How Did They Do That - Spyro's Detailed Draw Distance

  Рет қаралды 44,768

ClassicGameJunkie

ClassicGameJunkie

9 жыл бұрын

Looking fairly in depth, into how the worlds in Spyro appear to be so detailed, and yet still expansive; despite the hardware limitations of the time.
A big thanks to CrystalFissure for help on this video! Check out his Spyro hacking, and other videos below!
/ crystalfissure
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj
Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 97
@NotOrdinaryInGames
@NotOrdinaryInGames 7 жыл бұрын
This only reminds us how some of the best inventions were created under the pressure of limitation. Some of the prettiest games were developed for the systems technically unfit to run them.
@PlebNC
@PlebNC 8 жыл бұрын
I wouldn't mind learning how the visual effect of the portals in the Spyro games works and the way level transistions work in the first Spyro game (the later games just do a cut across black screen and then spawn the level and player, but the first game had Spyro go from one level, flying through the portal, flying in the loading screen then gliding down into the new level's starting area in a single cut).
@samvimes9510
@samvimes9510 7 жыл бұрын
Spryo 2 was the second game I ever got on my PSone, and it absolutely blew me away. I remember climbing to the tallest point of the first home world (Summer Forest I think it was called) and just rotating the camera and staring at everything.
@LookingTheBest
@LookingTheBest 8 жыл бұрын
Stewart Copeland music was so amazing in Spyro , love you put the Dream Weavers theme into your video
@punkinpiez
@punkinpiez 9 жыл бұрын
Hey, I really liked the video. You do a great job of introducing the technical elements of games. They give enough info for the unfamiliar to understand the video but are brief enough that they never seem to drag. If I vould make a suggestion, I would say that you should spend more time displaying the effect in action in your game video. In this video and in your Mario Sunshine video I ended up having to rewind a couple times to pick out the effect in action. So I think it would be helpful if you spent some time really detailing what is happening on screen. You've just tought the viewer what to look for so it would be good to show them where they can see it. For instance for this video you could play a clip of the game and say "watch the building in the background as Spyro walks toward it" Then viewers could see the effect that they newly understand in action. You could even show the same clip again slowed down or zoomed in to really hammer in the point. Just make sure you keep talking over it so you don't have too much dead air. Really love the channel. Keep it up!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Grason Cheydleur All good feedback, appreciate the time spent typing it all out! I'll take it on board.
@Greatdictator
@Greatdictator 8 жыл бұрын
Okay comeing off the jak and daxter extra play video and seeing clive n wrench ...i love what ya did with the monkey
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Greatdictator Hehe, I cannot deny the influence!
@Kraigon42
@Kraigon42 8 жыл бұрын
Same as what +Greatdictator said.
@crazywazy5527
@crazywazy5527 6 жыл бұрын
Wow, that music at the beginning brought back so many great memories...
@GoodGeeksGaming
@GoodGeeksGaming 9 жыл бұрын
How does Square Enix make Final Fantasy Hair look soooo frkn gooood
@Jcolinsol
@Jcolinsol 9 жыл бұрын
I never thought of using vertex colors to save on texture usage. Real old skool ingenuity there!
@CrystalFissure
@CrystalFissure 9 жыл бұрын
Thanks for the credit, I appreciate it. I probably should thank LXShadow as well as it was him and Kly_Men_COmpany that really started blowing Spyro hacking out of the water, inspiring people like me and others to look closer at the game with texture hacks and such. SpyroEdit helps illustrate how the LQ and HQ textures exist in the game.
@Lucifronz
@Lucifronz 4 жыл бұрын
Now that you mention it, I'm curious how the original Spyro trilogy created portals. I mean we see it nowadays in games like, obviously, Portal, but no doubt the scenarios are different. What I'm really curious about is how a PS1 title had these smooth transitions between levels the way it did. It's frankly incredible and I never did find out how they did it.
@luqmanr
@luqmanr 8 жыл бұрын
spyro was my shittt
@tveye363
@tveye363 9 жыл бұрын
I'd like to know how Butter Building was animated in Kirby's Adventure on NES. It looked 3D.
@Katesune
@Katesune 9 жыл бұрын
I've always wondered how they create wind in video games. Are your characters' clothes and hair - and parts of the landscape like grass and leaves - just programmed to flap about when they're in what would typically be a windy setting?
@DryLoner
@DryLoner 6 жыл бұрын
Katesune there would normally be a wind setting that has direction and force, and objects are either animated in a loop that allows for variables to influence the animation or can be pre baked, or generated on the spot based on the wind settings. Different games do it differently. It also depends on the object, a piece of clothing on a character is probably running a simulation while trees probably use the mixed animated method.
