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Thread: Pier Solar: Official Thread

  1. #46
    Joe Redifer's Avatar
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    I can capture 60fps from real hardware, but I don't think Gametrailers runs any faster than 30fps.

  2. #47
    Pier Solar Co-Programmer Death Adder's minion TulioAdriano's Avatar
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    Nope, the teaser is at 23.997 FPS which is the cinema movie framerate. Anyway it would be very nice to know what software you use for those captures. That will be very useful for the next captures for the official game trailers when the final name is released.

    About the lightning, those were made for the teaser. But the game itself will feature amazing effects, some never used before.

    Stay tuned.

  3. #48
    Joe Redifer's Avatar
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    That explains the stuttering in the scrolling. Games should never be recorded at 23.98fps. Cinema (film) is 24.000000fps. The difference is due to the speed of the NTSC signal. Aim for 30fps or 29.97 to be precise. Gametrailers also probably converted your 23.98 to 29.97. That's what Youtube does.

    I hook up my game systems and record them with Final Cut Pro on the Mac and then run them through JES Deinterlacer after editing to assemble a final Quicktime or WMV file. If the file isn't interlaced or I am not aiming for a 60fps file, then JES is not necessary.
    Last edited by Joe Redifer; 10-30-2007 at 01:14 AM.

  4. #49
    Pity rep is still rep. Raging in the Streets Mr Smith's Avatar
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    Looks like I'd better start scraping the pennies together.
    Awesome stuff chaps. I await this game like the lion awaits the zebra.


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  5. #50
    Road Rasher
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    So, how much of what's seen in the trailer will be doable on cartridge only?

  6. #51
    Loves Lori Bazzil! Raging in the Streets 108 Stars's Avatar
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    Basically everything that was gameplay. The high res artwork you saw can of course not be done in the MD´s 320 x 240, but visually the cartridge version will be better than the CD-version. The CD version will feature better sound, making of, art galleries.
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  7. #52
    Road Rasher
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    Ah, cool, it looks great so far! I'm glad to know that the gameplay won't be lacking for those of us without MegaCDs.

    ust a thought - do you plan to have a lot of enemies during battles? Because the character sprites during the battle scene seem rather small...

  8. #53
    Loves Lori Bazzil! Raging in the Streets 108 Stars's Avatar
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    The character sprites have the same size as those in Final Fantasy VI. They just may seem smaller because the Mega Drive´s resolution is higher.
    Theoretically we can make the sprites higher, but we need some space for animation. If the sprite would fill the entire possible space, he´d have no room to jump, swing his sword, etc.

    Here´s an example: The sprite in 500% size. The pink background is the room we have for the sprite. But when he jumps he needs more room in the height, so we leave that room to make it possible. Ugh, hard to explain.





    About monsters: we can display 4 different monsters per battle, up to 8 on screen overall.
    Last edited by 108 Stars; 10-31-2007 at 10:16 AM.
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  9. #54
    Genesis Knight's Avatar
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    Why is there a limit on monsters, BTW?

  10. #55
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    Uhm...because there is a limit to what the Mega Drive can handle at once. 8 monsters, 5 characters and the processing of the battle and the effects etc and the MD has reached it´s limit.
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  11. #56
    Genesis Knight's Avatar
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    So you're saying that thirteen sprites, some sfx, and AI is equivalent to the most balls-out sequence in Gunstar Heroes, Alien Soldier, Contra Hard Corps, Adventures of Batman and Robin, Vectorman, Ranger X, or Lightening Force?

  12. #57
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    Basically, yes. I am no programmer, but as Fonzie told me RPGs are the most complex thing you can do on a hardware with limited capabilities. Look at other RPGs; I doubt you will find many RPGs that offer more. 5 fully animated characters, with 8 fully animated monsters and full-screen raster effects , the AI AND the actual gameplay... The whole matter of AI and gameplay-possibilioties is pretty simplistic in the titles you mentioned compared to what goes on in an RPG. More visuals mean less complexity, that´s why you won´t find truly beutyfull RPGs on 16-Bit genres compared to action-titles.
    Last edited by 108 Stars; 10-31-2007 at 01:05 PM.
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  13. #58
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    How is the AI an actual factor if combat is turn-based?

  14. #59
    The Black Dragon ESWAT Veteran evildragon's Avatar
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    It has to figure out what the next move is going to be. Like Chess perhaps?
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  15. #60
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    Whew, now you´re really pushing me in the corner. As I said, I am no programmer.
    But for my logical sense being turn-based doesn´t make things easier. While your average shooter enemy either approaches you in a pre destined formation, order and speed or pretty much has an AI limited to "attack player", RPG monsters have a lot of variables. They do not have a pre destined order of actions, they react to the battle. The monster doesn´t heal itself when it is not hurt. And if you have a reflect spell on yourself it will propably not cast fire magic on you, but try to erase your reflect-status.
    Also the whole damage calculation is more complex: You know you must shoot enemy x 3 times to kill him in an action game. In an RPG, the calculation depends on numerous stats; your level, the monsters level, your attack, it´s defense, your magic ability, it´s elementary defense, the luck factor...

    Too bad Fonzie is currently in vacation; he could give you more accurate answers. But just look at other RPGs; they all have such limitations.
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