Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Endri

Members
  • Posts

    107
  • Joined

  • Last visited

Everything posted by Endri

  1. Oh, no, it's fine. It's just, I started to get confused that's all. Guess I'll have to get used to who they are NOT from now on. I'm not sure myself if I have answered this question before or not, but here it is anyway:For the DS, and iPhone for the matter, C++. The HQ PC version was a huge mix of lots of languages, but let's say BASIC with C, because I linked the BlitzMax module into my custom engine.
  2. ...okay, now you two are confusing me. I never had problem to distinguish who was Cyber Rat and who was Cyborg_Ar. Now I can't help to mistake one for the other.
  3. Ow man, why havent I downloaded this before? This is pure awesome! I'll post after playing more.
  4. Before anything... sorry for the absentness. Unfortunatelly, my internet conection was cut a week ago, without previous notice. In fact, it appears my entire life decided to get a dive in the pound of misfortune. This subject might look irrelevant to our topic in question, but it's the completly opposity case. So, it seems most of you found the idea of a GB nearly surreal. Granted, the entire concept is unrealistic. Although unrealistic, currently, the project folder is indeed a GB large. But that couldn't be counted for the actual, finished product. Let alone the demo. Basically, every resource used in the project is raw, untouched, uncompressed data, at it's highest quality. This is, however, only when dealing with the proccess of development. As the project development evolves, so does the resources, and thn, they need to be optmized and such. I learnt that during the proccess of development of something, it is more valid to have everything in the most possible available size and quality, because it is more easy to scale down a image from a very high resolution to a more low resolution, while keeping the image profiles untouched and having little to none quality loss than scaling up a small image without distorting it for example (excuse me if I couldn't be any more clear). That been said, the project doesn't necessarly need to be a GB large. Yet... ... you know... stream. Streamming resources are a valid method of optimization when dealing with development of a big project. Not that the game itself is big, but the development of a entire engine made from scratch is in a entire diferent point of view. I, myself, and most developers agree that dynamically reading data from the disc is much more effective in this kind of situation, since you don't have to relly on load time and ram usage. You can see the results on the fly. So, according to the situation, it IS a valid optimization approach....then again... That, if you want a game that take three minutes to load each section of a level. Not to mention the use of ram memory. The performance might, and I say might, not be that high, but that doesn't free us from the fact that high level de/compression algorithms relly heavily on CPU performance AND takes time. That been said, the game could be only 10MB, but would take one entire hour just start. Okay, I could use simple de/compression routines, like, using 32kbps 22100Hz mono .OGG sounds for example. That's okay, for sounds, but lets take the images, for example, .JPG encoded images... so little difference in size, yet, such a huge difference in quality. I preffer DDS textures, since these can still keep compressed in the VRAM, while other formats necessarly have to be decompressed in the VRAM before usage.I could dig even more deeper in the subject, but it turns out to be completly useless and unecessary. Things could be more dynamic, like: "Is 1GB too much for you? Don't download it, then. Period." For example, I didn't download Ashura: The Dark Reign because I would necessarly need to download UT as well, even though the game looks very interesting. The entire post I made back then was to see if I should or should not update my assets to meet a more reasonable size. Which indeed is the most obvious action to take, specially because I'm with no internet conection. So I cannot host a 1GB pack even if I wanted. Another thing is that as very well observed, little to no one would be able to experience the game before the end of 2009's SAGE. But, by any way or another, it appears the PC version demo won't come in time for this SAGE, because of the internet fact, and because my Windows updated a driver without my knowledge, and, that incidend unleashed a unvolutary HD reformatting. In other words, completly loss of data. The luck is that I have some backups of this new engine everywhere. I also used Recover My Files to restore most of the deleted files, so, the loss was severe, but minimal. Only a feel recent updates and assets I wond up losing really. However, thanks for all this trouble, I won't have enough time to "optmize" my resources to meet a, let's say, 10MB threshold for SAGE, which renders every statement I made above void, since, no net, no gig.
  5. LoL wut?"Join Date: Nov 2006" "Posts: 1" How come? Welcome then... I guess XD
  6. "Not Cyber Rat, Is NOT Cyber Rat"ROTF, What a awesome birthday! XD
  7. Sure.Copy pasta from the PM I sent to USC. "Well, That actually would stand for the complete game. And I can point some reasons. The code is really heavy. There where some parts of the code that could be performed in the time of execution of the game, but I had to think ahead and pre calculate some things to save CPU load time and guarantee smooth flawless 60fps. Every texture in the game are maps of 2048x2048 pixels, with 64bits of depth and very high quality images. But not a very high compression ratio, since the time the CPU and RAM memory would take to descompress and put the textures in the VRAM, I could use for something else, and save the 60fps. Another thing, the lightmaps. The same as the textures 65536x65536 pixels on 64bits of depth. But since most video cards only support up to 2048 square pixels, They where split into 32 lightmaps of 2048x2048 pixel. Try it yourself. Save a image in MSpaint with 2048x2048 in png format, see it's size, and multiply the value by 32. There you have the lightmap only for a small section of the level. The CG rendered videos are 1080p of resolution (1965x1080 pixels), and are about 250MB each. The number of assets for the stage editor are very high, too, to add variety. The music, the same thing. The music are streamed, that