11 March 2016 - Forum Rules
Started by Toffi, December 08, 2020, 11:20:05 PM
Quote from: Toffi on April 15, 2023, 01:08:46 PMSorry for the delay, Yes it's aright to advertise with links here as long as they aren't spammed and can be somewhat related to the topic at hand.Thanks for the help Creature!
Quote from: Toffi on April 05, 2023, 01:32:52 AMWelcome one and all to another enthralling round of updates from the RHDN teamThis April we have a lot to show! So I hope your ready for them. Without further a do, lets get started.Opening up this round of updates is an improvement into the games lighting and dithering system, which is slowly but surely making our 3D modeling import system into a force to be reckoned with. Currently the system is rated for any model under 200 tri's and is interchangeable (though costly). Above is the older over saturated models and below is the current set up which allows for much clearer visuals without the prior systems import times.Dithering's been tested however the resolution of a full bank means that it's much more difficult to pull off without losing a lot of poly detail.If anyone's interested in seeing a model imported feel free to reply and I might be able to build a custom 3 color animation set for it.Finalizing this post are some updates to stage 04 color wise and a few new WIP sections.00 got some new colors, 02 01 got some extra graphics and 02 02 is being set up from the ground up.REPLY SECTIONThanks for the compliments Googie and Alkali Man OG, hopefully as this project continues we will continue to improve the quality of our work.On the topic of the Mad Tower doubblebas85, there were a lot of technical limitations that led to the stages current look. the Sprite rotation of the spike traps makes it difficult to add a 2.5D skew to it without braking the functionality. The stair's and windows were a compression choice as a way to keep tile costs low for later sections of the stage. The asylum was designed to be a little off from the beginning, as if it's insanity wore off on the player and was engrained into the architecture. We originally envisioned this section as somewhat of MC Escher like experience, upside-down stairwells and all which might be revisited at a later point in development once the stage obstacles and boss are finalized.Hi Xander Max! Were always open to receiving tips on how we can better polish our sprites. Thanks for the heads up and pixel art explaining what you would like to see changed. Ultimately the team went with a more hybridized form that took a few of your recommendations into account. It would be pretty interesting to see how your take on the games roster if you'd be interested in reviewing them.I'm not sure what game the team might take after this project is done Arcade Elite. There are a lot of good choices out there and it might take a while to pick a game with the same potential as the US version of CV3.
Quote from: Toffi on August 07, 2023, 01:59:21 AMAugust's post came a little later than usual due to some bug fixing thanks for being patient as we still have quite a lot to do.Starting off with some FX expansion's. Recently the team has uncovered a system that can help us make cylindrical 3d objects rotate. While it's a bit blurry due to bakes anti-aliasing we might be able to pull off something similar to SC4's rotating hallway using a single 32x32 FX data.this game will be amazing, congratulations for the great workWe had the backgrounds for the forge stage set in stone however we ran into trouble trying to fit both the sinking sand stage obstacle with the FX animation data.When applying the animation to the stage the data was badly corruptedThis error occurred due to the game loading the FX's bank rather than the stage data. Since the stage bank isn't loaded it garbles all the graphics associated with them. We ultimately had to rebuild the stage swapping stage and FX data which resolved the issue. With that fixed we hope your enjoy these wavy FX!More sections of the forge stage are underway, including an upper and lower sections which should have more news soon.REPLY SECTIONThank you for your support and interest Flavio, currently one of our biggest obstacles for a physical release is getting ASM help on the sound engine as that's a major chunk of the game I'd like to complete before any release. If you'd like for the project to come out faster any and all help is appreciated.Thanks a ton for the compliments! We'll keep updating you all monthly on progress and updates as they roll along. Thanks for keeping up with us so far and replying to keep this thread active
Page created in 0.151 seconds with 19 queries.