For 3d models (enemies, weapons, etc.) I convert them from obj files. The texture size for the models must be low, with 16 colors max. The quads are small, so except for faces and other "huge" polygons, it should be kept under 16x16.Hey, if I was to try and create some models for this, what poly count and texture size should I aim for? Can a blender model be imported? Any quirks I should know about? Any specific model requests?
Yeah, but it's not worth the efforts since nobody will use it. It's more kind of : "I hate using controllers for FPS, but it supports mouse+keyboard, which I don't have, so I won't complain about controls..."This is so impressive, it's on par with or even better than the Lobotomy works.
Have you considered adding mouse support for the aim, with the analog pad for movement?
Yeah, but it's not worth the efforts since nobody will use it. It's more kind of : "I hate using controllers for FPS, but it supports mouse+keyboard, which I don't have, so I won't complain about controls..."
I might consider it just for that
Yeah, but it's not worth the efforts since nobody will use it. It's more kind of : "I hate using controllers for FPS, but it supports mouse+keyboard, which I don't have, so I won't complain about controls..."
I might consider it just for that
Btw I did add mouse support a few weeks back. It works well according to those who tried it on real hardware. You can use it with a gamepad, 3d pad or keyboard, as long as the mouse is in the 2nd player's spot. Of with 2 multitaps, the mouse has to be in the second multitap.
I would use it.
Amazing!Btw I did add mouse support a few weeks back. It works well according to those who tried it on real hardware. You can use it with a gamepad, 3d pad or keyboard, as long as the mouse is in the 2nd player's spot. Of with 2 multitaps, the mouse has to be in the second multitap.
I've got 2 people who told me they couldn't get past the start screen, but they used a Fenrir. The demo works on my stock Saturn (via a usb dev cart). I haven't burned a disc to try it. Anyone played it on real hardware?Here is another version of the demo, with a couple of additions. There are still some things to fix like the spawn points while in 4 players deathmatch, better save/load support, etc.
I won't have time to work on this for the next few weeks.
Few new things here : underwater gameplay+effects, doors, animated textures (vs simply scrolling), key cards, elevators, monster closets, more dynamic lights, etc.
I consider the first 2 maps nearly complete, the rest are work in progress.
Enjoy!
Well, the Segata screen is really just a loading screen, starting with the sound driver and cdda initizalisation.I did some very limited testing w/ a Fenrir XL2, I should really test more combinations to single out what made it work, but...
I suspect your demo might check for those tracks at the Segata Sanshiro screen? Might have been a coincidence. For the record, my Fenrir uses the original cable and not a replacement often used to fix Fenrir issues.
- Latest "NO MUSIC" as-is froze at the Fenrir loading screen.
- Latest "NO MUSIC", converted to MODE1/2352 bin/cue froze at the Segata Sanshiro initial screen.
- Same MODE1/2352 bin from before, but with four music tracks and an adjusted cue...worked fine. Got in-game and played for a few minutes, only went as far as the second map before I shut it off though; didn't experience any issues.
Well, the Segata screen is really just a loading screen, starting with the sound driver and cdda initizalisation.
It works fine on real hardware even with no disc inside the driver (usb dev cart).
I doubt the others, like Ponut, who burned the disc, also added tracks, so i guess it's really a Fenrir issue.