means they are read directly from the disc, and loop, change equalizers all on the fly. That means, too, no small compression. In fact, most every resource in the project is streamed. But, I guess it counts out for professional games as well. Professinal game can have games up to more than 8GBs. Why can't mine? Only because it's a fangame, or because it's too heavy for download? Keep in mind, however, that a LOT of MMOs people download in the internet are bigger than a gig and are crappy (I mean resource wise, not the game itself). My game is, at the very least... hmm... I might be biased to say, granted, but it's beautiful." (sorry for the many typos) Well, that's a few reasons the game is over a gig. Could I make it smaller? Yes. However, that requires time. Although the project seems a little unrealistic, I'm mostly sure Lark will be able to play it in his machine (not the school macbook, of course). Since I optimize most things based in his comments. The same doesn't apply for Damizean, P3DR0 or me, since we have ultra-übber machines. I guess all those years working in game development companies made me a little over-thinker.
  8. Oh Gawd! 20MB? ... I don't know what I'll be able to accomplish with a 20 megs threshold. But anyways, most Gameloft games are less much than 15MB, so it might not be a problem at all... I guess.Maybe a super-duper high-level compression algorithm will do the trick, perhaps? Guess I'll stick with the DS version then. At least it's not more than 5 megs.
  9. Does my textures really looks like photographs. I mean, now that I look at them, they doesn't look like photos at all. Maybe my eyes are untrained (used) to see this style of art, so, It doesn't catch me as it used to. Also, I have a quick question... Will anyone download the game (the PC version, I mean), if the game was about, lets say... a gigabyte? This is a very important question, since it will determinate what I'll put in the demo for SAGE, and what quality the demo will turn out to be (resource wise).
  10. Like, Cyber Rat and cyborg_ar are so much diferent person. They are so so so so so diferent from each other that I can't even see myself confusing the both of them. It's like comparing a very high quality wine, of very well know and expensive brand to a bottle of tequila. They are all alcohol, granted, but they taste ways aways diferent....back on topic, MIX is a very good painter, and general artist. It just felt a little, hmm... uncomfortable to look at that picture. Maybe because it's a diferent approach of art to picture Sonic. Maybe because it doesn't meet the general concept that people have about the character. I would like to se more arts you made, though.
  11. *GASP* OMG! The Birthday Beast was released again! Where's AeroGP with his shotgun? I have to say that I have to thank Cyber_Rat for showing me some obscure things about Silent Hill. I'll never forget it. What I have to say is: Cyber_Rat, oh man, you're AWESOME! Happy birthday, man!
  12. Yay! At least you actually earned something in your birthday. At my brother's last birthday, I gave him a expensive cellphone. When my birthday came of months later, I received... nothing.
  13. LoL Hahaha!Laughin' Out Loud here man! Seriously! XD Happy Birthday, Azu! Oh... birthday cake... yummy
  14. That and his action pose for grabbing the ring makes it for a real psyco. Just like when I dreamt I was driving my car in a very very long road in high speed, but in the of the road there was a very inclined declivity of almost 90 degrees of curvature. Since I was in such a high velocity, I didn't had enough time to brake and the just simply fled off the edge of the track. The car started to fall, and it was so heavy, it fell at very intense speed. Man, it was like hell, was like I if I was trying to commit suicide and was going to die.That's exactly how I felt when I looked at that pic. ...other than that, I think it is overhaul awesome.
  15. The Background is 3D with textures applied. The textures are indeed made of high quality photographs. The same technique is also seem in Gran Turismo 4, for PS2:
  16. Ummm... nothing at all... just two screencaps I took two nights ago while talking with P3DR0 in the MSN... Knuckles gliding in the oblivion and and Knuckles "walking" vertically. Well, from know on, I guess I will be sharing more screenies from ingame until SAGE.
  17. Be ready to download over a gig of Sonic Attitude during SAGE *cough* ...That
  18. XD... ...... ...just like Klonoa! XD --- Oh cool! This is some nice progress! And, Streak, why didn't get in touch with me Streak? (see, Endri is sad)
  19. Yummy! Endri loves custom art! Although Endri prefers and give more credit to games that makes use of custom art, I think the advance sprites matches the feel of this project better.
  20. I'm okay with feminine enemies. In fact, I wish Platinum Sonic was female. That would be way so cool.
  21. Oh God! That's a good idea, flame6753! I'm not revealing anything from my game until SAGE, but, I, we, everyone, might as well release small test levels demos to not spoil the fun and plus ease the curiosity.
  22. Hmmm... That's a good start. I like it! I can see it can be turned into something very interesting. I see it's based in Sonic Emerald Hunt 3D engine, right? Of course the engine is a like rough around the edges, but I know it can become an awesome final product with some fine tunning. Keep up the good work!
  23. Oh dear good God! MechaMadness is back! Now that's awesome news <3 I can't wait to see some progress. I like Platinum Sonic's design a lot. I wonder how it'll look like in sprite form...
  24. Right. Re-upped for your pleasure. However, bear in mind this is the OLD tech demo, compiled to Windows 2008, from the DS version. Also, it is almost unplayable. Now, regarding the characters 3D models and shaders, well... I was feeling a like sick today, so I stayed in home and used this opportunity to check what could be done to the characters models. I checked the huge library of SEGA's 3D models, and I could notice that none of them capture the classic feeling of the series at all. Some of them are even very ugly, as Sonic 2006's Knuckles model. So I guess my model is the way to go. I'm pretty happy with the results of Knuckles' skin and shoes shaders. I messed a little with the specularities of the red coat, but, currently, I good with the way it is. But I'll make some changes here and there eventually.
×
×
  • Create New...