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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • Kegluneq
    replied
    Originally posted by Gemini View Post
    And here goes something quick I put together this morning while designing the battle mode interface:
    Can we play it, please?

    Leave a comment:


  • Getta robo
    replied
    Originally posted by Gemini View Post
    The actual model looks much better than that lousy game rip, and like I said improvements will be made where required.

    And here goes something quick I put together this morning while designing the battle mode interface:
    Alright! We got all the good faith for you guys, we're amazed from what we've seen so far so naturally we have no concerns for what we're hopefully going to see in the near future. The screen looks great!
    I have a question regarding the options of the game. Have you planned any choices upon successfully completing the game? Such as start a new game with different placed enemies and items/objects, unlocking an option for starting a new game with more difficult enemies, or even gain access to new paths and areas for example?

    Leave a comment:


  • Guest
    Guest replied
    I'm looking forward for a playable demo !

    Leave a comment:


  • Gemini
    replied
    Originally posted by RetroRain View Post
    Oh, and I wanted to ask you. Are you writing this game in C, or the PSX assembly language? Or, are you writing it in C, and then converting it to the PSX assembly language?
    The engine is all written in C with only four functions coded in assembly (a custom stub, debug stuff to catch freezes, and two routines to toggle stack pointer mapping on the scratchpad), while the tools are in C++ mixed with Direct X 9 and wrapped WinAPI.

    Originally posted by Getta robo View Post
    You can at least consider the possibility of improve it, in order to match closer the draw counterpart, or even further alter him, just this exceptional fanart
    The actual model looks much better than that lousy game rip, and like I said improvements will be made where required.

    Originally posted by Scream View Post
    Maybe one day we'll see some sort of new RE1 director's cut with this engine? How difficult would it be to transfer a significant portion of the RE1 gameplay over? Or would you need to rescript all events and such?
    There won't be a RE Director's Cut with BTM's engine for several reason. First of all, RE1 is bloated like hell and generally contains a ton inconsistencies because CAPCOM programmers were still not experienced with C and 3D stuff at the time. Second reason, the bytecode is literally hell and it lacks a decent structure, whereas BTM tries to organize it much better. Third, I could leave the scripting as is because the user can't tell the difference in game, but that would require a lot of time only for documenting each bytecode's behavior. TL;DR: way too much stuff to do when there are better alternatives already. :/

    And here goes something quick I put together this morning while designing the battle mode interface:
    Last edited by Gemini; 07-15-2014, 10:36 AM.

    Leave a comment:


  • Scream
    replied
    Great work, guys. Appreciate the RE1 love ;) Maybe one day we'll see some sort of new RE1 director's cut with this engine? How difficult would it be to transfer a significant portion of the RE1 gameplay over? Or would you need to rescript all events and such?

    Leave a comment:


  • Getta robo
    replied
    We got another update on twitter and facebook by the team:

    Getting ready with 3D static items. This is going to be called "Hazardous Battle".

    Last edited by Getta robo; 07-14-2014, 11:50 AM.

    Leave a comment:


  • Getta robo
    replied
    Originally posted by Gemini View Post
    I'm slightly tempted to give Sony's SEQ the boot and use Nintendo's SEQ instead (got already some code to play it on a PSX).
    I won't deny it, I'm very curious to hear what you're able to do with Nintendo's SEQ on the game. It does deserve an audio lifting after all!


    Originally posted by Gemini View Post
    He's going to stay pretty much the same, his model isn't that bad, but I won't deny any improvements if they are required. Incidentally, besides Mr.X with the green coat, Hypnos is the only enemy to use a one-skin mesh in his two final forms.
    I am kinda disappointed to hear that. I recall being super excited to see a brand new final boss monster design and instead I have to fight with uncle Fester.. I mean, seriously, from this excellent drawing

    We got this horrid result

    Which has a close resemblance to uncle himself.

    If you compare the original Hypnos model to your amazing Tyrant and Wesker models, well.. The Hypnos one looks plain awful. You can at least consider the possibility of improve it, in order to match closer the draw counterpart, or even further alter him, just this exceptional fanart


    Originally posted by Gemini View Post
    To those who asked for a demo release:


    All RE1 rooms have been imported into BTM, along with door connections (they were missing before, now the converter parses them as well). I guess they will be used as playground for the tech demo.
    Oh man, this is it! I'm pretty sure many of us would love to playtest your engine plus giving you any feedback! I hope to a quick release!

    Leave a comment:


  • RetroRain
    replied
    I was thinking that for the Gold Tyrant, if you really do decide to use it in your game, you could simply have a cutscene where a regular tyrant falls into a vat of golden liquid, and when he comes out, he is gold like the model you have. Just an idea.

    Oh, and I wanted to ask you. Are you writing this game in C, or the PSX assembly language? Or, are you writing it in C, and then converting it to the PSX assembly language?
    Last edited by RetroRain; 07-11-2014, 10:24 PM.

    Leave a comment:


  • Ultimacloud123
    replied
    Wow that's amazing. I'm excited to try this engine out. Do we expect a tech demo by the end of this month or the next so you have less distractions answering questions and more time to type away.

