Needs some tweaking, but managed to replicate this effect, using the framebuffer->palette - trick. Basically it reorders whatever pixels are on screen within a 16 pixel span, to a 16x5 pixel rectangle using a scrolling noise map of sorts.
Someone pointed out this effect in Ace Combat 3 to me
What a brilliant way to replicate a heat shimmer/mirage effect
#psx
In K&L2, bullets originate from guns instead of the camera, so one must compensate for offset/distance when aiming. This threw a lot of players off unfortunately, but I sorta liked that extra layer. Added to challenge and made it different from Gears etc.
Kane & Lynch 2 is one of the coolest game I've played in years. Such an improvement over the first one it's not even funny. The use of camcorder shaky cam effects set in Shanghai with blown out audio turns this into one of the most intense game I've ever played. A classic
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Found this sort of interesting so I wrote some code to convert textured polygons to lots of smaller vertex colored ones, for that fake filter effect.
I do this too, for simplicity, not thinking particularly about performance. I love not having to think about serialization issues. "Save states" become trivial.
Game = CopyFromFile;
I even worked on a scripting lang. with the same idea, the full state in an ez to copy struct.
Thought I was done with this, but I tinkered with the subdivider yet again to free it from broken edges that may "leak skybox". (Patched those situations before with very thin triangles.) But totes worth the revisit - polycount down.
Vid: "V"s everywhere travelling with the LOD.
Whoa, thanks for the likes! Very motivating.
xitter.cf/qristofer/status/17060…
Replying to @Visuwyg
Indeed I have,
in a fixed-point affine-textured software rendered engine that is proving time consuming to finish games within. xD
Double jump is often bad in platform games.
Removes anticipation, risk and fun for the buildup before the jump and lessens the reward for making it.
xitter.cf/stimhacked/status/1679…
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