Diddy Kong
Banned
dat Nintendo polish
These levels are also smaller than Sunshine's, with less stuff going on. I think it could've run it. Certainly on the Wii.Well no, not quite, the downgrades would make it a substantially different game. While the paint effect is similar sunshine kept it under control because the painted surfaces were designer-driven (in fact they're hardcoded in the level files) and almost only floors, and you werent in control of the painting, only the cleaning (which means you can't get paint outside of those places chosen by designers). Splatoon lets you paint just about everything.
It comes from multiple interviews (Zelda OoT originating as Mario 64 code is from Miyamoto that I can't find). Argonaut's developers claim in multiple interviews that they developed alot of the original 3D for Nintendo in Starfox 2. If you play Starfox 2, and observe the way it rotates, you'll see that its extremely similar to how it rotates in Mario 64.Do you have an archive of Nintendo disclosing this information?
It's one of the least visually demanding fps among the current crop.
Nintendo game devs are secretly wizards and sorcerers.
While the rest of your post seems reasonable... this is a bit of a stretch.
Indeed, mostly because it's not an fps.
It comes from multiple interviews (Zelda OoT originating as Mario 64 code is from Miyamoto that I can't find). Argonaut's developers claim in multiple interviews that they developed alot of the original 3D for Nintendo in Starfox 2. If you play Starfox 2, and observe the way it rotates, you'll see that its extremely similar to how it rotates in Mario 64.
You clearly need to check the gameplay videos of those games then because neither of them resorts to using just elipses as the character shadows(even if it does seems like that with toad and peach).
By that logic all third person games aren't technically impressive because the core of their camera system was basically running on the Nintendo 64.
c'mon
It's one of the least visually demanding fps among the current crop.
Do you know what the "FP" in "FPS" means?After rewatching the Digital event a third time I noticed Splatoon has sniper rifles.
It is an FPS.
After rewatching the Digital event a third time I noticed Splatoon has sniper rifles.
It is an FPS.
After rewatching the Digital event a third time I noticed Splatoon has sniper rifles.
It is an FPS.
Nifty. Thanks.
Misspoke. Yeah it is a TPS instead of and FPS. I was thinking in terms of whether or not you can say Splatoon is a shooter in general because the guns are atypical.
I've noticed that they appear to be using the same lighting trick as 3D World where instead of having shadows that accurately represent the character model, they're just rendered as a bunch of ellipses. I'm sure that improves performance and I'm pretty sure Nintendo is the only developer that does that.
Amazing.Haha, how backwards can you have it? Putting gameplay first is aming low now? Ugh.
The proposition taken as a whole is impressive. It's on Wii U, 60 fps, alot of things happening, clean and appealing visuals.
Nintendo is the only company pumping out 60fps as their standard for their games. While resolution has jumped between 720p and 1080p I like that they keep FPS as the priority over resolution.
EAD Wizards from the Moon
Would like to remind people that my thread was more about the ink that seemed to be dynamic, not about the geomatry or whatever.
Right! It's really about proper planning at this point.
All too often games start with a base design and try to add elements to gameplay to make it unique or interesting.
If you start your base design to incorporate you unique and interesting gameplay from the get go you have a lot easier time to plan and optimize the crucial elements along the way. Nearly anything is possible with the right amount of planning before hand.
Do you believe 60fps is not achieved because developers don't give a shit?Nintendo magic
Not a lot of polygons, just great art direction
Developers who actually give a shit
It's posts like these that really turn me off of Nintendo threads in general here on GAF. It's like you don't want to see actual discussion on a message board and just want "BASED NINTENDO MAGIC" posted over and over again. Anyone who dares to actually analyze things in a thread that's asking for analysis must be on something or trying to make a justification to downplay almighty Nintendo.
I realize that every fan base here has this problem to some degree (PC master race, Naughty Gods, etc.), but it seems to be worst among Nintendo discussion by a long shot.
Would like to remind people that my thread was more about the ink that seemed to be dynamic, not about the geomatry or whatever.
I assume you're in favor of removing lighting as well?Probably because it doesn't use stupid effects like SSAO which kill the framerate while providing little to no visual benefit.
I don['t think it is as dynamic as it looks, just low res dynamic textures.
*flood of pictures incoming*
So, lets say when you roll your paint roller across the level, it changes the value of these texels like this, you can think of them as being pretty large, a similar size to the cubes in minecraft. Each shade represents the coverage value of the paint.