@kalejuice5701
@kalejuice5701 4 жыл бұрын
I'd say a good (and ironically titular) example of good wind animation can be found in the Legend of Zelda: Wind Waker.
@themeangene
@themeangene 2 жыл бұрын
It depends. Usually vegetarian will just be a pre animated model. Clothes and hair nowadays uses physics.
@LanIost
@LanIost 9 жыл бұрын
Oh my god! As a development myself I've wanted to make a show like this for years! The ambitious side of me is sad but the lazy side is happy as hell. Whoever you are, I think love you!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
LanIost Too kind sir!
@MindLessWiz
@MindLessWiz 7 жыл бұрын
Loved it, man! And Spyro 2 has such an amazing soundtrack, to boot.
@BaltaBueno
@BaltaBueno 7 жыл бұрын
Great video and explanation!
@runicturtle
@runicturtle 9 жыл бұрын
I really enjoy these videos! Keep up the great work. Additional technical detail or information about specific hardware used (mentioning a limitation in the PS1 GPU relating to this video's topic, for example) would be my suggestion for a less abstract and more application-based approach.
@WandererEris
@WandererEris 9 жыл бұрын
This is a pretty good show. You've just earned yourself a new subscriber!
@JumpCutThoughts
@JumpCutThoughts 9 жыл бұрын
Nicely done! Spyro 2 has to be one of the best PS1 games ever made!
@Emuraman
@Emuraman 8 жыл бұрын
Just found your channel, and hey, amazing work man, very cool and interesting stuff, keep it up o/
@Chiquelhotdb
@Chiquelhotdb 7 жыл бұрын
wish more games used this
@epheas
@epheas Ай бұрын
Spyro games are a technical marvel, such charming graphics, they look awesome running in duckstation, sometimes i feel like im playing a ps2 game.
@quinnkdev
@quinnkdev 9 жыл бұрын
How did they do Earthbound's animated backgrounds (especially chaotic and multilayered ones, as in the final battle)?
@Zondac
@Zondac 8 жыл бұрын
+ReconstructedDragon Mode7
@3lH4ck3rC0mf0r7
@3lH4ck3rC0mf0r7 7 жыл бұрын
Zondac How does Mode7 work?
@michieldevogel8456
@michieldevogel8456 7 жыл бұрын
I do not know if you have already covered this yet, but the system used to create the 3d feel of the original doom was very inventive. Maybe a topic for a future video?
@Roxor128
@Roxor128 7 жыл бұрын
I think the most impressive part of this is that it was all done on the CPU. Later implementations were able to hand it off to the GPU instead.
@kenshokram
@kenshokram 9 жыл бұрын
I'll say it again in case you missed it, I'd really like an episode about fur in the Gamecube era ^^
@MilesMetal
@MilesMetal 9 жыл бұрын
Crash Bandicoot would be a good game to cover. I heard that Naughty Dog managed to fit the levels into the games RAM with only 2 bytes to spare. It was interesting to read the development of the games on Andy Gavin's blog. Since you're a game developer, I'm going to assume that you've already read it but I'll post it here anyway. all-things-andy-gavin.com/
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Miles_Metal... 8-Bit Metal, Video Game and Film Covers I have, but I appreciate the reminder, this stuff is fantastic!
@thegametrovert1170
@thegametrovert1170 9 жыл бұрын
Great video!
@helloitismetomato
@helloitismetomato 9 жыл бұрын
Very good video! Was this technique really that new back then, though? For example Quake 1 did this as well two years before Spyro's release
@Yipper64
@Yipper64 7 жыл бұрын
if i make a 3D modeled game (wich i probably will at some point) i will definitely use this!
@LB_
@LB_ 9 жыл бұрын
What about Jak and Daxter's lack of loading screens? I heard they wrote a whole programming language for that one.
@metalex64
@metalex64 9 жыл бұрын
I'd really like to see an episode about Conker's Bad Fur Day, but I don't know what the subject would be...
@lioneart19
@lioneart19 5 жыл бұрын
Great video! Now how did Rare do draw distance on Banjo-Kazooie/Tooie on N64?
@donoteatmikezila
@donoteatmikezila 9 жыл бұрын
Do an episode on Wolf3D's ray casting.
@WhimsyHeath
@WhimsyHeath 7 жыл бұрын
how did they do both the action battles with hitboxes and such and the general overworld in mario and luigi superstar saga also, how did they do the quick-time action sequences in the battles from the same game? is it just start a timer, and when time is between x and y, success, if not, failure?
@jetstreamjackie3437
@jetstreamjackie3437 7 жыл бұрын
How'd they make the portal effects in Spyro?
@drowsy_draws
@drowsy_draws 9 жыл бұрын
very cool
@whoever12341
@whoever12341 8 жыл бұрын
How does cell shading Okami style works.. Other examples, tales of symphonia's character models and most recently Ryu's focus atack black outlines that change in position depending on the camera.
