Null updates, info, and development.
Moderator: PC Supremacists
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
Today was a great day in history for DC Development (haha, for me actually). . .
Today, thanks to Tvspelsfreak, I fixed a stupid mistake I made that pretty much ruined the game.
After I was back on track, I went through and ported the rigorous work of MarauderIIC and me. That's right. The blood engine.
Lemme tell you, I'm so impressed. I knew we didn't work on it all for nothing. I also didn't think all of that dynamic allocation and crap would go too well on the Dreamcast. I'm both surprised and impressed with the results.
I was able to pull ~6,000 particles on screen. I could've pulled more, but I didn't see the need.
Realistically, the engine can do ~3,000 - 4,000 before framerate drops. It doesn't even slow down too much at 6,000.
It also has support for any size poly that you desire as well as any color of the rainbow.
On the note of the colors. There are a total of 7 combinations of colors that have the nice fading affects. Any other color is completely possible and will still look damn good, they just won't fade out.
So, here are some screenshots of the engine in action on the DC:
Tons of red bloodspray.
Transitioning from red to green particles.
Transitioning from green to blue particles.
Another interesting thing is the fact that you can actually see the particles affect the framerate. I can watch the green bar slowly start to creep down as I make more.
And also, don't judge anything by the images except for the number of particles it can do. It wasn't meant to be pretty by any means. It will look awesome when I'm done, those shots were just to show off what I've got so far.
The DC pulled more particles than every computer in my house except for mine and my dad's laptop (both Pentium 4s with well over 2 Ghz). I'm sure it can outdo that closet computer of JSL's any day... :guffaw:
Today, thanks to Tvspelsfreak, I fixed a stupid mistake I made that pretty much ruined the game.
After I was back on track, I went through and ported the rigorous work of MarauderIIC and me. That's right. The blood engine.
Lemme tell you, I'm so impressed. I knew we didn't work on it all for nothing. I also didn't think all of that dynamic allocation and crap would go too well on the Dreamcast. I'm both surprised and impressed with the results.
I was able to pull ~6,000 particles on screen. I could've pulled more, but I didn't see the need.
Realistically, the engine can do ~3,000 - 4,000 before framerate drops. It doesn't even slow down too much at 6,000.
It also has support for any size poly that you desire as well as any color of the rainbow.
On the note of the colors. There are a total of 7 combinations of colors that have the nice fading affects. Any other color is completely possible and will still look damn good, they just won't fade out.
So, here are some screenshots of the engine in action on the DC:
Tons of red bloodspray.
Transitioning from red to green particles.
Transitioning from green to blue particles.
Another interesting thing is the fact that you can actually see the particles affect the framerate. I can watch the green bar slowly start to creep down as I make more.
And also, don't judge anything by the images except for the number of particles it can do. It wasn't meant to be pretty by any means. It will look awesome when I'm done, those shots were just to show off what I've got so far.
The DC pulled more particles than every computer in my house except for mine and my dad's laptop (both Pentium 4s with well over 2 Ghz). I'm sure it can outdo that closet computer of JSL's any day... :guffaw:
Last edited by Falco Girgis on Fri Jan 21, 2005 8:11 am, edited 2 times in total.
- MarauderIIC
- Respected Programmer
- Posts: 3406
- Joined: Sat Jul 10, 2004 3:05 pm
- Location: Maryland, USA
- spideyspiderman2000
- Chaos Rift Demigod
- Posts: 1177
- Joined: Fri Sep 17, 2004 9:28 pm
- Location: Stupid Kansas
- Contact:
This made me think that there would be no enemies.GyroVorbis wrote:The hell? Whoever said anything about no bosses or enemies. You'd dang well better believe this badass square will have foes to do battle with!
Null
The epic journey of one badass square.
See?Gyrovorbis wrote:So no, no characters/enemies/bosses whatsoever.
I HATE Jack Thompson!South Park wrote:Mr Garrison: Okay class. Can anybody tell me what "Sexual Harrassment" is?
Cartman: Isn't that when you're having intercourse with a special lady friend, and some other guy comes up behind you and tickles your balls?
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
It's amazing how quickly people change their minds. Hell yeah there will be enemies. ^_^spideyspiderman2000 wrote:This made me think that there would be no enemies.GyroVorbis wrote:The hell? Whoever said anything about no bosses or enemies. You'd dang well better believe this badass square will have foes to do battle with!
Null
The epic journey of one badass square.
See?Gyrovorbis wrote:So no, no characters/enemies/bosses whatsoever.
- spideyspiderman2000
- Chaos Rift Demigod
- Posts: 1177
- Joined: Fri Sep 17, 2004 9:28 pm
- Location: Stupid Kansas
- Contact:
- Orgodemirk
- Chaos Rift Devotee
- Posts: 784
- Joined: Fri May 21, 2004 7:05 pm
- Location: <pos>
- Contact:
I am the new 1337 beta test0r or
Gyrovprbis wrote:constructive bitcher
Last edited by Orgodemirk on Sat Jan 22, 2005 10:15 am, edited 1 time in total.
A glitch?
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- Orgodemirk
- Chaos Rift Devotee
- Posts: 784
- Joined: Fri May 21, 2004 7:05 pm
- Location: <pos>
- Contact:
I missed something...
Well, I think the blood should be blue. After all, it's ablue rectangle.
hrrmm...
Wouldn't it be cool if you made a character select screen and had like blue rectangle, red rectangle, yellow circle, green triangle, lime green parallelogram, ect.
Well, I think the blood should be blue. After all, it's ablue rectangle.
hrrmm...
Wouldn't it be cool if you made a character select screen and had like blue rectangle, red rectangle, yellow circle, green triangle, lime green parallelogram, ect.
Last edited by Orgodemirk on Sat Jan 22, 2005 9:49 pm, edited 1 time in total.
A glitch?
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- Orgodemirk
- Chaos Rift Devotee
- Posts: 784
- Joined: Fri May 21, 2004 7:05 pm
- Location: <pos>
- Contact:
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
I'm posting to tell everyone that I resign my position as Null Level Editor Creator. I should not have to make every tile Transparent that needs to go in null, the tile rippers should. But still, I would have, just provide me with the program and show me how. I'm being lazy for not wanting to download the program? Aight, I'm lazy. But I'd still have done it. I'm tired of having to do manure that is not my job. I'm going to go, take my editor, and make myself a blitz side scrolling game. Anyone with a version of a Null Level Editor, be happy, becuase that's the last NULL editor that'll be made from me. You can go and make JS Lemming do it, or make one yourself Gyrovorbis.
Oh, and MAKE YOUR OWN DAMN TILES TRANSPARENT!
Oh, and MAKE YOUR OWN DAMN TILES TRANSPARENT!