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Nopy
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Nopy
@qristofer
C programmer, 3D modeler, 2D painter and shoe runner. 🦭🦭🦭🦭🦭🦭🦭🦭
öde ö Katılım Kasım 2010
280 Takip Edilen658 Takipçiler

@qristofer Wow, is this your own game? Or an original vintage PS1 game? I genuinely can't tell!
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@Hennejoe Looks like the effect is achieved by copying a 16x1 portion of the screen around and behind the afterburner for palette-usage when drawing a 16x5 semi-transparent rectangle with a plasma looking texture at the same spot.
The whole cycle repeats for 8 or so times per engine.
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Someone pointed out this effect in Ace Combat 3 to me
What a brilliant way to replicate a heat shimmer/mirage effect
#psx
GIF
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@amidnightmedium I also gave it another shot recently, thinking I'd grown into a more patient man... I was wrong.
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@mankrip @Colonthreee perfect vintage, for chernobyl radiation to settle in the soil and add flavor to the wheat
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@redroacter @e_ohkushi Do you use Blender? You can adjust a Camera's focal length there (in millimeters even). Looking at the camera in 3D view, you'll see the distance to the "lens" increase while the angle shrinks. It's simplified (rect-linear projection, no real lens etc) but it gives you an idea.
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@e_ohkushi Sorry, i am stupid.
What is this supposed to mean?
Camera lenses?
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In K&L2, bullets originate from guns instead of the camera, so one must compensate for offset/distance when aiming. This threw a lot of players off unfortunately, but I sorta liked that extra layer. Added to challenge and made it different from Gears etc.
Dream's Longest Day@Dreamboum
Kane & Lynch 2 is one of the coolest game I've played in years. Such an improvement over the first one it's not even funny. The use of camcorder shaky cam effects set in Shanghai with blown out audio turns this into one of the most intense game I've ever played. A classic
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@Textilismusic Aah, I should have guessed RR. I did play the first RR and the PSP games, never RR4, but still.
But yeah, locked angle makes does make sense, same with Wipeout.
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Hi there! This game is primarily inspired by the Ridge Racer Series, which uses a similar drift and collision mechanic. It's kind of necessary for a game like this to have a collision system designed to pull the car away from the wall without disturbing its rotation.
If you look at this example from RRT4 here, you can see it behaves similar to my set up. And if you go up the thread you can also see the problem I was encountering before.
Also vertex lighting is the best, i love it!! I just need to figure out to do light projection textures on the front and rear of the car as well, for the whole completed look.
LINK:
x.com/i/status/20182…
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Just wanted to share a few updates, I got specular highlights now, and I've been working on the collision handling system. I think its just about how the other games do it. Basically it just resets the car's angular velocity to zero every collision, but I also have it gravitate towards the spline. No more getting stuck on walls for me.
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@greayson2532 "𝙷𝚎𝚕𝚕 𝚘𝚗 𝚂𝚊𝚝𝚞𝚛𝚗" <3
Can't speak much on what it'd entail. Maybe a from-scratch-version less like PC, designed from the ground up for Saturn.
OG Sat. v. probably had to change a lot as it is to fit in memory, but I haven't looked into it.
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@qristofer
I would love to see a new and improved version of Doom for Saturn
Smoothness, stable frame rate. Dynamic lighting. Much more refined sound
Physical format, official from id Software, approved and signed by John Romero.
What do you think? x.com/i/status/20263…
Yael Trejo@greayson2532
Doom - Sega Saturn 🪐 I dream of seeing a new and improved version In official physical 💿 format approved and signed by John Romero I'd mess things up How many demons would it take to convince him? In other words, ༽༼𝚃𝚑𝚎 𝚁𝚎𝚊𝚕 𝙷𝚎𝚕𝚕 𝚘𝚗 𝚂𝚊𝚝𝚞𝚛𝚗༽༼
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File Pilot 0.7.0 is out!
Drag & drop from external apps and ZIP archives is finally here, plus dropping files onto other files.
Also launching the public roadmap toward v1.
filepilot.tech/roadmap
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