoom. It's completely different.
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# ? Nov 23, 2014 22:33 |
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The Kins posted:A multi-system emulator I like to use recently added support for the Atari Lynx. While poking at this, I learned that there were cancelled efforts to bring the Jaguar FPS adaption of Alien vs. Predator to the handheld. That's honestly not a terrible way to fake moving if you had some crazy engine limitations to work with.
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# ? Nov 23, 2014 22:34 |
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Well, until you need to turn, anyway.
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# ? Nov 23, 2014 22:46 |
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This is kind of obscure, but it is at least mentioned in the OP: has anyone here played Missed Island for Marathon? I decided to give it a whirl and it's pretty cool, except I can't figure out how to power up the rocket. I can turn on the generators, but I can't figure out how to reset the circuit breaker; in Myst you did that just by pulling the lever, but here it looks like an Uplink Chip port, and I can't find one anywhere.
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# ? Nov 23, 2014 22:46 |
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I can't help, but thanks for frying my brain as I haven't thought about Missed Island in well over a decade and it all just came back at once. The clock tower puzzle is still just loving amazing.
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# ? Nov 23, 2014 22:52 |
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Shadow Hog posted:Well, until you need to turn, anyway. Well, you could use 2-4 images per intersection and merely zoom into them to fake movement, and load a new set once you reach the point where you can't zoom. It wouldn't be the best decorated fps, but it'd work on something without the power to actually render 3d.
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# ? Nov 23, 2014 23:13 |
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Now imagine how bad it would look if the ground and ceiling had textures.
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# ? Nov 23, 2014 23:19 |
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Tippis posted:That's a vertigo shot — a combined dolly and zoom. It's completely different. It is however the type of shot I was thinking of.
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# ? Nov 23, 2014 23:48 |
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Elliotw2 posted:Well, you could use 2-4 images per intersection and merely zoom into them to fake movement, and load a new set once you reach the point where you can't zoom. It wouldn't be the best decorated fps, but it'd work on something without the power to actually render 3d. Sounds like something dangerously close to Deathmask
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# ? Nov 24, 2014 00:04 |
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Prenton posted:Sounds like something dangerously close to Deathmask Or like the even more poorly executed Duke Nukem 3D for the Game.com
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# ? Nov 24, 2014 00:16 |
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No, Duke Nukem 3D for the Game.Com is amazingly well executed considering the limitations of the hardware and especially the limits of the screen addressing system.
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# ? Nov 24, 2014 00:20 |
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Prenton posted:Sounds like something dangerously close to Deathmask It's also basically how every first person dungeon crawler made for DOS worked too.
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# ? Nov 24, 2014 00:33 |
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Woolie Wool posted:It is however the type of shot I was thinking of. Dammit, ruining my besserwissering like that. I thought the combination was far too advanced for most soaps, so they just did either a zoom or a dolly depending on level of ineptitude. That said (and more on topic), there was a time when that effect was quite popular to show insane acceleration, but I haven't seen it in a while. Maybe it's fallen out of favour now that motion blur shaders have become popular.
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# ? Nov 24, 2014 00:59 |
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Elliotw2 posted:Well, you could use 2-4 images per intersection and merely zoom into them to fake movement, and load a new set once you reach the point where you can't zoom. It wouldn't be the best decorated fps, but it'd work on something without the power to actually render 3d. IIRC some dungeon crawlers actually worked exactly like that. It probably wouldn't work as well for an action game, but it's entirely usable to fake smooth movement in a first person perspective.
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# ? Nov 24, 2014 03:24 |
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Yeah you could do pre-calc but why would anyone bother doing that for a system like the Lynx that a) had a tiny ROM capacity and b) had pretty decent (for the time) hardware scaling? It simply wasn't worth the effort. Speaking of weird Duke ports, did anyone mention that Piko Interactive somehow got the rights to the terrible Tectoy Duke game for Megadrive?
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# ? Nov 24, 2014 03:32 |
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PaletteSwappedNinja posted:Speaking of weird Duke ports, did anyone mention that Piko Interactive somehow got the rights to the terrible Tectoy Duke game for Megadrive? That's..pretty weird. Are Pitchford and Broussard still shitfighting over Duke, for that matter?
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# ? Nov 24, 2014 04:46 |
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kirbysuperstar posted:That's..pretty weird. Are Pitchford and Broussard still shitfighting over Duke, for that matter?
