posted a thread covering everything I know about Nintendo's "Game Processor" system. features patents, game footage + images, cartridge info/pinouts
I'm finally getting back to work on an older project, feeling rejuvenated and way more confident about 3D-modelling a character.
Starting with a spline wireframe - this definitely adds more time, but it also takes a *ton* of guess work out of the modelling process for me. Way easier to tweak details and get the general forms to feel right.
I also extremely need to play with NESmaker, especially now that scrolling has been implemented http://www.thenew8bitheroes.com/
Guess who's 100% toying with GB Studio and dreaming about tiny Game Boy RPGs tonight. https://www.gbstudio.dev/
Unfortunately, GoldSrc's animation limits are something I can't overcome without direct access to the engine, so my attempt to get GoldenEye animations into Sven-Coop ends here.
It's a bummer, but honestly I'm surprised I got this close. The animations work! Half-Life skeleton rigs can technically use them! The issue is the engine itself.
In my attempt to get a GoldenEye animation in-game, I managed to squeeze one down from 90 frames @ 30 fps, to 18 frames @ 6 fps. For an animation like this, the results were promising.
Differences are plainly visible when placed side-by-side, but the reduced version sticks remarkably close to the original.
Audio/visual artist, tip-toeing haphazardly into gamedev. Follow me on my journey as I break all the things. 💪🦊✨
Cis, He/Him! 🌹
Game development! Discussions about game development and related fields, and/or by game developers and related professions.