By the way, if these jerks ever saw MTV, or your average hip-hop music video in any other music channel, I think they would die of heart attack. Maybe they're too busy attacking games to watch tv.
Also note that Blender's built-in renderer is not a raytracing one unlike Povray and Yafray.
Yafray in fact uses photon mapping, but I'm not really the one to compare "traditional" raytracing and photon mapping. Maybe someone else could describe them?
Have you noticed that Blender development speed is just absolutely amazing nowadays? It had the expectable slow start when new developers were making themselves familiar with the codebase, but lately we have had new, major updates regularly and IMHO quite frequently.
Back then memory was quite limited, so it explains the low number of frames per sprite.
Graphics tools have gone a long way. Back then one had to draw sprites pixel by pixel where as nowadays you would probably draw it on paper first, scan and then paint it in Photoshop or whatever. Or even more frequently they just render 3d models into sprites. Usually those hand painted ones look much better, IMHO. (Yesh! I've always wanted to use "IMHO" in my writings!)
So in a way drawing sprites in higher resolution is much easier....and most important yet, use graphics artist instead of programmers.:)
I read the website's info but couldn't really understand what this device actually does. Do you know anymore?
Can you put one of these in the display and one in the bus, and the bus automatically updates the display info. Or are these supposed to be driven with for example a PC which commands these to send messages? Or are these devices programmable to do these by themselves?
Now that's interesting. I thought I had read that they we're threatened and that was why they abandoned the project. Couldn't find any proof myself, so I decided not to mention it.
I guess no game ported from Windows months/years after the original release will sell well. I would gladly be proven wrong. But anyway I don't think that's the point in this business. Yet.
TuxGames and Linux Game Publishing are (hopefully) making slow but steady progress. The problem the way I see it is that there really hasn't happened anything significant to attract more (commercial) game developers to Linux. On the other hand Linux distributions are just beginning to standardize thanks to LSB. Guess there's still a long way to standardize gaming libraries.
I agree with you on navigating the menus with shortcuts, but it's a bit difficult to spot different "buttons" from other text because they all are in gray shades. Maybe a little bit of color wouldn't hurt?
I played the demo when Slashdot last mentioned the game. I was really impressed. The game is so original and the physics are really interesting and fun.
Head-to-head game with my friend was even more fun! I'm really looking forward to seeing what these guys are doing in future.
Yesterday I bought the download version of it and I recommend it fully. It's cheap for such a good game. Well, at least 20 euros is not bad here in Finland, when "big PC games" cost 45-55 euros.
I've always wondered why is American football called _foot_ball when the players are carrying the ball in their hands. Yeah, I know they occasionally stop to kick the ball too, but most of the time it is carried in hands.
Oddworld developer was making the previous game (Munch's Odyssee) originally for PS2 but they jumped to XBox. They had some complaints about PS2 hw or something. At least they complained something about anti-aliasing or specifically the lack of it.
Seeing that they use a lot of hacks to various games to make them work, I'd guess they are trying clean up the interpreter.
OTOH, maybe the original games were using a lot of hacks too. I don't think there is official documentation of the SCUMM bytecode floating around anywhere. Is there?
There's a couple more pictures at EuroGamer. They clear up a little bit.
2 320
http://www.eurogamer.net/article.php?article_id=6
You just don't get it, do you?
Hear, hear!
By the way, if these jerks ever saw MTV, or your average hip-hop music video in any other music channel, I think they would die of heart attack. Maybe they're too busy attacking games to watch tv.
But doesn't the story come from the original game? I don't think you can keep the story while changing the names etc.
More like having to pay for the privilege to print the Windows(r)(tm)(c) logo on the keys. :)
Also note that Blender's built-in renderer is not a raytracing one unlike Povray and Yafray.
Yafray in fact uses photon mapping, but I'm not really the one to compare "traditional" raytracing and photon mapping. Maybe someone else could describe them?
Have you noticed that Blender development speed is just absolutely amazing nowadays? It had the expectable slow start when new developers were making themselves familiar with the codebase, but lately we have had new, major updates regularly and IMHO quite frequently.
Amazing work guys!
I don't have an airconditioner, you insensitive clod!
Back then memory was quite limited, so it explains the low number of frames per sprite.
...and most important yet, use graphics artist instead of programmers. :)
Graphics tools have gone a long way. Back then one had to draw sprites pixel by pixel where as nowadays you would probably draw it on paper first, scan and then paint it in Photoshop or whatever. Or even more frequently they just render 3d models into sprites. Usually those hand painted ones look much better, IMHO. (Yesh! I've always wanted to use "IMHO" in my writings!)
So in a way drawing sprites in higher resolution is much easier.
I read the website's info but couldn't really understand what this device actually does. Do you know anymore?
Can you put one of these in the display and one in the bus, and the bus automatically updates the display info. Or are these supposed to be driven with for example a PC which commands these to send messages? Or are these devices programmable to do these by themselves?
Thanks for the link.
Now that's interesting. I thought I had read that they we're threatened and that was why they abandoned the project. Couldn't find any proof myself, so I decided not to mention it.
Peroxide's Ultima 1 - A Legend is Reborn was called off because they wanted to go commercial and wanted to avoid obvious legal problems.
I guess no game ported from Windows months/years after the original release will sell well. I would gladly be proven wrong. But anyway I don't think that's the point in this business. Yet.
TuxGames and Linux Game Publishing are (hopefully) making slow but steady progress. The problem the way I see it is that there really hasn't happened anything significant to attract more (commercial) game developers to Linux. On the other hand Linux distributions are just beginning to standardize thanks to LSB. Guess there's still a long way to standardize gaming libraries.
Well, at least it is promised for XBox in here.
I think Valve said in an interview (couldn't find it, though, sorry) that they'll first finish HL2 on PC before they make anything with the ports.
So maybe that's why. There just isn't anything to tell about.
Grateful Dead at Live Music Archive
I agree with you on navigating the menus with shortcuts, but it's a bit difficult to spot different "buttons" from other text because they all are in gray shades. Maybe a little bit of color wouldn't hurt?
I played the demo when Slashdot last mentioned the game. I was really impressed. The game is so original and the physics are really interesting and fun.
Head-to-head game with my friend was even more fun! I'm really looking forward to seeing what these guys are doing in future.
Yesterday I bought the download version of it and I recommend it fully. It's cheap for such a good game. Well, at least 20 euros is not bad here in Finland, when "big PC games" cost 45-55 euros.
Now there's a real friend. If you haven't already done so, you should make him pre-order Duke Nukem Forever too.
I've always wondered why is American football called _foot_ball when the players are carrying the ball in their hands. Yeah, I know they occasionally stop to kick the ball too, but most of the time it is carried in hands.
25 million dollars? Hah! That's nothing...
Stole this one from a interview with Gabe Newell from Maxitmag.co.uk:
Q - Just how much does it cost to produce a cutting edge game like Half-Life 2?
A lot. Last time I checked, we were about $40 million into the project. Yikes, that's a scary number.
That's why it is a prototype, not a product. I don't think the actual product will be anything like that brick in the picture.
Oddworld developer was making the previous game (Munch's Odyssee) originally for PS2 but they jumped to XBox. They had some complaints about PS2 hw or something. At least they complained something about anti-aliasing or specifically the lack of it.
So I don't think they're going back to PS2.
Seeing that they use a lot of hacks to various games to make them work, I'd guess they are trying clean up the interpreter.
OTOH, maybe the original games were using a lot of hacks too. I don't think there is official documentation of the SCUMM bytecode floating around anywhere. Is there?
Exactly. Well said.