Games weren't easy in the "good old days". Far from it.
Yeah...they were insanely tough. Gigantic square hitboxes that stretch outside of your the sprites was a big part of the problem. A lot of the time there was just overall bad design. Lots of times bugs/glitches would cause cheap deaths. Also, they were just generally difficult. Megaman, Ninja Gaiden, and Duck Tales, to name a few.Games weren't easy in the "good old days". Far from it.
Don't blame the models, if SRB2 didn't have the damn poly-limit there would be SO much more I could do. I respect your opinions D00D64, but how come everytime you talk about the community effort you got to trash models? They take time and effort just like anything else......outside of allowing more support for those cold, soulless walking statues you call MD2s.
Don't blame the models, if SRB2 didn't have the damn poly-limit there would be SO much more I could do. I respect your opinions D00D64, but how come everytime you talk about the community effort you got to trash models? They take time and effort just like anything else.
Effort =/= good
MD2s are completely soulless; the animations are stiff and sometimes choppy, faces never change, and it feels out of place in a game based off Doom. Models look and feel like something from the Atari Jaguar or something. I'd much rather have my well drawn and animated sprites, for while they are pixelated and in a 3D enviorment, at least I get some sense of character out of them, and not the feeling that I'm controlling a mindless puppet.
I'm sorry; it's not the polygon limit that really is doing it. There is something to well-made hand-drawn sprites that is absent from even the most advanced models in games today. That something is quite frankly absent from even the quite excellent 3D model of classic Sonic that SEGA is using in Generations, and even without our engine limitations there would be no way to get around that in SRB2. I find games like Muramasa and Valkyrie Profile to be far prettier than their 3D contemporaries, and it's almost entirely because of their usage of extremely well-made sprites instead of 3D models.
woah, shots fired. I may be missing something, but was there any need to totally bash MD2s?Effort =/= good
MD2s are completely soulless; the animations are stiff and sometimes choppy, faces never change, and it feels out of place in a game based off Doom. Models look and feel like something from the Atari Jaguar or something. I'd much rather have my well drawn and animated sprites, for while they are pixelated and in a 3D enviorment, at least I get some sense of character out of them, and not the feeling that I'm controlling a mindless puppet.
woah, shots fired. I may be missing something, but was there any need to totally bash MD2s?
I apologize for jumping in, because there is something I'd like to add to this.
I think loops would be cool, although they don't seem like they would fit in with the normal levels, they don't HAVE to be in them, do they? They can just be for map makers.
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Seems like nobody even knows, but 2.1 will be released when CEZ is finished, and CEZ is almost finished at this moment.
but 2.1 will be released when CEZ is finished
and CEZ is almost finished at this moment.
So is OpenGL gonna get cut or is adding slope support to it in the list of "things to do before releasing 2.2"?
woah, shots fired. I may be missing something, but was there any need to totally bash MD2s?
yeah, I just realized that last night haha. I suppose it wasn't really my place to say anything, either. So I apologize ^.^If you read the post dates in this thread, all of the discussion here in this thread took place over 4 years ago. Furthermore, a good chunk of it doesn't even apply anymore - v2.1 includes skyboxes in both renderers, and slopes for the software renderer have been made and tested but not released to the public yet.
As for loops though... apart from sprite problems, loops are a wonky thing to support in 3D Sonic games anyway. It's either give the player complete control (and freedom to fall off stupidly easily), or force the player to go along them making them effectively cutscenes. They worked in the 2D games, sure, but they just don't translate well when you add a 3rd dimension to the mix.
I wouldn't mind OpenGL being removed if Software performed halfway decently on Windows 7+ computers...the extremely wobbly camera with chasecam on in Software mode kills it for me. It's impossible to get a good focus on gameplay when everything around you is shaking.犬夜叉;771975 said:Considering the one person that was the driving force behind making OpenGL actually work decently was kicked off the development team, I'd say it'll either get removed or remain a barely working husk ... kind of like OpenGL back in early 2.0 days.