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The 3D engine demo is out

Started by Payk, August 30, 2006, 01:54:44 PM

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kyus

christ almighty payk...

I'm probably right in saying that nothing this impressive has been attempted on any console before. There's nothing that even comes close to this on the psp :S

Payk

Wow thanx. Big thanx :)

Jeffrey: No its really not your fault.
That noises...shit on them i will code a ogg player...U want to know how that noises happen? Ok i load sounddatat for one second using the main cpu. Then i send it to arm7 for playing. But they arent 100% synchron. Thta mean sometimes there is one value missing or a 0 to much (for example). What i going to do? i load one ogg in ram (its about 300KB-500) and arm7 decodes and plays (hopefully). That should avoid that "clicks" and main cpu has more ressources free.
But later. Yesterday i saw some screens from tales of tempest. They have shining arround a lightsource. Wanna hv too... And a nice fog is planned too. Then i will set up woods with fireflys fog and fireplaces. It should be the arena for first battles.
(PS: Those trees i hv made by my self! other things ore form other guys...read credits)

monaug5


Payk

It was just called "Endless Wolvestory" for joke.
Because u cant fight the wolves it was a endless story ;) (i planned to post in neocompo as techdemo...)

So there is no plot planned for now. If u think i could do a great story or wanna help me: PM me every help is welcome :)

I just read that DCEMU opens a compo end of this year. Maybe i will send it in there.
(A gp32x is exactly made for coders and thoose who love homebrew...)

DimensionT

QuoteThat noises...shit on them i will code a ogg player...

:lol: , sounds good to me.  I just figured it was EQ issues because you can hear it pop in rhythm with the song (every time the beat with the low note comes up).  Wouldn't it be random if it was synchronizing issues?  Or is it the low note that's causing the missing values and extra zeros?

Payk

If u get them out by deling that note...well cool...but i will code a ogg-player still :)
Filesize is way to big in raw...We could have twice quality by 1/3 of filesize. Or even less...
But send me sounds which dont have them...would be cool to test.

juice

This thing is cool :), keep up the good work!

ben2303

As we can say things we don't like, here I go  :razz: (nothing related to the 3D engine wich is really great)
- Having a "no-scrolling" area for the main character would be nice, the camera is movingat each step, having a square in the middle of the screen in wich moving without scrolling would relax me  :roll:
- Characters animations are very.... well all these guys have an iron spine or something... characters animation deserves more flexibility.
- Putting a roadmap on your site so people can comment where y'oure going.
- Something to keep people like me from entering the above roadmap....

Way to go !

Payk

Hmhmh ok.
Reconized...that no-scroll sqare i will do NOW.
Roadmap would be task for the future...i need to make that html site...guest book...comments...screenshot galerie
download section...contact...news...heheh always a pain to code things like that.
THANK U for your commments and ideas. They will improve the game!

DimensionT

Ok, I sent you the new version.  If the popping is EQ related at all, it should be gone now.  It'll sound alot better on the OGG player once it's coded too.  I can get it up to 250x volume in moonsell before the low end farts out, when it used to mess up at around 180x.  :)

As for suggestions...  I think it'd be a nice touch to have the main character ease into walking full speed just a little from standing still, or slow down when he's comming to a stop.  It'd add to the realism, and it seems like it'd be useful for making NPCs walk around smoother.

Oh yeah, I'm not sure you noticed, but the invisable walls are a little off.  They work fine on the west and north sides, but on the south and east I can walk off the map and onto the black part (though only past a couple squares).

Payk

Damn...over the days i forgot to answer u....that files are better yes....i would say most clicks are away. The rest seems to be that discripted problem...

Yndin

Quote from: "kyus"christ almighty payk...

I'm probably right in saying that nothing this impressive has been attempted on any console before. There's nothing that even comes close to this on the psp :S

rotf... how many games on PSP did you played? If you want better game than this demo then play "Blade Dancer - Lineage of Light"...

Payk

Yeah i played prince of persia. Its better indeed.
But thats another hardware with other shader-effects and more polygony rendering ....Its no wonder....
But compared to other games on nds this demo doesnt look bad. I think just nanostray/resident has better graphics. But the one is prerendered and the other has a absolut fixed way of flying.....the bg could also be a video....we wouldnt take notice...
I dont think that i know things commercial devers dunno. Its more that they dont invastigate more time as neccecary...Thats the big difference between homebrew and commercial devers...

DimensionT

Quotethat files are better yes....i would say most clicks are away. The rest seems to be that discripted problem...

That's good to hear.  I should've fixed it sooner :x.  Though I don't think it was as aparent in the earlier versions...

Quoterotf... how many games on PSP did you played? If you want better game than this demo then play "Blade Dancer - Lineage of Light"...

At least we don't have to upgrade our firmware to x.xx to play this, lol. I'd say the gaphics are better then Tao's Adventure (commercial DS title), plus it has good lighting effects, 60 frames per second, and better music :lol:.  Anyway, I think Kyus meant PSP homebrew.  I've yet to see any PSP homebrew look this good, and they had a huge head start...

monaug5

well you will have some high competition from me but i believe they have said that you cannot enter in the compo if you have already released you game publicly i just checked the rules can anyone confirm that?