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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • Gemini
    replied
    Time for a quick update because I haven't posted a video in a long while. For those who don't follow the Twitter page, I've tried having a completely useless feature implemented: the wide-screen mode (aka 16:10 display). There isn't an actual reason to this addition, other than pleasing those who like to play their PSX games in full screen on either a PSP or HD TV through PS3.

    The wide screen mode works on a very simple principle: I still draw everything in 320x240, but the visual area is cropped to 320x200 and the vertical placement adjusted (the calculation is currently based on Chris' hip position on screen), finally I display only 200 scanlines out of the actual drawing environment. This is a rough video of what the effect would look like:
    YouTube video:

    Bugs aside with the display area arbitrarily resetting to random positions, the outcome isn't too bad and can definitively provide decent results on the intended platforms. The real issue is what I get on hardware:

    Instead of displaying a nice 320x200 picture (16:10 aspect ratio, with overscan crops it should appear more similar to 16:9), all I get is still the visuals of 320x240 even more deformed due to the huge black strip at the bottom of the screen. The same exact thing appears on a PSP, no matter what values I use to center the visual area and force Zoom mode to eat away the black strip/s.

    I'm not even sure if this option will make it to release, but given most people would rather play BTM and Hazardous Battle on an old TV, I'm thinking of scrapping it entirely in favor of just a regular 4:3 aspect ratio lockdown.

    PS: the video also includes a brief snipped of the Shotgun and Rocket Launcher in action. Make sure not to miss the sprite galore.
    Last edited by Gemini; 09-28-2014, 10:23 AM.

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  • Gemini
    replied
    Originally posted by RaccoonSurvivor View Post
    So, we would have a time limit, which we can increase using some sort of object (sand-timers) but there would also be goals, or a destination to reach.. Interesting..
    There won't be any countdown or items that increase your remaining time. A time attack mode is an idea, however.

    Originally posted by RetroRain View Post
    This is probably a stupid question, but you do plan on adding jump-scares right?
    What would be RE without jump scares? Sonic and I already brainstormed some of these.

    Originally posted by blackpower View Post
    Gemini = you could enter the co-op mode, it would be interesting?
    Aside from Resident Evil: Behind the Mask you can create with your plans for the PSX games, for example Medievil 3?
    No and no again.

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  • blackpower
    replied


    Gemini = you could enter the co-op mode, it would be interesting?
    Aside from Resident Evil: Behind the Mask you can create with your plans for the PSX games, for example Medievil 3?

    RetroRain = I remember in wax survivor of a zombie Cutscene that smashed a glass door to enter is you put an anxiety as you went quiet.

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  • RetroRain
    replied
    Can't wait to play an old-styled Resident Evil game!

    This is probably a stupid question, but you do plan on adding jump-scares right? If you need ideas on jump scares, I'll be more than happy to post them.

    A zombie jumping out of a locker, a licker bursting through a doube-sided mirror (homage to RE2), a hunter crashing through from the ceiling, Mr. X obviously coming in through breaking down a door or bursting through the wall, a cerberus bursting through a lower-wall vent (homage to 1.5), etc.

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  • RaccoonSurvivor
    replied
    Hmmmm sounds very interesting.

    So, we would have a time limit, which we can increase using some sort of object (sand-timers) but there would also be goals, or a destination to reach.. Interesting..

    Leave a comment:


  • Gemini
    replied
    Originally posted by Getta robo View Post
    Gemini: Is that Elza model takenfrom the IGAS version of BH2 beta or you guys have reconstructed your own version?
    It's her vanilla model, no changes whatsoever were applied to it.

    And about the CPU optimization, would you think that you could optimized it any further? Meaning that perhaps you can implement more enemies and other events appear without having the game running in ten frames per second or so?
    CPU usage has little to do with graphics. I already maxed out GTE usage, no more enemies can be added unless I reduce them to use 2 polygons each.

    Originally posted by RaccoonSurvivor View Post
    So, without spoiling anything (if you can?), what will this new mode consist of - what is the main goal? Is it basically Battle Mode from RE1/Dino Crisis where you kill everything, or will it be more like RE2 Extreme Battle??
    Think of it like a merger between Extreme Battle and The Mercenaries 3D.

