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Messages - XL2

Pages: 1 2 3 [4] 5 6 ... 23
46
Project announcement / Re: Sonic Z-Treme
« on: July 25, 2018, 05:46:44 pm »
Not in the near futur for sure, I won't have time to implement different gameplay.

47
Project announcement / Re: Sonic Z-Treme
« on: July 25, 2018, 03:00:33 am »
The maps are rather small, there is no challenge if Tails can go high.
I guess I could allow to only fly higher once and then keep flying until you touch the ground or something like that, but I will see I need to focus on my culling and collision code for now anyway.

48
Project announcement / Re: Sonic Z-Treme
« on: July 25, 2018, 02:12:48 am »
No rush, I don't think I will have time to integrate Tails anyway.
But I feel Tails would be overpowered if he can fly, so I have to think about that too.

49
Project announcement / Re: Sonic Z-Treme
« on: July 24, 2018, 01:53:12 pm »
Thanks.
Where the arms intented to swing this way?

50
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 23, 2018, 05:26:44 pm »
You can add a buffer frame or you can fix the loop code.
I fixed that in my own version, but I won't have time to fix that here until a couple of weeks.

51
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 23, 2018, 05:01:30 pm »
I know there was a bug in that version, but as far as I can remember it would still write the file.
Just modify the loop function where it checks all the animation and just change the ending condition to fix this issue.
Make sure also you have all the needed files in your folder else it will crash (so if you are doing 1 to 40, make sure you have 1 to 40, if you're not sure just duplicate the last one for testing - like 40, 41...).

52
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 05:02:43 am »
Only use the ztp file.
Make sure your normals are in the correct position in blender (activate backface culling in Blender).
And again, please move your questions about the converter in the converter topic, not here.

53
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 03:41:56 am »
It wouldn't compile, so are you sure you didn't delete it by accident? Also, please for questions about the converter use the other topic so that we can keep the relevant info there.

54
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 01:58:37 am »
Please just burn it with fire!!

55
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 01:18:42 am »
It doesn't even read the mtl file.
Read every post in the other topic about the converter, I think it was all explained there.

56
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 01:09:10 am »
My converter doesn't read RLE compression, so I guess that's your issue.

57
Project announcement / Re: Sonic Z-Treme
« on: July 22, 2018, 09:12:19 pm »
Nice!
I am not in front of my pc for the next week or so, so I won't be able to test it.
Did you try it within an emulator?

58
General Jo Engine Help / Re: Why is this skipping?
« on: July 22, 2018, 08:09:26 pm »
Yeah, I would keep a large buffer if I went that route.
Compressing the visibility data is another good solution, as seen in Quake with the RLE compression.

59
General Jo Engine Help / Re: Why is this skipping?
« on: July 22, 2018, 03:44:56 pm »
Wow, nice!
Good to know you are getting it to work.
I'm mainly interested in streaming data, so to know that you can expect 4 sectors per frame at 60 fps is great.
You could do something a bit like Crash Bandicoot where you stream the visibility data to have 0 overdraw, which means you could fill the screen with polygons at a decent framerate.

60
Project announcement / Re: Sonic Z-Treme
« on: July 22, 2018, 01:17:10 am »
If you can find a way to reduce the number of vertices under 200 and use as few textured quads as possible (I would suggest to not use any textures on the tails), sure!
You can find my model converter in another post and play with it to understand how it all works.

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