    Who knows, Sonic after BTM if you like you could use your talents for my "Flashback" project that is if your interested. A Gaiden remake which would have added story and gameplay elements.

    Leave a comment:


  • SonicBlue
    replied
    Originally posted by RetroRain View Post
    It's sad that the fans are putting out good stuff these days, while Capcom sits around and does nothing. The Team IGAS 1.5 mod, your mod, all of the quality fan-made Megaman games. Fans are putting out more stuff, and better stuff than Capcom can do, and Capcom has the money and the staff. It's just mind-blowing, totally mind-blowing.

    But yeah, the project looks very interesting. One of the things I was hoping for, aside from the PSX-style backgrounds, was with the PSX-style backgrounds, the RE1-style of lighting, which made its way into the Chief's Office Room of the RE 1.5 Alpha Build. I'm kinda hoping for that style of lighting to be in the Team IGAS mod also. That style of lightning was literally ONLY in RE1 PSX. It gives the game atmosphere and realism.




    The lighting is exactly the same as "final" 1.5, the light source have been moved to different position, but they are the same, also, the picture just have more contrast and the texture have different colours, and that's the key, the textures, not the lighting.



    As for the overall style, no, the backgrounds won't be downgraded to match RE1 style. In the first post was sated that the target was ReBirth/Zero kind of details.

    Leave a comment:


  • Chris' Boob
    replied
    Now implement RE2/3 and this will be the best mini game to exist in the RE series ;) Sounds fun. Will it stay in the main game as well and be expanded though, or just the demo? Silly question I'm sure.
    Last edited by Chris' Boob; 07-11-2014, 11:41 AM.

    Leave a comment:


  • Gemini
    replied
    I already have some ideas for a battle mode in the demo:
    • You are given 5 playable characters: Chris, Jill, Barry, Rebecca, and Wesker. Each character comes with specific gear.
    • You select a stage with a specific objective, so far all based on RE1.
    • You gain points as you kill enemies and get an end-stage bonus depending on time and health. Point earn rate is influenced also by difficulty (half for easy, regular for normal, 1.5 for hard, double for survival).
    • Gained points can be used to buy new equipment and items for your characters.
    • New stages will be unlocked under certain conditions.
    • You can set up a few options before starting a mission (example: some enemies capable of one-kill hits).


    The demo won't be about BTM, just in case you're wondering why I'm using S.T.A.R.S. members and the RE1 stages. It's just a showcase of the engine itself.
    Last edited by Gemini; 07-11-2014, 11:36 AM.

    Leave a comment:


  • Chris' Boob
    replied
    Hm. Another random idea: you mentioned there will be the possibility of a mini game...what if there was one that put Ark into other easily recognized areas of RE1/2/3? Maybe something like House of the Dead's "kill all the enemies" and it would bounce from game to game / room to room. I dunno, could be interesting.

    Or could simply be Mercs in 4 stages: RE1 mansion, RE2 RPD, RE3 Clocktower, and RE:S Umbrella Lab?
    Last edited by Chris' Boob; 07-11-2014, 11:25 AM.

    Leave a comment:


  • Gemini
    replied
    Originally posted by RetroRain View Post
    But yeah, the project looks very interesting. One of the things I was hoping for, aside from the PSX-style backgrounds, was with the PSX-style backgrounds, the RE1-style of lighting, which made its way into the Chief's Office Room of the RE 1.5 Alpha Build. I'm kinda hoping for that style of lighting to be in the Team IGAS mod also. That style of lightning was literally ONLY in RE1 PSX. It gives the game atmosphere and realism.
    That lighting effect, however, is extremely buggy and totally not realistic, even for a PSX (no idea how they post-process the light data, but it's more than likely wonky like the rest of the RE1 code). What Sonic and I used for the test alley was a lighting system that follows the actual sources of light in a room while using only 2 lights (third is dynamic for effects), rather than 3 arbitrary lights placed somewhere on the corners or the center of a room like RE1 does. Even if I try and keep the system like that, it looks horrid on my engine because the calculations are completely different.

    Originally posted by Ultimacloud123 View Post
    Gemini mind explaining the difference between Sony SEQ and the N64 SEQ you are now planning to use. Is it easier to create/alter the music you plan to use?
    It wouldn't be N64 SEQ, but DS SEQ (or SSEQ if you prefer). The advantage is that I already have my own code for playback, plus converters for sounds banks. I'd save Sonic the trouble of going all the way down to hell just to create VAB banks and convert midi to Sony's SEQ with ancient programs.

    To those who asked for a demo release:


    All RE1 rooms have been imported into BTM, along with door connections (they were missing before, now the converter parses them as well). I guess they will be used as playground for the tech demo.

    Leave a comment:


  • Ultimacloud123
    replied
    Somehow Chris looks like Silver Surfer or T-1000 from Terminator 2. I can't wait to see more updates.

    Gemini mind explaining the difference between Sony SEQ and the N64 SEQ you are now planning to use. Is it easier to create/alter the music you plan to use?

    Leave a comment:

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