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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • Getta robo
    replied
    Gemini posted a follow up this noun on twitter:

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  • Chris' Boob
    replied
    I forgot to mention I played Survivor for the first time in years. Holy shit I don't remember it being this awful. I couldn't even finish the game, it was just so boring.

    Hunters are BS and you can't run past them. Everything is so damn linear, and it's basically find a key, move to the next area, and repeat.

    Tyrants are useless. They go down with like 2 clips from a handgun.

    Awful. Just awful.

    Leave a comment:


  • SonicBlue
    replied
    I'm still at the restaurant area, when it's presentable, I'll post an update.

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  • Ultimacloud123
    replied
    Gemini you never cease to amaze me. I can't wait to play. Actually it's a brilliant idea to be working on the side game while it gives Sonic more time (and less pressure) to work on the pre-rendered backgrounds. You don't need to show us yet however last I checked Sonic was in the works of the restaurant. Is he still or is he progressed to another area?

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  • Chris' Boob
    replied
    I love you Gemini.

    That title screen is beautiful.

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  • Gemini
    replied
    You pick a character, optionally edit gear/outfit, stage, objective, set up extra options, and your mission starts. I'm still working around rough edges, trying to make this as arcade as possible.

    As for the gore level, there is a switch like on the N64 version. Definitively not going to make it Mortal Kombat-ish, tho.
    Last edited by Gemini; 08-09-2014, 06:05 AM.

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  • RetroRain
    replied
    So basically, in this battle mode, you pick a character, and go through the mansion, and find some items right? I'm assuming that you'll be putting in at least one type of zombie in certain rooms?

    Do you plan on upping the gore level, and making cool death scenes from scratch?

    Leave a comment:


  • Gemini
    replied
    There aren't really any plans for a multi language release. I do have support for that because Squeeze Bomb originally used external text resources, but for now it's almost entirely unused due to injection of just English. This could change at some point, since xml allows to expand resources with whatever new data is required, yet not for now.

    EDIT
    Took me a little more than expected to write the main GUI wrappers:

    More will be shoehorned as soon as I'm done finalizing the logic.
    Last edited by Gemini; 08-08-2014, 04:08 PM.

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  • THE_iCEQB
    replied
    Hey Gemini, I wrote you a PM ... if you are interested in a german translation, I'm your man ;)

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  • Guest
    Guest replied
    Been followin' you since day one. Wonderful how you've been keeping everyone very up to date with the goings on and whatnot, I am as excited for this as I am with IGAS' project.
    Last edited by Guest; 08-01-2014, 01:01 PM.

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  • Chris' Boob
    replied
    Originally posted by SonicBlue View Post
    No, it has been replaced with a Strip Club.
    And we see Claire, Jill, and Ada giving lap dances yah?

    You know, this would make a funny easter egg, but with zombies pole dancing.
    Last edited by Chris' Boob; 07-31-2014, 11:48 AM.

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  • SonicBlue
    replied
    No, it has been replaced with a Strip Club.

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  • blackpower
    replied
    Gemini = there will be the level of the hospital in Resident Evil: Behind the Mask?

    The hospital's first silent hill, made me very afraid.

    What do you think about a remake of Sweet Home is on resident evil 0 psx?

    Leave a comment:


  • Jimmy_Jazz
    replied
    I think you're misunderstanding me. There is flickering, caused by interlacing, and there is aliasing. I've not said they are the same thing, but that flickering is more noticable on aliasing edges.

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  • Gemini
    replied
    Originally posted by Jimmy_Jazz View Post
    Not at all, interlaced flickering was always alot more noticable (for me at least) when high contrast pixels met so they can be related to each other. Pre-rendered backgrounds initially rendered at a higher res and rounded down to 640x480 would have all the harsh edges smoothed out and as a result, the flickering alot less noticable on them.
    That's still not flickering, just regular jags reduced thanks to the signal commuting pixels on the same screen space either as runtime assets or pre-rendered.

    Was it a GPU issue? Even the DC/PS2/GC/XB all used 480i.
    The PSX hardware is extremely strict in interlaced mode, so other consoles don't apply as a valid example. GPU timing works differently and flickering causes regions of the screen to stay locked on to a previous frame as a result, or in other cases there's intensive flashing due to scanlines not matching.

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