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  • RaccoonSurvivor
    replied
    Looks awesome seeing Claire and Elza with moving ponytails .. nice work.

    So, without spoiling anything (if you can?), what will this new mode consist of - what is the main goal? Is it basically Battle Mode from RE1/Dino Crisis where you kill everything, or will it be more like RE2 Extreme Battle??

    Leave a comment:


  • Getta robo
    replied
    Gemini: Is that Elza model takenfrom the IGAS version of BH2 beta or you guys have reconstructed your own version? And about the CPU optimization, would you think that you could optimized it any further? Meaning that perhaps you can implement more enemies and other events appear without having the game running in ten frames per second or so?

    Leave a comment:


  • Gemini
    replied
    I'm actually tempted to ask CAPCOM for permission and simply release an ISO of the game. They didn't cause any trouble with Megaman X Street Fighter, which uses both copyrighted characters and sprites from their games.

    For the time being, more updates:

    This is what I call the "hair logic", which consists in parts of an entity skeleton moved with runtime calculation of the necessary rotations. Said effect can be used for hair, like the name would suggest, but also other accessories placed on an entity. Say, a necklace, handcuffs, or even clothes. This should come in handy for a specific extra outfit I planned for Ark to have.

    I've also started working on collision optimizations. So far I was able to cut down CPU overheat by 1/4th of the original procedures, plus several minor fixes related to stability in general. Being able to explode RE1 fully with the new engine feels great.

    Leave a comment:


  • Saavas
    replied
    Have You thought about how you are going to distribute the Hazardous battle? You are using assets from copyrighted RE games ( f.e backgrounds from RE1, models ), so I guess you won't simply upload it somewhere. Maybe through torrent?

    Leave a comment:


  • Gemini
    replied
    Originally posted by JimKaiser View Post
    Anyway, I know this is kinda early to ask (seeing as you started this project not that long ago) but do you have a release date? I will understand if you refuse to answer this question as it can be stressful to have a deadline.
    The real problem with a deadline is keeping track of what's left to do. I had some paper with all the stuff yet to be implemented, which ended up accidentally lost somewhere in my house. That'd be the only real way to give an estimate, but I'm lazy enough not to go for treasure hunting. There is also some other reason why the estimate is a mess, a reason I can't reveal yet because it's a delicate question to be discussed. I guess I'll make a Word document at some point with all the stuff, at least for private usage.

    tl;dr: me releasing Hazardous Battle will be a truly good indicator.

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  • JimKaiser
    replied
    First of all I want to say thank you. For such a long time now I've been thinking how nice it would be to have a remake of Survivor. I loved the original, but always felt it needed a little more update.
    Anyway, I know this is kinda early to ask (seeing as you started this project not that long ago) but do you have a release date? I will understand if you refuse to answer this question as it can be stressful to have a deadline.

    Leave a comment:


  • Jimmy_Jazz
    replied
    Originally posted by Gemini View Post
    1) It can be done, it's not hard to make zombie variations. Still my plans for Bravo Team are kinda different.
    Sweet, I look forward to finding them and won't press for any spoilers

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  • Gemini
    replied
    Originally posted by Saavas View Post
    - How much stuff is there still to do for the release of hazardous battle? I see You have weapons working. but what about the enemies?
    - Can Your engine handle effects on the pre-rendered backgrounds? Something like moving cogwheels in RE3 , or weather effects in REmake. Will there be stuff like that in BTM ?
    Keep up a great work !
    1) It still needs a good deal of gameplay logic and some major polishing.
    2) Animated 2D and 3D elements can already be placed anywhere in a room. As for the weather, it could be added, but it's not required.

    Originally posted by Jimmy_Jazz View Post
    Is it easy to create zombies from the polygon corpses of Richard & Enrico (not sure what would be needed for the skeleton) and anyone else from the Bravo team that you came across in RE1 that wasn't part of the pre-rendered backgrounds?
    It can be done, it's not hard to make zombie variations. Still my plans for Bravo Team are kinda different.

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  • Mikhail
    replied
    Originally posted by Chris' Boob View Post
    Is that bathroom RE1? Can't remember it all too well.
    It's the cell, irc re1 has two bathrooms one in the mansion and one in the guardhouse there's also a separate toilet in the guardhouse.

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