@stevethepocket
@stevethepocket 5 жыл бұрын
I don't know about Okami in particular, but cel shading in general is done by just applying conventional shading methods and then reducing it down to two flat brightness levels-every pixel that's more than halfway in shadow becomes the dark color and the rest become the light color. Usually they adjust the threshold based on how well lit the model is overall, so if the character is in the shade, the shading is still there but both the shaded and unshaded parts are darker than if they're in direct sunlight. And to give the model outlines, they usually have a second, almost identical model surrounding the regular one and tell the engine to render only the polygons that are facing away from the camera and only on the "inside". When they build this extra model, they adjust how close or far away each part is from the regular model in order to make the outlines thicker or thinner. The second part is harder to explain without visuals, so I hope he gets around to doing a video on it.
@theaveragegetzby3964
@theaveragegetzby3964 7 жыл бұрын
How would they switch between the two versions, low detail and high detail? Would it be decided by draw distance, and would a "seam" be visible at that location where they cross?
@PowerfulMint
@PowerfulMint 9 жыл бұрын
How did they do the cel-shading in Wind Waker (or, well, cel-shading in general)?
@TheKaires
@TheKaires 8 жыл бұрын
Hi. I really enjoyed your video and learned a lot :) Thank you very much. I have still only one question regarding this game. There are various portals placed all around the game. As I was young, I always wondered how did they do them. I know they are flat, but at the same time they show the 3d skybox of another level. How do they work? Is it some sort of non-euclidean geometry?
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+TheKaires I'm not 100% sure, but I would imagine it's something like a skybox rendered on a separate camera that is only shown on the polygons that make up the portal. But that is only a theory (a GAAAAAME THEORY). However the next video I'm working on is about Portal, so some of that explanation may also be relevant!
@titan9706
@titan9706 7 жыл бұрын
Can you please do how physx does there amazing physics with minimal lag?
@MikeyTaylorGaming
@MikeyTaylorGaming 8 жыл бұрын
Excellent explanation! I loved this, have a like :) I'm gonna take a look round your channel and I'm sure I'll find stuff just as interesting!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+MikeyTaylorGaming That's awesome, I often watch your videos too! It seems we have similar tastes in games, so your glitch videos are right up my alley!
@MikeyTaylorGaming
@MikeyTaylorGaming 8 жыл бұрын
ClassicGameJunkie Hahaha it's so weird commenting on someones videos to hear they watch mine! Yeah I guess so! I absolutely loved your How did They Do That on Mario Galaxy Gravit, it was again very well explained. It makes me wonder how you find out or if you're some kind of programmer that just knows how it works to be honest! Thanks for the kind words too :)
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+MikeyTaylorGaming Hehe, much the same! Thanks, good to hear! As far as who I am, a little from column A and a little from column B; I'm a game developer so I have a moderate to good understanding of most of the topics I cover. Having said that, pretty much everything is researched either in addition or from scratch. In fact a large amount of the information behind the Galaxy video came from an article by a programmer called Jeremy Alessi (who was incredibly helpful after I'd contacted him).
@YuriNoirProductions
@YuriNoirProductions 7 жыл бұрын
how did they do the seamnless grass edges on plattforms in Jak & daxter? :D
@RBTGamming
@RBTGamming 8 жыл бұрын
Your game Clive N Wrench looks really good.
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Royal Tyger's Media Thanks!
@RBTGamming
@RBTGamming 8 жыл бұрын
you're welcome. :) Can't wait for the finished version!
@Jimmyageek
@Jimmyageek 8 жыл бұрын
Nice
@_Polyfez
@_Polyfez 8 жыл бұрын
You should do a video about how Skyward Sword does it.
@Tankmin
@Tankmin 9 жыл бұрын
How did they animate characters in paper mario 1 and 2? What parts are flat models and what parts are animated on the textures?
@Tankmin
@Tankmin 9 жыл бұрын
***** Oh, okay! That's really cool! I had a feeling it was sprites in pm and a mixed between sprites and "pieces" in ttyd, but I wasn't entirely sure. Thanks!
@smevsmevson
@smevsmevson 8 жыл бұрын
How did you rip/come across those models and textures?
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+smevsmevson A program called "Spyro World Viewer"
@dashanee0390
@dashanee0390 Жыл бұрын
Basically this game was ahead of its time…most games were just transition out of the 2D side scrolling effects. The ones that were 3D multiverse lol platforms had poor quality and visibility. Like GEX. I still have my PS1 and the original Spyro trilogy
@elin111
@elin111 6 жыл бұрын
Did he ever make an episode on how Jak and Daxter has no loading screens?
