is same field of view for all. can use method to get other result if want.
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Thanks B.Zork I've always had a feeling that the original RE1 uses a narrower camera than 2 & 3 and Capcom returned to a narrower lense for REMake and 0.
Also, in the pre-rendered RE games there was always a pause of a few frames between every camera switch. Can you tell if this is an intentionally added delay or does the PSOne need that time to get a new background onscreen?"Stories of imagination tend to upset those without one."
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Thanks Mikhail. I'm just watching some gameplay of the original on the PC and it feels odd watching the camera switches without the pause.
I've always been curious to know how other engines handled pre-rendered backgrounds on the PSOne. Alone in the Dark 4 had much larger pauses, but then it was bringing in multiple versions of each background at different lighting levels, whilst Evil Dead: Hail to the King had no pauses and a larger colour palette."Stories of imagination tend to upset those without one."
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Originally posted by Jimmy_Jazz View PostThanks Mikhail. I'm just watching some gameplay of the original on the PC and it feels odd watching the camera switches without the pause.
I've always been curious to know how other engines handled pre-rendered backgrounds on the PSOne. Alone in the Dark 4 had much larger pauses, but then it was bringing in multiple versions of each background at different lighting levels, whilst Evil Dead: Hail to the King had no pauses and a larger colour palette.Last edited by Mikhail; 05-19-2014, 10:46 AM.
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hello forum friends to alleviate waiting game I bring a gift are the resident evil versions 1y2 alpha and beta of the game that has debug menu there are only two part bug where if you talk to your friend hurt the character does not move using debug menu to the solution, if you read a document from one closed the game freezes.
Now the link:
Last edited by Jesus Romero; 05-20-2014, 06:50 PM.
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Originally posted by B.Zork View Postis fun when some files is maybe a file i make.
anymore final question for documents? i think maybe editor finish write and answer next week or something
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I wonder how they will handle the difficulty balance with the variety of weapons- mainly concerning the two fully automatic weapons. With the inclusion of the additional assault rifle, I wonder if the uzi will have a standard clipsize with obtainable ammo sparely placed throughout the game. I strongly support the single space size of it also- the SUB machine gun should not take more space then the customized SHOTGUN. I'm quite certain the AR will have the percentage system but will the uzi too? If its character specific, I'm sure either would be Leon exclusive but that doesn't quite answer my balancing question. Would it really be worth it to push one of them to an unlockable special weapon? I wouldn't think so.
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