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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • RaccoonSurvivor
    replied
    ^ It wasn't meant to sound as bad as it probably read - so sorry bout that.
    Awesome - working keys..

    Who can forget that scene where the zombies break through the window in the restaurant hehe ..

    Leave a comment:


  • Gemini
    replied
    ^ I know that sentence sounds awkward, but I do have editor friends to check on my text if needed. Still, I won't be the one to write the English scenario and some parts of it will simply be lifted from GS with a few edits, or entirely retranslated by a native English speaker. I will be writing the Italian scenario and check on the English script for consistency. I won't allow crap like "El Mona" instead of "Ellemona".

    Meanwhile:

    The text sub-engine should be pretty much done, unless I forgot something in the way; it probably needs a few tweaks here and there, like automatic centering and line wrappers, if those are going to be required at some point. All the stage sub-engine needs now is a nice block of code to manage door transitions, which I already wrote like last month, but it's still nothing more than a quick draft with a few drawing functions copy-pasted into it.

    In other news, SonicBlue is working on the restaurant section. It's still lacks most materials and effects, but the geometry is in place and looks good already. Maybe you'll get a screenshot. Or maybe not - working with this heat is quite the distraction.
    Last edited by Gemini; 06-13-2014, 01:40 PM.

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  • RaccoonSurvivor
    replied
    I know that obviously that description is just for a test/joke - but I noticed the english and grammer is off. Am I right in thinking English isn't your first language.

    What you put - "What a lovely door. Wait... is it just me or that knob is shaped like a butt?

    How it should read - "What a lovely door. Wait.. is it just me, or is that knob shaped like a butt?

    I take it you guys have somebody helping you in this department??

    Leave a comment:


  • Ultimacloud123
    replied
    Looking forward to your next updates.

    Leave a comment:


  • Gemini
    replied
    The engine is already capable of using automatic triggers, but I'm definitively going back to "press confirm button, description appears". In Gun Survivor it kinda makes sense to have triggers activate when you step on them because of the first person camera, yet with a classic style there isn't a single good reason to do that (I bet most people would get stuff to incidentally activate and go WTF or step back-forward in order to reread messages). I reverted message style to work with a horizontal scrolling effect (visual example here if my explanation isn't clear enough), another aspect where GS failed miserably due to rushed development or programmers simply not caring.

    Leave a comment:


  • Guest
    Guest replied
    Originally posted by Gemini View Post
    A picture should explain better than all the words in the world:

    Step on a special box, hit confirm, get the message. Otherwise there's also the auto-activating trigger type, which works the same, but checks under Ark's feet. The butt-knob sentence is just what that box does in that particular case, otherwise it's a door, event, etc.
    I see, so you've created the trigger which activates whatever function you desire? Since in Gun Survivor activates messages when you walk into the door, are you keeping this trigger style? Or reverting back to the traditional button activation?

    Leave a comment:


  • Gemini
    replied
    Originally posted by geluda View Post
    Would you mind going into a little bit of detail on what the messages mean and how the event triggers function?
    A picture should explain better than all the words in the world:

    Step on a special box, hit confirm, get the message. Otherwise there's also the auto-activating trigger type, which works the same, but checks under Ark's feet. The butt-knob sentence is just what that box does in that particular case, otherwise it's a door, event, etc.

    Leave a comment:


  • Guest
    Guest replied
    Originally posted by Gemini View Post
    I was almost tempted to, but last time I did something like that all I received in return was people grab my data, produce crap and claim exclusive credit for it (yup, I'm talking about that partial BH2 Sourcenext English patch). This time I'll kindly raise the white flag and say "I'll pass". The sole reason why I wrote converters in the last few days was for the sake of this project and nothing more - they aren't even a separate user application.

    [EDIT] Back to the engine:

    Event triggers are starting to work (check out the message in the bottom corner) and I'm done implementing them as static entries rather than just event driven. Doors transitions should be on their way, too.
    Would you mind going into a little bit of detail on what the messages mean and how the event triggers function?

    Leave a comment:


  • Aleff
    replied
    I still cannot believe there is a homebrew project of this caliber on post 16 bit consoles. Unreal. Thanks for your hard work

    And before I forget: my body is still ready for it.

    Leave a comment:


  • REmaster
    replied
    This is amazing stuff, Gemini.

    Words can't express how excited I am to play a traditional RE again; your enthusiasm + Scope + Skills = Gold.

    Leave a comment:


  • -Rusty-
    replied
    Aw well that's a shame, sorry for my ignorance but I have no idea what your talking about when it comes to this English patch thing. I try and stay out of the RE community drama for the most part so I'm an outsider when it comes to stuff like that. Most people like to take sides and I'd rather remain neutral if possible. Anyways let's stop talking about this now, I'd rather discuss the mod.

    Leave a comment:


  • Gemini
    replied
    I was almost tempted to, but last time I did something like that all I received in return was people grab my data, produce crap and claim exclusive credit for it (yup, I'm talking about that partial BH2 Sourcenext English patch). This time I'll kindly raise the white flag and say "I'll pass". The sole reason why I wrote converters in the last few days was for the sake of this project and nothing more - they aren't even a separate user application.

    [EDIT] Back to the engine:

    Event triggers are starting to work (check out the message in the bottom corner) and I'm done implementing them as static entries rather than just event driven. Doors transitions should be on their way, too.
    Last edited by Gemini; 06-10-2014, 03:51 PM.

    Leave a comment:


  • -Rusty-
    replied
    Damn it I want the models.

    Do you plan on releasing any of these?

    Leave a comment:


  • Gemini
    replied
    I actually have Kirk ripped, along with a ton stuff from DC1&2 (format's almost the same, tho DC2 is less bloated). You will see what Sonic and I are planning in due time. For now I can finally take a break from documenting model formats.
    Last edited by Gemini; 06-10-2014, 08:09 AM.

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  • Getta robo
    replied
    Originally posted by Gemini View Post
    I won't say that, you'll have to see it with your own eyes when it's done... if you can spot it in one of the backgrounds.
    I hope it's Edward Kirk, making a cameo appearance by being mutilated by the monsters in the background.

    Leave a comment:

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