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Resident Evil: Behind the Mask [+Hazardous Battle]
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Giant Gold Barry for the win!!!
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?
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The progress with the engine is very impressive ! I await the Hazardous Battle demoI have two questions :
- 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 !
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^ BTM is going to feature puzzles heavily inspired by the original trilogy, meaning the lighter of light is going to be there somewhere. Of course, most of the inspired ones won't be too obvious. As for the rest of the original GS puzzles or general locks, they are going to be expanded to be less painfully linear.
In other news:
- A few tweaks were added about weapon trajectory and special effects. I think visually speaking the game is now on par with RE2, unless I forgot something along the way.
- People demanded a golden Tyrant, I give them a golden statue of Barry. Wesker is so screwed up in that corner.Last edited by Gemini; 09-09-2014, 12:02 PM.
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So what about puzzles? Are you adding any new ones that didn't exist in the original game? Maybe something involving a Zippo-lighter?You know, because the classic games always had at least one fire starting puzzle, and the characters always used the well known American icon to produce the needed flame.
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Today I got them weapon inserted and a Redfield to raid the mansion:
Grenade Launcher to come as soon as I'm done adding code for it and rescale the model. Having no weapon+hand combined into a single mesh sure helps adding a ton of these with no extra work; hooray to PEII for the idea.
Originally posted by Getta robo View PostAs for the Saturn version of Biohazard/Resident evil, did the code of the game featured anything outside of the ordinary? Such as any unused objects/items or enemies? I recall somebody mentioning that the Saturn RE had some similarities with the BH2 beta, such as some sound effects if I'm not mistaken.
Also, can I make a request please? Is it possible that you could post the zombie model of Wesker?
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Maybe posting a link to the twitter feed should be okay, just not copying & pasting everything here. It's nice to be updated on progress without actually having to visit a site that I normally wouldn't.
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Originally posted by Gemini View PostPlease don't post the Twitter stuff. The pictures don't show and updates are random thoughts that provide basically 0 insight of what I'm doing.
Originally posted by Gemini View PostTo expand better on that:
Scenario 3D elements now sorta count like hitboxes, but only for sprite effects and other stuff based on vector collision.
Also weapons:
Hopefully I'll soon start working on new individual weapons, rather than edit the Glock to death for my tests. Those are for the battle mode, maybe for the main mode too, if any recycling can be done. Models are Saturn rips with uv maps redone and textures reworked for the occasion.
Also, can I make a request please? Is it possible that you could post the zombie model of Wesker? In any case, thumbs up for your informative post!
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Please don't post the Twitter stuff. The pictures don't show and updates are random thoughts that provide basically 0 insight of what I'm doing.
To expand better on that:
Scenario 3D elements now sorta count like hitboxes, but only for sprite effects and other stuff based on vector collision.
Also weapons:
Hopefully I'll soon start working on new individual weapons, rather than edit the Glock to death for my tests. Those are for the battle mode, maybe for the main mode too, if any recycling can be done. Models are Saturn rips with uv maps redone and textures reworked for the occasion.Last edited by Gemini; 09-06-2014, 12:45 PM.
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Another update by the game. Autumn is here for good, so we got all these new showcasing images.
Vector-object collision added. Entity-object to go and the collision module is done. #nice_painting_of_a_WHATman
Originally posted by Gemini View PostPS2 model=1400+ polygons, Wesker has barely 700 so it's not even barely comparable; lights help tho. The unused zombie is found in the retail builds of GS.
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Originally posted by Getta robo View PostThat's almost a PS2 quality of detail model! Damn you guys are good! Also Gemini, could you tell us more about the unused zombie model? Was it lurking on the Jpn demo or someplace else?
Originally posted by Jimmy_Jazz View PostGemini, would you consider licensing your engine out in the future for a fee and you and whoever was licensing it from you could agree on the conditions under which it is licensed under?
Originally posted by -Rusty- View PostDo you plan on grabbing the dead prisoner in the jail cell area as well? I think his model is actually part of the level rather than a separate thing.
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Originally posted by Jimmy_Jazz View PostGemini, would you consider licensing your engine out in the future for a fee and you and whoever was licensing it from you could agree on the conditions under which it is licensed under?
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Originally posted by Gemini View PostOr I should use a proper model from Gun Survivor. That test has been made with the generic pack zombie mesh, which does have sleeves already modeled like that.
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Gemini, would you consider licensing your engine out in the future for a fee and you and whoever was licensing it from you could agree on the conditions under which it is licensed under?
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Originally posted by Gemini View PostProductive day is productive:
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