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# ? Nov 24, 2014 06:14 |
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The Kins posted:3D Realms/Interceptor have the rights to all the pre-DNF stuff. Ah. Probably for the best. I mean, those are the ones people actually would want to play and Interceptor did an alright job with Megaton Edition.
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# ? Nov 24, 2014 06:16 |
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DoombatINC posted:Or like the even more poorly executed Duke Nukem 3D for the Game.com I saw a commercial for the Game.com featuring this when I was 7, and for years afterward I thought that Duke was supposed to sound like he swallowed a shitload of gravel.
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# ? Nov 24, 2014 07:05 |
DoombatINC posted:Or like the even more poorly executed Duke Nukem 3D for the Game.com Duke Nukem eats and entire brick of barbiturates and proceeds to clear out a dozen rectangular rooms filled with equally stoned alien "invaders", all while possessing the mobility of an arcade claw machine. As he carries out this nefarious act, he mutters vaguely incomprehensible threats in an ultra-low frequency. They're basically whale sounds or sped-up recordings of tectonic plate movements. The aliens are no match for Duke's uncanny ability to stumble to the opposite side of the room and paw at the nuclear trefoil, however. After doing this a dozen times, the aliens leave Earth and you catch yourself saying, "what a time to be alive."
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# ? Nov 24, 2014 07:35 |
Tangentially related to Duke chat: TerminX has a bad salad.
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# ? Nov 24, 2014 10:23 |
Oh man, I loved Duke-Burger.
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# ? Nov 24, 2014 10:26 |
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If you order a salad at a fast food establishment, you deserve whatever you get.
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# ? Nov 24, 2014 11:30 |
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SolidSnakesBandana posted:If you order at a fast food establishment, you deserve whatever you get.
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# ? Nov 24, 2014 12:31 |
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Holy hell, the last couple of years have been amazing for Quake singleplayer. Most recently, the "map jams" have been pretty great. Mappers taking a few weeks to hammer something out on a theme -- slower than a speedmap, but still much faster than a "real" release. You end up with some things that are kind of rough (but sometimes amazing polished!), some experiments that don't quite work, but a handful of interesting bite-sized FPS experiences that have interesting architecture or combat setups. I'm just now getting to the final map in the Zerstörer theme map jam, and the next one (with a retro theme) has just been released. Slow down! Personally I like the somewhat smaller maps, which can allow a lot of open exploration without being frustrating, and don't outstay the welcome of their theme or gimmick. But if you're into gigantic maps, those are also still being cranked out, like the Rubicon Rumble Pack. It's been cool to see "new mappers" (usually game dev professionals and/or folks who have hobby-mapped for other games) show up and completely wow everyone. 2013 was probably the "year of sock", while this year I've been conditioned to immediately jump on anything from mfx (another guy who "showed up" in 2013), and I'm getting that way about skacky's releases. On the Quake engines front, QuakeSpasm has sanded off pretty much every rough edge that was preventing it from being the definitive Fitzquake successor, as the go-to "faithful" Quake engine for playing SP maps. qbism Super8 has become a dependable alternative for weird faux-retro Quake. The TrenchBroom Quake editor has pulled in new mappers and converted old ones; or if you are really attached to WorldCraft/Hammer then there's Jackhammer. Or guys like WarrenM seriously working on importing constructions from other modelling tools: I'm toying with the idea of a better little "map retrospective" with screenshots, since everyone loves screenshots, but I just had the impulse to quickly make this post. I saw this tweet recently: Robert Yang posted:"golden age" of 3D level design was Quake 3; enough fidelity for architecture and lighting, but not enough for obsession with sculpture
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# ? Nov 24, 2014 20:35 |
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# ? May 17, 2024 15:02 |
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I was just playing through the "retro" jam last night, actually. Really liked that one (barring one of the maps that threw 3-4 Shamblers at you in relatively quick succession with nowhere near enough health and ammo to compensate). I really like how vertical some of those maps get, almost like they're buildings built atop buildings. Didn't much care for the Zerstörer map pack, though. New weapons didn't quite do it for me, and it chugs in Darkplaces something fierce, particularly since some of their custom gib spawning entities get the gibs indefinitely stuck in level geometry, causing future gibs to get caught inside those gibs, and it keeps spawning more and more until the framerate is unplayable even when you're not directly near them. Might just be a sign that I need to move on from Darkplaces, dunno.
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# ? Nov 24, 2014 20:57 |