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goldy/gmg aka lopez453

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About goldy/gmg aka lopez453

  • Birthday 05/16/1980

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    Banska Bystrica, Slovakia

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  1. I am interested in three if still possible, with shipping to Slovakia. Thankx
  2. I have exactly the same SECAM console with NTSC TIA. The tuned picture was distorted and unable to properly sync even on a old CRT that supports secam so I started tinkering. I built this mod, enabled color mode by lifting pin 21 of IO chip, connected TIA pin 10 color adjust to a 500kohm trimmer. Picture is nice and clean except colors that are fading from red on the left side to the blue on the right side. I ordered the proper NTSC crystal. @student did you get a properly working color output without changing the crystal?
  3. nice find, the hints are mentioned somewhere IN the webpage ?
  4. Tell them the truth, You don't have time because You work on porting.... ?
  5. In a game it is probably confusing and Globe will probably explain what could go wrong during pixel rounding etc. But in real life my shoulders are quite wider than my head where the eyes are placed. So I can be shot to my arm that protrudes the corner I do not see behind. If we were Electronic Arts we could easily call it a real world feature and not a bug. I suggested to include microtransactions and loot boxes during development, but Globe just kept staring at me for a while and then told me to get out. ? It looks like we are not like EA and probably will take a closer look at players look(ing)...
  6. During development, Marco did already ask, and the released version is much more forgivable. IIRC: More ammo, less damage taken, more damage dealt , you can survive 3 explosions of "land mine"... And Lego asked to make it even easier by using keyboard in a specific way.
  7. Is there someone not playing with the game, but actually playing the game and trying to save the world ? It can be accomplished in 20 minutes if You know where the enemies are, but normally in about hour or two. Personally I am not sure if quick turning will help. It was already mentioned that more tactical and slow aproach is needed. Look from Your current location, and use strafe/turn to look if it's safe to enter a door/corridor, probably wait a little bit if a patrolling/moving enemy won't appear... take Your time. If you enter a'la Rambo style and just then try to figure out where is the attacker, it's too late.
  8. that was my point that the futher the floor, the darker it should be, not only mathematically but visually. The checkerboard pattern even if mathematically correct, visually some pixels just looks brighter in a similar way like in the illusion above. "Blake Stone's ceiling tile effect" is currently not possible as Globe already said. The table is just what to draw, when there is no wall. Currently the floor and the ceiling are not rotating. And not using any texture/tiles for floor/ceiling hides this fact. Adding just textures would look strange as they will always lead in same direction and only the walls will be turning - a show stopper. Doing rotable floor, ceiling, city skyline needs a lot of additional coding and would eat more CPU causing lower FPS.
  9. Yeah we tried the checkerboard before, but it looked "weird" beacause of optical illusion/human brain confusion illustrated below. (the circles have same real brightness but are percieved diffrently) If you don't like castle turret, you can try to alternate one 2 line high stripe of full color and one 2 line stripe of checkerboard 65 56 - checkerboard 55 55 - fullcolor 54 45 - checkerboard 44 44 - fullcolor etc. or 65 56 - checkerboard 55 - fullcolor 44 - fullcolor 43 34 - checkerboard 33 22 21 12 11 00
  10. And I promise the last one, but more accurate representation. 25fps, 16 color and some "comic book" & Gaussian blur filters to smooth out the grass to avoid "texture noise"... Includes original footage at the end for comparison. My whole point is that trying to match the real world does not always produce better results. And sometimes "reduced"/optimised game world design can make the game more fun and playable, even if not visually matching reality (considering GFX limitations of HW). And Yes, I looked very suspicious and strange while shooting that footage ?
  11. nooo, probably sth. like this: actually I tried to downscale the video in the converter and it looked like screenshot above, so to provide actual 8bit experience, I had to leave it at fullHD quality and use 24x pointilize effect so 24x24 pixels are joined into one huge square, making the virtual 80 pixel wide resolution.
  12. me.... just curious how the world could look if the color depth and resolution are the only limit.
  13. same scene emulated in 80x25 resolution and only some sprite coloring - objects or enemies.... ) and I DID NOT reduce the greyscale to only 16 shades. You would really need to come close to the wall to appreciate at least some details in textures and MAYBE be able to distinguish between Hitlers and Stalins posters ?
  14. btw, when developers were working on Uncharded 2, they visited desert to study the movement of the sand. it was figured out, that sand flows - it behaves more like liquid than as a hard material. So in order to do our research properly, give us some time and we will get back to that problem when we finish cardboard model of the game world ?
  15. i wonder how many people will actually walk outside and try it. hmm superb resolution, smooth motion, nice colors, but if i turn too much and fast, I got dizziness and black dots. Is that normal or is my matrix broken?
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