Behind-the-scenes: Adventures in Game Development 18

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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Falco Girgis on Thu Jan 05, 2012 4:40 pm

N64vSNES wrote:
GyroVorbis wrote:
N64vSNES wrote:Will there be lots of Dreamcast? :)
More Dreamcast than most of you ever hoped to see in your lives... SH4 assembly...

Plenty of FTRV's and FIPR's I assume ;)
Actually, that's exactly right.
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby N64vSNES on Thu Jan 05, 2012 5:28 pm

GyroVorbis wrote:
N64vSNES wrote:Plenty of FTRV's and FIPR's I assume ;)
Actually, that's exactly right.

Fuck yeah!
Now I'm excited! :)

I simply must ask though, what about the PSP? Is it still shitty itself at the poly count? I don't think it was mentioned at all in chapter 17 :o
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Falco Girgis on Fri Jan 06, 2012 2:16 pm

N64vSNES wrote:
GyroVorbis wrote:
N64vSNES wrote:Plenty of FTRV's and FIPR's I assume ;)
Actually, that's exactly right.

Fuck yeah!
Now I'm excited! :)

I simply must ask though, what about the PSP? Is it still shitty itself at the poly count? I don't think it was mentioned at all in chapter 17 :o
Uuuuugh. Been avoiding the PSP for awhile on purpose.

The rendering issues were just because of the shitty PSPGL API we were using. I was really new to the PSP back then, so I barely did any low-level optimizations.

I had a grand evil scheme for optimizing the FUCK out of everything with the PSP's vector processing unit (VPU). It is analogous to the SIMD operations for the 2 4x4 floating point register banks on the Dreamcast... except for it's twice as big and can calculate concurrently with the CPU and FPU still executing code... There is no reason for the PSP to have run like that, and I was really looking forward to it...

...But now the fucking PSPGo is coming out. I'm not sure what our strategy will be now. I'm not sure if it's supposed to be 100% backwards compatible (so I should keep working on the PSP build), or if I should abandon the PSP build in favor of the PSPGo... That's what we get for taking so damn long. ;)
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby boettcher on Fri Jan 06, 2012 3:41 pm

Do you mean the Vita? Go has been out since '09.
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby N64vSNES on Fri Jan 06, 2012 5:02 pm

boettcher is right, PSPGo was released in 2009. The PSP Vita looks for recent, though, so I'm not sure what platform you're referring to :lol:

GyroVorbis wrote:It is analogous to the SIMD operations for the 2 4x4 floating point register banks on the Dreamcast... except for it's twice as big and can calculate concurrently with the CPU and FPU still executing code...

:shock:
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Falco Girgis on Sat Jan 07, 2012 6:18 pm

boettcher wrote:Do you mean the Vita? Go has been out since '09.
Yeah, that thing. ;)

You can tell how much I like the PSP as a platform.
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Trask on Mon Jan 09, 2012 8:52 pm

Just to clarify... you're worried about the original PSP becoming defunct, yet the primary platform for ES and the WHOLE reason you ever got into game development is..... the Sega Dreamcast. :dreamcast:


:D
MarauderIIC wrote:You know those people that are like "CHECK IT OUT I just made Linux run on this piece of celery [or other random object]!!"? Yeah, that's Falco, but with ES.

Dear god, they actually ported ES to a piece of celery!

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Re: Behind-the-scenes: Adventures in Game Development 18

Postby dandymcgee on Tue Jan 10, 2012 2:11 am

Trask wrote:Just to clarify... you're worried about the original PSP becoming defunct, yet the primary platform for ES and the WHOLE reason you ever got into game development is..... the Sega Dreamcast. :dreamcast:

Lmao.
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby treyrust on Tue Jan 10, 2012 6:03 am

I say dump the PC/PSP/IBM Deep Blue and just focus on Dreamcast... :mrgreen:

But I guess you guys have put to much work into libgyro/the multiplatform aspect to do that...
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Falco Girgis on Tue Jan 24, 2012 1:33 am

By the way, even more images have been released to Facebook... I will stop announcing every time after this... just assume that about every week you will see more.
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Trask on Mon Jan 30, 2012 10:58 pm

First trendy purple selections in the toolkit, now trendy purple names colors on the forums? Swankass bastards. ;)

I know I said it on FB, but you guys look to be doing an amazing job and are an inspiration to your community of loyal followers. Can't wait to see this in action! :worship:
MarauderIIC wrote:You know those people that are like "CHECK IT OUT I just made Linux run on this piece of celery [or other random object]!!"? Yeah, that's Falco, but with ES.

Dear god, they actually ported ES to a piece of celery!

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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Falco Girgis on Mon Jan 30, 2012 11:20 pm

Trask wrote:First trendy purple selections in the toolkit, now trendy purple names colors on the forums? Swankass bastards. ;)

I know I said it on FB, but you guys look to be doing an amazing job and are an inspiration to your community of loyal followers. Can't wait to see this in action! :worship:
HAHAHA! I'm so glad you noticed. ;)

The trendy ass periwinkle purple was all part of James' secret grand evil artistic scheme. You should see the in-scene selection system... looks slick.

But as always, we very much appreciate the support... When I was ripping yesterday's Facebook pictures from the videos, I realized that this will definitely be our finest video. We have taken our sweet ass time with Chapter 18, but we have also done it right. I have always been unsure as a director of the direction AiGD should take... But finally, I think this time we have nailed it. ;)
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby JamesParkes on Tue Jan 31, 2012 12:02 am

"Uneditted, unscripted, and unbelieve" - AiGD Chapter 18
James Parkes
Computer Programmer, Graphic Artist

Email: parkesrjames@gmail.com
Twitter: http://www.twitter.com/parkesrjames
Facebook: http://www.facebook.com/parkesrjames
Portfolio: http://james.parkesnet.org
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby Nokurn on Tue Jan 31, 2012 12:02 am

GyroVorbis wrote:
Trask wrote:First trendy purple selections in the toolkit, now trendy purple names colors on the forums? Swankass bastards. ;)

I know I said it on FB, but you guys look to be doing an amazing job and are an inspiration to your community of loyal followers. Can't wait to see this in action! :worship:
HAHAHA! I'm so glad you noticed. ;)

The trendy ass periwinkle purple was all part of James' secret grand evil artistic scheme. You should see the in-scene selection system... looks slick.

But as always, we very much appreciate the support... When I was ripping yesterday's Facebook pictures from the videos, I realized that this will definitely be our finest video. We have taken our sweet ass time with Chapter 18, but we have also done it right. I have always been unsure as a director of the direction AiGD should take... But finally, I think this time we have nailed it. ;)


Sounds kind of post-mortem. ;)

Really excited to see Chapter 18!
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Re: Behind-the-scenes: Adventures in Game Development 18

Postby TheBuzzSaw on Tue Jan 31, 2012 12:03 am

"It has been SOOOOOOOOOOO long." -Marcel
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