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August 10, 2022, 04:15:00 PM

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesLarge-Scale Vehicular Stealing[FINISHED] **Proper Installer**
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Author Topic: Large-Scale Vehicular Stealing[FINISHED] **Proper Installer**  (Read 56748 times)
seregrail7
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« Reply #20 on: August 16, 2008, 04:34:07 AM »

Gosh.  Looking better still.

How're you getting along with mission-related coding?

Working on it now. Missions will essentially be a case of getting some randomly generated text telling you to kill someone, and the reason you have to. From there and arrow will point to the screen you have to go to to get there. Once you get to him there'll be a mini game where you have a shoot out with him.
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Josh R
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« Reply #21 on: August 16, 2008, 04:49:04 AM »

The recent car jacking screenshots you posted make this game look amazing, good luck!
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Eclipse
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« Reply #22 on: August 16, 2008, 06:12:04 AM »



maybe you would at least redo the font because it's just too detailed to be plausible (too hires, and it has even antialiasing)
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seregrail7
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« Reply #23 on: August 16, 2008, 06:45:48 AM »

That's just a default font, haven't created a proper one yet. It's on the list, this is still WIP.
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Hideous
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« Reply #24 on: August 16, 2008, 10:26:46 AM »

Also the cellphone in that pic is too modern. Remove the screen and make it black.
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seregrail7
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« Reply #25 on: August 16, 2008, 10:50:49 AM »

Any 80s Cell I've ever seen was grey, and they did have small screens on them to display the number you are dialing.

Anyway it's irrelevant since the HUD isn't even finished yet.
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Nickenstien
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« Reply #26 on: August 16, 2008, 08:53:51 PM »

New features update:

* Everything running in real NES resolution. All done at NES native 256*240 then double scaled at render-time to 512*480, snugly fitting our 640*480 screen/window, with a 64-pixel wide border at each side.

* Finally reworked my street background to use NES capable tiled graphics.

* All sprites now use 16 colours.

* Added in a sprite flicker routine. So that when more than 64 sprite cells (8*8 ) are visible, it rotates which ones get dropped out, just like games had to do, in order to deal with the 64 cell limitation of the NES OAM-Hardware-sprite memory.


This afternoon I had a few hours free to work on a new spangley feature:

THE OLD 80’s PORTABLE TV EFFECT!

The problem for me whenever I play an old game on an emulator is that it just doesn’t feel the same. A large part of this is because you see it on a monitor with crystal clear colours and razor sharp pixels.

So let’s not just emulate the old console hardware. Let’s emulate what it was actually like to play in the 80’s on a crappy portable TV.

When I was playing on my c64 or NES back in the 80’s, it was very rare that I was ever allowed to use the BIG TELLY in the family living room. In fact it was only when my parent’s were out and the babysitter was taking care of us.

So I always played on the old crappy portable TV with a wobbly v-sync. Due to the crappy RF cables leading to the TV, the image was always screwed by anything emitting a radio pulse. The major culprits were my mam with the hoover (constantly), my sister with the hair-dryer or my dad with the lawnmower.

So now this game doesn’t just emulate the NES hardware, it also emulates 80’s portable TV’s and the experience of being a kid in the 80’s, trying to get a good reception with everything else in the house buggering up the picture. That’s just about as retro as I can make it. Wink

Some screens, with the portable-TV effect going nuts:











Cheers,
Nick



« Last Edit: August 16, 2008, 09:45:30 PM by Nickenstien » Logged

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cyber95
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« Reply #27 on: August 16, 2008, 09:03:52 PM »

Will there be an intensity setting for old TV settings? Because those screens you posted made it seem like it'd be hard to play.
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Nickenstien
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« Reply #28 on: August 16, 2008, 09:05:19 PM »

Well, that is kind of the point here, cyber95. Wink

In the 80's it was bloody tricky to play your games when everything around you interfered with your crappy portable-TV's recepion. Smiley

But don't worry, the shots are just showing the effect at max, simulating my mam hoovering right next to the TV. Wink

« Last Edit: August 16, 2008, 09:35:53 PM by Nickenstien » Logged

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Melly
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« Reply #29 on: August 16, 2008, 09:43:19 PM »

Haha, that looks amazing.
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Türbo Bröther
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« Reply #30 on: August 16, 2008, 10:36:56 PM »

I still have a portable television that screws up the scanlines on just this one shade of blue. Will this effect be selectable? You could have multiple television types each with one defect that may or may not be crippling.
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sergiocornaga
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« Reply #31 on: August 17, 2008, 02:29:48 AM »

I'd love to see some colour bleeding.
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TheMeatyBall
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« Reply #32 on: August 17, 2008, 03:21:35 AM »


 :D
« Last Edit: August 17, 2008, 04:10:15 AM by TheMeatyBall » Logged
Nickenstien
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« Reply #33 on: August 17, 2008, 04:19:56 PM »

I still have a portable television that screws up the scanlines on just this one shade of blue. Will this effect be selectable? You could have multiple television types each with one defect that may or may not be crippling.

Currently it simulates three different kind of interference effect, and varies them over time. I may add extra effects, time permitting, of course. The game is taking precedence at the moment. Smiley

I'd love to see some colour bleeding.

You're in luck. Wink

« Last Edit: August 17, 2008, 04:24:17 PM by Nickenstien » Logged

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Nickenstien
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« Reply #34 on: August 18, 2008, 08:05:49 PM »

A quick update:

We have been working hard on the mission based gameplay recently.

But also, we have been pissing around with Pixel-Shaders, so here is a new version.

* Eye-melting effect toned down.
* NEW PIXEL SHADER FEATURE ---- COLOUR BLEEDING!!!! :D (For the BROKEN TV effect.) Wink


 (This shot is an extreme example.)


And for the first time - A PLAYABLE DEMO!!! (Controls Z=PUNCH, X=KICK):
http://www.cgempire.com/nick/LSVS/19_08_08/LSVS.rar

(Requires .Net XNA type bollocks to be installed. It's a pain in the arse, I'm well aware. Sorry.)
« Last Edit: August 18, 2008, 08:09:06 PM by Nickenstien » Logged

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nayon
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« Reply #35 on: August 19, 2008, 07:53:35 AM »

AWESOME!

Will you be releasing the source of this after you're done?
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Nickenstien
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« Reply #36 on: August 19, 2008, 11:55:28 AM »

Hadn't really thought about that. Maybe?
(Although half of the code is Seregrail's so it would be up to him as well.)
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Türbo Bröther
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« Reply #37 on: August 19, 2008, 08:17:04 PM »

(This shot is an extreme example.)
*image*
Large-Scale Vehicular Stealing will use revolutionary ChalkRender technology for its visuals.
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Nickenstien
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« Reply #38 on: August 20, 2008, 08:52:15 PM »

(This shot is an extreme example.)
*image*
Large-Scale Vehicular Stealing will use revolutionary ChalkRender technology for its visuals.

Hehe Smiley

Yeah, it does look like chalk and crayon when it goes nuts!

It has since been refined a great deal (to stop exploding peoples eyeballs). New finalised portable-TV-Effect will be ready soon. Smiley
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Nickenstien
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« Reply #39 on: August 23, 2008, 02:36:47 PM »

Large Scale Vehicular Stealing, now with...

PEDESTRIANS!





Wink

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