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isufje

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Posts posted by isufje




  1. -Little update
    Beta Testing Underwater Mechanics for Bubble Woman Stage. If I end up having performance issues i will decrease the amount of fish rendered. Also I might end up changing the way the bubbles look to be more realistic... Sorry if anyone is still waiting for Game Updates, but I've been so busy with Job/Work that I haven't had any time to do much of anything except a whole bunch of nothing :(

  2. y002a.pngy002b.png

    y002d.pngy002c.png

     

     

    (no intro) - http://205.196.120.223/yza3b1m82a3g/sa5myb891jyrqhp/RBR_105e_NO_INTRO.iso [15.4 MB] <-(smaller file size)

    source - http://205.196.122.28/ltb12dlqgchg/q43y6yl3frlbkbw/source_105e.rar [308 KB]

     

    Here's another update. I've just added PLANT WOMAN. THANX RADIX for the character design and the idea of slinging Roll across the stage. (which is not in this video BTW, I died to soon before I could get tossed...)


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    They sound OK, but not quite as good as the PSF selection i have to choose from. I would suggest using your own Sound fonts instead of general midi.

     

     

     

    How about Hydro Woman? A woman of the water, maybe a mermaid perhaps?

     

    Have you played Megaman Lately?

     

    MM9 [splash Woman]

    250px-SplashWoman.jpg

     

    Before I start putting in water Bots, I need to program some Water Physics first.


  4. The Midi's nice, but I think it'd sound better if you used better instruments. As much as I love general midi, you can always do better.

     

    if I close the emulator mid-game, the music continues, which is kind of weird since I closed it.

     

    If the music is still playing, Check your Task Manager/Process tab. You'll notice that the Emulator isn't really closed, it's just not visible. This happens if you try to close the window while playing, instead press ESC then close.


  5. Try using ePSXe. http://www.fantasyanime.com/emuhelp/emuhelp_epsxe.htm <-that link will help you out with how to setup the Emulator.

     

    As for the music, I'm just browsing the existing PSF library available on the NET and picking/choosing what I find sounds good for each boss fight.

    If you want, Play the game first, then tell me if you can compose something more fitting for a particular Boss Fight. If you can, Post IT in the Format of Midi/SF2. I'll definitely listen to it, maybe others will listen too. If it's cool, I'll use it.


  6. http://205.196.122.120/64ao7xdy6kog/i131kpsb7y6y22r/RBR_104c.ISO

    http://199.91.153.113/ftdmb6k1569g/x79vxnbbbo7mr9r/source_104d.rar (source code)

     

    Here's an update. SLash Woman is all in! Thanks to LS_Dracon for his contribution (Sorry it took so long ^_^) I haven't really debugged this one thoroughly, so if anyone finds something wrong, just post it. I'll read it. Thanks.

     

    dzq005a.png


  7. I'm wondering how you achieved to do textured TMD model and animation !

     

    Well first off, thanks for those kind words. I'm glad you like it.

     

    As for the texturing, I first started only using rsdtool. I would use windows Magnifier to assist me with mapping each individual polygon face manually. I actually did Roll and ICE WOMAN this way, completely.

     

    Later on I started to mess with an old 3D Studio R4 (DOS) plugin call TOD_I.KXP

    It was a plugin created by Sony to assist 3D Studio users create TOD animation. But it also lets you output textured RSD models. I took advantage of the latter feature to created my own fully textured characters. Both Guts Woman and Bomb Woman were created this way. But you still have to use RSDTOOL to verify texture alignment.

     

    I also found out that Metasequoia outputs RSD models with texture coordinates, but I found this program/method to be to complicated to use. I actually got it to work eventually, but I don't think all the effort put forth was worth it.

     

    But just because I can't use Metasequoia doesn't mean you can't. Just check out this guy's work -> http://z4.invisionfr...wtopic=372&st=0

     

    He does a really good job with Metasequoia.

     

    screenbu.png

     

     

    As for animation, I use Milkshape. I use the Joint feature to manipulate the model. After that I use MIMEFILT.exe to output a Vertex Differece File or .VDF Then I use the standard Mime Function Library (MIME.c NMIME.c MIME.h NMIME.h) to animate it via source code.

     

    Only problem with this method is that it's very CPU intensive. But the bright side is that you can accurately calculate assumed frames realtime.

    It is also possible to calculate multiple models before hand and just call them later which would solve the CPU drain, but I still haven't gotten around to doing this yet ^_^...

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