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Messages - 20EnderDude20

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1
Project announcement / Re: Sonic Z-Treme
« on: September 01, 2018, 03:04:10 am »
With Ponut's edit, I think the main cause was because almost everyone played it in an emulator, making the controls feel unnatural. Even that guy on SEGA Driven used an emulator, and he said the controls were jerky. So that might not be because of the game, it might be because of the peripherals most people are using.

2
Project announcement / Re: Sonic Z-Treme
« on: September 01, 2018, 01:29:43 am »
One thing that might have made the game have negative reviews was that the pseudo fish eye effect has a slight effect that isn't even that noticeable. Is this a limitation also?

3
Project announcement / Re: Sonic Z-Treme
« on: August 31, 2018, 09:29:17 pm »
I’m guessing that most of the negativity comes from virtually everyone using the d-pad and not the analog pad. You should probably add a small annotation that the analog pad controls are better. Also, why would they dislike it? Sonic Z-Treme is a great project!

4
Project announcement / Re: Sonic Z-Treme
« on: August 31, 2018, 03:30:05 am »
I've been excited for Razor and Zenon to put the game on their channel! However, they didn't showcase Metal Sonic, nor the pseudo fish-eye effect :7. In the meantime, I've made a square 24 pixel icon to replace "LIVES".

5
Project announcement / Re: Sonic Z-Treme
« on: August 29, 2018, 11:37:09 pm »
However, when I tested the overdraw bug on MAME, it seems to be that the overdraw bug is non-existent, but when I tested the bug on Yabause, the bug was coded in. I wish there were one emulator that had all of these bugs put into consideration so that I wouldn't have to switch between two emulators. -.-

6
What did you use?

7
It looks like you've used this pseudo-polygon effect in your latest build of Sonic Z-treme, and It looks nice so far! I see that you've used 11 polygons for the shadow, looking though the VDP 1 debugger in Yabause  ;D.

8
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 07:04:33 pm »
The green bug also works

9
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 06:53:59 pm »
The Gouraud bug works in mame!

10
The Atari 8 bit line also offered the ability of the sprites to be used as an overlay to make real color in high res mode. Even transparency existed before the 16- bit generation ;).

11
So, why doesn't the mesh effect create artifacts that the apple II and Atari 8 bit line used often for color (green and pink) in high-res mode?

12
Is SCART basically RGB in another form factor?

13
Project announcement / Re: Sonic Z-Treme
« on: August 19, 2018, 01:06:26 am »
So, is there anything to comment on the progress of sonic z-treme? I would like to know. Thanks.

14
But yet again, that 16-frame system might work. You just need the value of the angle of the camera, and you’re pretty much good to go.

15
What's better, dithering, or over-transparency? In my opinion, I would choose something that is real vdp1 transparency, and not the same screen door method that's been used since the genesis. The designers never had the intention of the output being precise, but with s-video, I would rather stick to real transparency, simply because it gives the Saturn a chance of having transparency. Oh, yeah, and I think the n64 can only do 50% transparency because mario in sm64 uses dithering when using a secret warp, so we shouldn't get too ahead of ourselves.

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