Then when it's drawn on screen it's interpolated per pixel
Then there's a noise texture that's permanently mapped to all the painted surfaces on the level and never changes,you never see it but it looks something like this:
When you subtract the noise texture from the paint coverage, you get this:
And then apply a threshold so anything below 50% is invisible and the rest is full you get this:
Then you can repeat that for multiple paint colours using multiple channels, whichever ink has the highest value before the threshold determines which colour should be shown.
I added a simple highlight to my shader:
http://glsl.heroku.com/e#17652.1
It's posts like these that really turn me off of Nintendo threads in general here on GAF. It's like you don't want to see actual discussion on a message board and just want "BASED NINTENDO MAGIC" posted over and over again. Anyone who dares to actually analyze things in a thread that's asking for analysis must be on something or trying to make a justification to downplay almighty Nintendo.
I realize that every fan base here has this problem to some degree (PC master race, Naughty Gods, etc.), but it seems to be worst among Nintendo discussion by a long shot.
After all the continued discussions about framerates, resolution drops, downgrade betrayals and all that, it does seem quite funny when any game with 60fps is now treated as some sort of inexplicable magic talisman. "This game hath 60fps? Surely 'tis some kind of witchcraft! The Wii U be a humble console, and the soothsayers hath foretold that 60fps be the domain of those consoles with the power of next-gen!"
Listen to me, my children. Verily, it is possible for a shooter to be released unto consoles, yea, even unto the modest Wii U, and achieve that holy perfection we know to be the Lord's chosen 60fps. For if we turn back the pages of time, did our forebears not play Metroid Prime and Timesplitters Future Perfect and bask in that fluid perfection? Yea, did our fathers not play Serious Sam, a game with hordes of on-screen enemies and vast open levels, at 60fps on machines with a mere 64mb of memory? Why then should we be surprised when a multiplayer paint shooter arises, and shows itself to also be of the Lord's chosen framerate? Lo! Nintendo has chosen to build a game around the limits and strength of their hardware, and verily they have made a game that runneth at the one true framerate. We should not be surprised, but rejoice that they have committed themselves once again to the virtues of good game design and art direction over framerate-murdering visual trifles and pretties. No matter how pretty the paint may look, we true believers know that Nintendo have prioritised gameplay and fluidity over graphical baubles, and for their sacrifice, they have achieved the sacred beauty of 60fps that so few other developers know.
Rejoice, my children, for the glory days of the one true framerate are returning to us once more. Ask yourselves not how it has happened, merely celebrate it's glorious return.
I may be slightly tired and/or drunk...
After all the continued discussions about framerates, resolution drops, downgrade betrayals and all that, it does seem quite funny when any game with 60fps is now treated as some sort of inexplicable magic talisman. "This game hath 60fps? Surely 'tis some kind of witchcraft! The Wii U be a humble console, and the soothsayers hath foretold that 60fps be the domain of those consoles with the power of next-gen!"
Listen to me, my children. Verily, it is possible for a shooter to be released unto consoles, yea, even unto the modest Wii U, and achieve that holy perfection we know to be the Lord's chosen 60fps. For if we turn back the pages of time, did our forebears not play Metroid Prime and Timesplitters Future Perfect and bask in that fluid perfection? Yea, did our fathers not play Serious Sam, a game with hordes of on-screen enemies and vast open levels, at 60fps on machines with a mere 64mb of memory? Why then should we be surprised when a multiplayer paint shooter arises, and shows itself to also be of the Lord's chosen framerate? Lo! Nintendo has chosen to build a game around the limits and strength of their hardware, and verily they have made a game that runneth at the one true framerate. We should not be surprised, but rejoice that they have committed themselves once again to the virtues of good game design and art direction over framerate-murdering visual trifles and pretties. No matter how pretty the paint may look, we true believers know that Nintendo have prioritised gameplay and fluidity over graphical baubles, and for their sacrifice, they have achieved the sacred beauty of 60fps that so few other developers know.
Rejoice, my children, for the glory days of the one true framerate are returning to us once more. Ask yourselves not how it has happened, merely celebrate it's glorious return.
I may be slightly tired and/or drunk...
I'm pretty sure this is intentional so that it makes platforming in a 3D space easier.I've played 3D World to completion and the shadows are most certainly not accurate representations of the characters. It might not be just ellipse, but look at these examples:
In the 2nd pic, the complexity of the fingers isn't being reflecting in the shadow, and the tails have no shadow whatsoever. You can also see that Toad's arms are clearly extending out from under his head, but the shadow is still just a circle.
For Splatoon, I might have been mistaken and upon closer inspection they might not be using the same trick (it's definitely not being used for the large weapons), but it's definitely a thing in 3D world. Sorry for the slight derail.