indeed. i played it because (1) it was garfield, (2) it was beautifully animated by shin'en ; ) the final boss did have me scratching my head for a minute, though : ) anyway, point being, i'd have another one on the DD services any day.Cow Mengde said:Oh wow, someone here played Garfield. I played it because it was made by Shin'en. It wasn't bad, but it was too easy. Our kids games back in the early 90s were much more challenging than that.
GDGF said:I wish more people knew how to use the Wii's tev shader system like these guys seem to. Everybody working on a Wii game should have a member of Factor 5 in their team, dammit! :lol
Sweet, sounds like Mario Sunshine!Celine said:Manfred Linzner: 3D Jumpn'Run desribes JRs gameplay best. You know, free exploration, no invisible walls, free camera control. You have a great amount of moves and you can interact with many vehicles and machines. One of the coolest things JR can do is to fly to higher grounds with his Jet Pack.
More
@ NE:
http://www.nintendoeverything.com/35175/
actually i'd rather nintendo did not. i hate it when the majority of games on a given platform have the 'by the book' look. plus, there's no guarantee dev's would still bother; IIRC there's a depth-texture example in the SDK - how many games have you seen utilizing self-shadowing on the wii?Eteric Rice said:So basically, you have to make the shaders yourself on the Wii?
Kind of wish Nintendo had just made them and sent them with the dev kits. : / Maybe 85% of the Wii's games wouldn't look so terrible.
BadSanta said:Looks really good for a Wiiware. And it seems to be pretty fun as well. Why so few devs are trying on Wii ?
daakusedo said:To spend less money as possible.
BadSanta said:Looks really good for a Wiiware. And it seems to be pretty fun as well. Why so few devs are trying on Wii ?
That's pretty much what I think. The Wii doesn't match with a certain business model. This model was established before this gen and they never wanted to admit they were "wrong".Eteric Rice said:They want to pretend it doesn't exist because if they acknowleged it, it would mean possibly making something without guns, tits, or sports.
Basically, at this point I just think most publishers wanted it to fail. And while it still hasn't failed, and won't fail, they'll continue to ignore it anyway. It was a self-fulfilling prophecy.
Ah shit, I didn't notice the collectable item icon on the HUD at first Hopefully it isn't a huge focus of the gameplay.Grampasso said:Wha? Collect-a-thon? :/
/bailout
Stumpokapow said:There's a platformer on Xbox Indies that runs at 720p and looks even closer to Mario Galaxy in terms of visual style (particularly the rim lighting on the character, which is probably the single most distinctive visual element of Mario Galaxy to me and is not present in the OP game) although definitely a lot more... sparse than this Shin'en game and is 35MB.
It's got 5 different worlds, although as you can see the level design is closer to the sort of pure jumpathon challenge levels you'd find in Super Mario Sunshine, the Bowser levels from Mario 64, etc.
I suspect the game will be an hour or two long, but it'll make heavy use of asset duplication, palette swaps, compression tricks, procedural music or relatively little music, etc.
Kozak said:That could just be a coin system like in most platformers.
Vitet said:Anyway, I think that with a short WiiWare game, collectaton is less annoying than in a full long game with tons of levels
Mr. Pointy said:I want to see what Shin'en can do on the 3DS.
nice.wsippel said:The uncompressed sizes of the assets used in Jett Rocket:
More than 600MB compressed to 40MB. German engineering...
- 245MB Textures
- 160MB Geometry and shaders
- 140MB Music
- 73MB Sound effects
- 8MB Fonts
- 3.5MB Particles
- 500kB Script code
- 151kB Localization
Holy crap.wsippel said:The uncompressed sizes of the assets used in Jett Rocket:
Where is this from ? Is there a new interview/article online ?wsippel said:The uncompressed sizes of the assets used in Jett Rocket:
More than 600MB compressed to 40MB. German engineering...
- 245MB Textures
- 160MB Geometry and shaders
- 140MB Music
- 73MB Sound effects
- 8MB Fonts
- 3.5MB Particles
- 500kB Script code
- 151kB Localization
Celine said:Where is this from ? Is there a new interview/article online ?
However Deutschland über alles
Thank you.Jermzic said:
The comments section of this article: http://wiiware.nintendolife.com/news/2010/03/new_jett_rocket_shots_blast_offCeline said:Where is this from ? Is there a new interview/article online ?
However Deutschland über alles
nincompoop said:The comments section of this article: http://wiiware.nintendolife.com/news/2010/03/new_jett_rocket_shots_blast_off
durrr beaten
Nice.Maybe there is no motion. The whole game consists of still shots, with the correct input leading to another beautiful screen, and the incorrect input leading to the death screen. Seriously, I can't figure out how they can do this with only 40mb unless there are only a small number of fairly small environments.
wsippel said:The uncompressed sizes of the assets used in Jett Rocket:
More than 600MB compressed to 40MB. German engineering...
- 245MB Textures
- 160MB Geometry and shaders
- 140MB Music
- 73MB Sound effects
- 8MB Fonts
- 3.5MB Particles
- 500kB Script code
- 151kB Localization
wsippel said:The uncompressed sizes of the assets used in Jett Rocket:
More than 600MB compressed to 40MB. German engineering...
- 245MB Textures
- 160MB Geometry and shaders
- 140MB Music
- 73MB Sound effects
- 8MB Fonts
- 3.5MB Particles
- 500kB Script code
- 151kB Localization