01 July 2020, 00:50 | #241 |
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01 July 2020, 01:11 | #242 | ||
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Quote:
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01 July 2020, 01:59 | #243 |
Pixelglass/Reimagine
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01 July 2020, 07:31 | #244 | |
Dream Merchant
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I just can't believe I would have seen the day of this match in heaven! |
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01 July 2020, 09:22 | #245 |
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I just hope it's finished before my son is 'too cool' to play it with me!
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01 July 2020, 10:32 | #246 |
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Great tunes Tsak! Congratulations!
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14 July 2020, 18:17 | #248 |
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July 14th 2020 game progress update for DaemonClaw and Metro Siege.
July 14th 2020 game progress update for DaemonClaw and Metro Siege.
[ Show youtube player ] |
14 July 2020, 18:47 | #249 |
Total Chaos forever!
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Just saw it! Really cool though you have to be a patron for less pixelization. (You'll see what I mean when you watch.)
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15 July 2020, 00:58 | #250 |
Zone Friend
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17 July 2020, 09:23 | #251 |
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What's super interesting in this video is the way they are re-using / exchanging / shifting body parts to create very different characters with less memory (and more efficiently). Do you know if other well known games use this technique ? And the fact those tools made for this purpose will be shared with the community (and reused in further project). That's amazing !
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17 July 2020, 11:07 | #252 |
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That technique was used extensively in Arcade games and console games. Not sure about the Amiga though, it seems to me most Amiga games used more simplistic animation systems. If I had to guess, I'd say that probably some of the later Amiga fighter games did use something like this (or their animations would just not have fit in memory).
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17 July 2020, 21:18 | #253 |
Phone Homer
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I might be wrong but although they might use same body parts for different characters during design, Arcade games probably stored the characters as one large sprite maybe only changing the palette to create another character- console games are probably the same.
Anyway very clever |
17 July 2020, 21:38 | #254 |
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I follow BitBeamCannon as their patreon, and Mike is using this tool to create characters in a modular way, which will be further updated. Tool that will allow him to create other games after Metro Siege and DaemonClaw. I don't remember if he plans to make it available to everyone in the future. However, I can guarantee you that once the game demos are made public and people can see the fruits of their work, you will be amazed at the quality achieved.
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17 July 2020, 21:52 | #255 |
Total Chaos forever!
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Spriter 2 won't be free but it will be available soon.
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17 July 2020, 22:53 | #256 | ||
Pixelglass/Reimagine
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Quote:
Quote:
Erik is creating for us a Spriter-beta replacement tool code named 'Retroanimator' (the new animator used in Scorpion is in fact a stripped and simplified version of the same program). Retroanimator is (more or less) a copy of Spriter-Beta and allows for modular animation but it's much more stable, bug free and easier to use. We plan to release this once it's ready (and that's what Mike was talking about). |
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18 July 2020, 01:50 | #257 | |
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On the SNES, Street Fighter 2 takes up 2,6MB of cartridge space. On the Amiga 500, even though the fighters miss out a ton of animation frames compared to the SNES, the game takes up 4,3MB of disk space. Similarly, Final Fight on the Amiga takes 1,7MB and only 1MB on the SNES. Of course, it's possible there are other reasons here but it very often seems to be the case that despite usually having more animation frames and/or bigger objects the consoles needed a lot less cartridge space. Anyway, I think it's best if I drop the subject - this thread is about your work. Not about this kind of stuff. And the animation system in Metro Siege is great stuff, so please don't misunderstand me there |
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18 July 2020, 03:45 | #258 |
Pixelglass/Reimagine
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Hey, no prob
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18 July 2020, 14:07 | #259 |
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Guys, can you please get back on topic? This is a News thread.
There's numerous posts about Street Fighter II, the Amiga / SNES / X68000 / Neo-Geo graphics handling techniques etc... I'm sure like me, most people don't really care about the above discussion and are coming here to read information about "Metro Siege"... end of. roondar has created a new thread about this where you can discuss graphics handling techniques until the end of days: Console sprite hardware/animation vs Amiga/other home computers @GMods, please move all these Off Topic posts out of this thread... I would have done it myself but you know Last edited by DamienD; 18 July 2020 at 17:44. |
20 July 2020, 22:57 | #260 |
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I've been binging some metro siege videos on YouTube. It's looking really polished so far!
Watching the last few videos, I did have a question or two about the art design (not criticisms, just questions ). The first is that the characters seem to be rather tall or perhaps rather thin, is this a Metro Siege specific choice or was that look inspired by an existing game? The second is perhaps a bit more technical, or perhaps still style based. Am I right in saying that the lower leg area (to the point of the knee joint) is separated by the modular animation from the rest? Or is it simply a stylistic choice? And to be clear, this is in no way criticism of the the design - I'm just interested |
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