@HandlebarOrionX
@HandlebarOrionX 9 жыл бұрын
Classic Game Junkie Mario's head in Super Mario 64. Chao AI in Sonic Adventure 1 and 2 Pokemon's storage system in the entire Pokemon series.
@JuddMan03
@JuddMan03 7 жыл бұрын
The gameplay footage in this video is quite hectic and action packed and does not really show off the technique well.
@basesperanca
@basesperanca 7 жыл бұрын
Except starting at 2:40. Which is when he explains what they did. So I guess he was trying NOT to show the technique until he actually explained it. Nonetheless, starting at 2:40, you can clearly see the technique.
@RexArtTv
@RexArtTv 6 жыл бұрын
How did they make GTA?
@Cyclon32289
@Cyclon32289 7 жыл бұрын
Toy Story 2 on PS1 used the same technic.
@N8veJay
@N8veJay 7 жыл бұрын
Dario Pendrive I believe spyro was the first to introduce this method in the gaming industry.
@invertXtrogdor
@invertXtrogdor 9 жыл бұрын
How did they do Duke Nukem 3D's actual graphics? It's obviously not true 3D because if you look too high up or low down the graphics get distorted and skewed.
@VarietyGamerChannel
@VarietyGamerChannel 9 жыл бұрын
George Washington en.wikipedia.org/wiki/Build_engine
@mikecunningham4682
@mikecunningham4682 9 жыл бұрын
Maybe you could do a video on how Konami managed to fuck up this badly /kappa #FucKonami.
@zzz38666
@zzz38666 8 жыл бұрын
Great work. Now, don't get me wrong but it sounds like you're ending sentences by murmuring so it's kind of hard to understand them. Just a thought.
@N8veJay
@N8veJay 7 жыл бұрын
#SavetheDragon #SaveSpyro #UnleashtheDragon #Remaster #BestPlatformGameOfAllTime
@takeyourtime3328
@takeyourtime3328 3 жыл бұрын
You missed some important things: There are 3x modells: Non-textured model, low textured model und full textured model. It also should be mentioned 1. That the level design, geometry and textures are more simple without many details compared to ape escape or gex3d. 2. The levels are devided in smaller areas (but still big areas for this time) connected with tunnels but they are still much smaller compared to games like gex3d. In Spyro 3 you have some big areas and in this case they had no other option than use black fog in the distance.
@themeangene
@themeangene 2 жыл бұрын
Yeah in Spyro 3 they had to resort to night fog
@StarCenturion
@StarCenturion 9 жыл бұрын
How did they do: The Order 1886. Meh game but really good looking. Even better looking than some PC games.
@kevinsupreme_ph36yearsago59
@kevinsupreme_ph36yearsago59 3 жыл бұрын
Pubg mobile use this method especially when the players are sky diving or using a sniper, I wish minecraft use this method so players can see from far away places without having low framrates.
@CorpseTongji
@CorpseTongji 8 жыл бұрын
guuugghghugh this games ost
@Kraigon42
@Kraigon42 8 жыл бұрын
Here I'm left wondering, WHY CAN"T MODERN GAMES DO THIS?
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Kraigon42 A fair few of them do.
@Kraigon42
@Kraigon42 8 жыл бұрын
ClassicGameJunkie I'm actually used to a fair amount of pop-in with modern triple-A games, which is why I made the comment. I felt a bit of hyperbole was needed at that moment.
@FalconFetus8
@FalconFetus8 9 жыл бұрын
You could have shortened this video down to 20 seconds instead of 3 minutes.
@CrystalFissure
@CrystalFissure 9 жыл бұрын
***** Not really. You need to provide a background on what it's all about. And what's the point making a 20 second video where you quickly go over it, when you can have time to breathe and show footage of it happening. You said the same thing about my Spyro 1 Dragonfly Egg guide, which in fairness could have been shorter. But it sounds like perhaps you prefer pictures explaining things instead of videos, as they take up too much time, hah.
@anjodaharpa8757
@anjodaharpa8757 4 жыл бұрын
Any N64 game can beat this?
@themeangene
@themeangene 2 жыл бұрын
N64 games were not on discs so their levels could be up to about 64 MB - 32X greater than the Playstation and about 22x greater than the Sega Saturn. But discs hold much more overall space which is why few Nintendo games had voices or long plots
@sebastianaliandkulche
@sebastianaliandkulche 5 ай бұрын
​@@themeangeneWtf, lol 😂
@Obviousthrowawayaccount
@Obviousthrowawayaccount Ай бұрын
Conker’s Bad Fur Day has some pretty massive draw distances Granted comparing that to this is not entirely accurate since this game is using aggressive LOD for worldbuilding rather than things like lighting/shading and reflections
@anjodaharpa8757
@anjodaharpa8757 Ай бұрын
@@Obviousthrowawayaccount Indeed, but not uncommon, the frame rate go below 2 digits.
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