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Resident Evil: Behind the Mask [+Hazardous Battle]
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So, uh... Is there any life left in this project, or did the development of Bio 1.5 kill this one off completely?
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Originally posted by fishboil View PostLooks good, although I'll still keep my fingers closed for The Little Princess 2 (probably the only one on this board).
Also, I don't know if it's really possible, but have you been thinking about adding something to Vincent, since his villain potential was wasted.
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Looks good, although I'll still keep my fingers closed for The Little Princess 2 (probably the only one on this board).
Also, I don't know if it's really possible, but have you been thinking about adding something to Vincent, since his villain potential was wasted.Last edited by fishboil; 10-26-2015, 06:59 PM.
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Originally posted by Mikhail View PostBehind the Mask - It surpasses the sands of sadness within the darkest of hours.
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Behind the Mask - It surpasses the sands of sadness within the darkest of hours.
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Originally posted by Saavas View PostI wonder if there's something holding back the Hazardous battle development ? I know Sonic is unavailable but You were going to use classic backgrounds anyway so it shouldn't be an obstacle. What is the status of it ?
Keep in mind HB is the only project which has stuff done specifically for a demo, rather than chopped portions from the full thing. I rather wait and iron them out for the best outcome, instead of pushing a quick buggy release with no contents whatsoever à la patchi of wonderos.
Also, could we get a sample of the new not-remake styled background to see how it looks ? Personally I don't mind having the backgrounds 'downgraded' to the PSX style ones as long as we're talking RE2/3 stuff and not RE1 style.
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Hey, it's nice to get an update in this thread so that we know that things are still progressing! I wonder if there's something holding back the Hazardous battle development ? I know Sonic is unavailable but You were going to use classic backgrounds anyway so it shouldn't be an obstacle. What is the status of it ? Also, could we get a sample of the new not-remake styled background to see how it looks ? Personally I don't mind having the backgrounds 'downgraded' to the PSX style ones as long as we're talking RE2/3 stuff and not RE1 style.Last edited by Saavas; 07-20-2015, 01:00 PM.
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Originally posted by VirusPunk View PostStill would be cool to have Nemesis playable in Hazardous Battle.
Also wouldn't REmake quality backgrounds look very out of place in a PS1 based engine with the lower poly models and primitive lighting to begin with? The old school background approach is a much better decision IMO. I would imagine everything would go alot quicker anyway in terms of building the backgrounds, so you can just focus mainly on the technical side of things.Last edited by Gemini; 07-20-2015, 09:26 AM.
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You've got the cleaners in there, nice. I was going to suggest/recommend implementing maybe a playable boss (Nemesis?) just as the Dino Colosseum in DC2 allowed you to play as the raptors, T-Rex, and even a tank. Even if it's just Nemesis equipped with a rocket launcher would make for a pretty cool unlockable character. Just give him two forms of attacks, shooting the rocket and using his rocket launcher as a melee weapon, simple enough. Do you plan to release any teaser footage showing the cleaners in action?
Heh, just realized this is for BTM not the battle game lol. Still would be cool to have Nemesis playable in Hazardous Battle.
Also wouldn't REmake quality backgrounds look very out of place in a PS1 based engine with the lower poly models and primitive lighting to begin with? The old school background approach is a much better decision IMO. I would imagine everything would go alot quicker anyway in terms of building the backgrounds, so you can just focus mainly on the technical side of things.
Glad to see this project is still going strong.Last edited by VirusPunk; 07-19-2015, 11:24 PM.
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A few specific updates on Behind the Mask, while I wait for more material from the 1.5 sewers to be produced:
These two pictures were posted on Twitter a few days back to indicate that I kinda made progress on my side of the work. The main thing is that I have finally put myself out of procrastination mode and reversed pretty much fully the HMD format, which the original uses to store virtually any resource. I also figured out the compression involved with some assets, which was lame as hell and already used in another of TOSE's projects.
This mean that I currently have, with the exception of Hypnos (will be handled with a revision of the COLLADA exporter), a full plate of assets to play with and produce data compatible with Squeeze Bomb. While this is good to have straight rips of the GS cast (i.e. I didn't use ugly DirectX/OpenGL grab rips with messed up proportions, but that was like that from day 0), it also introduces a little possibility of progression due to the current non availability of Sonic Blue (ATM busy doing work for his portfolio): I can actually build a special version of the game with bare bone 3D environment rendering à la Dino Crisis, then prerendered can be implemented as soon as the backgrounds kick in (NOTE: we agreed to downgrade the style to classic, REmake takes way too much time). While it isn't really much of a significant update, it's at least a good way to fill the holes and proceed into actual planning & scripting as the engine became way more stable and mature during this year of work.Last edited by Gemini; 07-18-2015, 11:47 PM.
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Guest repliedOriginally posted by Gemini View PostThat's what hard normals look like on the original model. RE6 applies a similar effect on EX outfits, which I tried to reproduce without the heavy specular. I'm still evaluating whichever works better in the end. These are the same models with hard normals on the left and phong-tagged on the right:
Classic Jill is kinda hard to tell apart from her DS counterpart.
I doubt. She and Chris already got enough outfits.
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