TheBryanJZX90
Member
Oh sweet, the main character fights with a barbell. Very FF7. Every time I hold one of those I think about how much it would hurt to get smacked with it.
New artwork of the playable cast.
We got a request to do a trailer for E3 so we've been working hard on that and the beta got delayed. Should be soon though. And the trailer is shaping up to be pretty awesome.
Loved Cthulu, Breath of Death, and the Penny-Arcade games, so definitely want this. Was hoping it might get an n3DS release (Unity works there, right? Just depends on the features, I guess.), but Steam still works.
Loved Cthulu... Will definitely be picking this up on Steam when it releases.
Would be perfect on Steam Big Picture.
I'm not really a scanline or CRT filter person.
It looks so much better when playing on an HD TV tho with just a simple, non heavy, scanline filter.
Why not give the option? Just asking, it's your game of course.
Because I don't know how to make quality filters (I tried briefly for curiosity's sake after reading some articles and the results were not good) and if I'm going to spend time learning how to program something new, there are other things higher up on my priority list, and because the game was designed to be viewed on modern screens (unlike many older games that were designed with CRT limitations in mind). Also CRT filters are at odds with our fundamental game design philosophy of combining the best features of old-school RPGs with the best of modern games - stuff like scanlines, pixel bleeding, and blurry images are artifacts of an older age that are best forgotten. If you want to add those effects yourself for the nostalgia factor, more power to you, but it's not something I want to invest time on.
Conversely, I love playing Cosmic Star Heroine on the Vita because it has just a hint of retro nostalgia, but mostly it just looks like a cool new portable RPG.
Scanlines with an intensity setting are really all that's required. Forget the CRT filters.
Because I don't know how to make quality filters (I tried briefly for curiosity's sake after reading some articles and the results were not good) and if I'm going to spend time learning how to program something new, there are other things higher up on my priority list, and because the game was designed to be viewed on modern screens (unlike many older games that were designed with CRT limitations in mind). Also CRT filters are at odds with our fundamental game design philosophy of combining the best features of old-school RPGs with the best of modern games - stuff like scanlines, pixel bleeding, and blurry images are artifacts of an older age that are best forgotten. If you want to add those effects yourself for the nostalgia factor, more power to you, but it's not something I want to invest time on.
Conversely, I love playing Cosmic Star Heroine on the Vita because it has just a hint of retro nostalgia, but mostly it just looks like a cool new portable RPG.
If there's enough demand, I'll consider it after release.
I'll just leave these here.
These are just quick and dirty. I'm no photoshop pro.
Original
Fat BVM style(...sort of)
Thin and Dense
I'll just leave these here.
These are just quick and dirty. I'm no photoshop pro.
Original
Fat BVM style(...sort of)
Thin and Dense
I'll just leave these here.
These are just quick and dirty. I'm no photoshop pro.
Original
Fat BVM style(...sort of)
Thin and Dense
There's basically no way to fill any modern screen with a scanlined image without scaling making it look like crap. The simplest "scanliner" filter is simply one that doubles the vertical size of an original by adding a blank line in between each original line (which has to be scaled appropriately horizontally). This means, with the original image being 270 lines then the filtered output is 540 lines (as seen in the screens above - this is the "Thin and Dense" sample). No modern screen has only 540 lines of resolution, so this has to be scaled to the target resolution, which ruins the effect.
Because I don't know how to make quality filters (I tried briefly for curiosity's sake after reading some articles and the results were not good) and if I'm going to spend time learning how to program something new, there are other things higher up on my priority list, and because the game was designed to be viewed on modern screens (unlike many older games that were designed with CRT limitations in mind). Also CRT filters are at odds with our fundamental game design philosophy of combining the best features of old-school RPGs with the best of modern games - stuff like scanlines, pixel bleeding, and blurry images are artifacts of an older age that are best forgotten. If you want to add those effects yourself for the nostalgia factor, more power to you, but it's not something I want to invest time on.
Conversely, I love playing Cosmic Star Heroine on the Vita because it has just a hint of retro nostalgia, but mostly it just looks like a cool new portable RPG.
I'll just leave these here.
These are just quick and dirty. I'm no photoshop pro.
Original
Fat BVM style(...sort of)
Thin and Dense
Hoping to start backer beta next week.
https://www.kickstarter.com/project...e-sci-fi-spy-rpg-for-pc-mac-ps4/posts/1559688
It's all just a matter of preference.
Just to be devils advocate I scaled the Image to 4k. Looks great IMO
Please view full size(open it in a new tab even)
1080p and 4K are pretty much the only two resolutions that work because the native resolution of the game is designed to be scaled to those resolutions. It's 720p, 800p, 1050p, 1440p and whatever other myriad screen resolutions exist that pose the problem.
I think you are misunderstanding what we are asking for. We are NOT asking the dev to actually output every other line to create scanlines. We are just asking for a filter slapped ontop of the game like I'm doing in the photos. It scales just fine to any resolution.
When I tried just slapping on a filter to emulate scanlines, it made camera scrolling look really bad. There's definitely more to it than that.
When I tried just slapping on a filter to emulate scanlines, it made camera scrolling look really bad. There's definitely more to it than that.
Seriously.I'd honestly just rather see the game finished than have time wasted on filters that appeal to a very small niche nowadays. I was fine with games having said filters 15+ years ago because that's how every game looked at the time, but they really do just look terrible compared to what engines are capable of today.
So you want a filter that blanks lines indescriminitely without regard for whether it lines up correctly to the pixel art? Because that's not scan lines, that's utter nonsense.I think you are misunderstanding what we are asking for. We are NOT asking the dev to actually output every other line to create scanlines. We are just asking for a filter slapped ontop of the game like I'm doing in the photos. It scales just fine to any resolution.
The E3 trailer is coming along very nicely. Just gotta make a few minor tweaks & it should be done. If you're not hyped after watching it, there's a serious problem.
The E3 trailer is coming along very nicely. Just gotta make a few minor tweaks & it should be done. If you're not hyped after watching it, there's a serious problem.
Why Does it work well with emulators? I'm pretty sure a framiester does it via software as well.
I think you are misunderstanding what we are asking for. We are NOT asking the dev to actually output every other line to create scanlines. We are just asking for a filter slapped ontop of the game like I'm doing in the photos. It scales just fine to any resolution.
Trailer should come out tomorrow. I'm very pleased with how it's come out.
Trailer should come out tomorrow. I'm very pleased with how it's come out.