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@RebelGamer87
@RebelGamer87 Күн бұрын
Cool video! Something I noticed, you meant to say 'Link, Cloud and CLAIRE, not Jill dude! :)
@epheas
@epheas 13 күн 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.
@pocketsnacks
@pocketsnacks Ай бұрын
Great video!
@Rah84eem
@Rah84eem 2 ай бұрын
Commando's 2 👍🏻🏅
@Retrofire-47
@Retrofire-47 2 ай бұрын
Fun fact. The developers of LittleBigPlanet initially created _infinite_ depth in the z-direction, which enabled *superior* world creation and personal expression, but, they found that this infinite canvas overwhelmed players and paradoxically stifled creativity. In this case, the presence of limitations [3 layers] resulted in a superior creative experience. I get similar vibes with prerendered backgrounds
@tenebrismedia3318
@tenebrismedia3318 4 ай бұрын
I totally forgot that Jak tripped here and there! And I never would have guessed the reason why, either lol. It always confused the hell out of me when it happened
@oliverboorman1434
@oliverboorman1434 4 ай бұрын
know one calling claire jill lol
@YannMetalhead
@YannMetalhead 4 ай бұрын
Good video.
@BigMoneyGs
@BigMoneyGs 6 ай бұрын
Ur awesome
@goiabexp
@goiabexp 6 ай бұрын
Any time I see good-looking water effects in an animated film, I always call it "GameCube Water" because it looks just like the water in this game.
@EvilMariobot
@EvilMariobot 7 ай бұрын
This wasn't actually the first N64 game to do that. It was in Diddy Kong Racing. It's why certain tracks in the Sound Test (especially the character select) are so noisy. It's because they play all the variants at once.
@philly4yoyo
@philly4yoyo 7 ай бұрын
I remember playing this with my cousin and sister and we literally begged our parents to take a swimming just because of his game lol
@BananaMana69
@BananaMana69 9 ай бұрын
I have a theory that orig9nally Wind Waker was gonna be 3D and was set in flooded Hyrule to show off Nintendos amazing water, but they couldn't get it wirking right at such a massive scale and then had to switch to cell shaded for the game to work. Just a theory but it would explain why Wind Waker is set in a flooded Hyrule, and why they showed off a realistic 3D demo for it.
@axm4643
@axm4643 Жыл бұрын
Why is this channel dead?
@ClassicGameJunkie
@ClassicGameJunkie Жыл бұрын
Got to a point where I could either continue making these videos, or finish my indie game. In the end I went for the indie game, which worked out pretty well as Clive 'N' Wrench released earlier this year! I may come back to it some day though, who knows :)
@grey6545
@grey6545 10 ай бұрын
@@ClassicGameJunkie OMG! I didn't know you made that game. I'm so freaking proud. Wow! I wish you all the success for your future endeavors. Also, please prioritize your health and well being.
@arfo92
@arfo92 4 ай бұрын
@@ClassicGameJunkie Pretty cool to know ur the dev behind that! I recently came across your game. Wanted to play but I'm currently on Xbox only and it's not available there! (Maybe in the future) Congrats on the release tho. And I just discovered this channel of yours, so thanks for all the content that's new to me, hahaha!
@nickolas7809
@nickolas7809 Жыл бұрын
gta v already REALLY pushes that m rating, and so they have the resources and people to do that, they just want be able to sell their game in stores and on consoles so unless the ao rating is changed, dismemberment will stay a mod
@thomaskrogh1244
@thomaskrogh1244 Жыл бұрын
Can you please explain the page flipping effect in Spyro two guide book.
@kaleknelson8429
@kaleknelson8429 Жыл бұрын
If you guys can, I'd love to see something on Kingdom Hearts, Specifically how the shadows enter and exit their ground crawling animation where they can't be hit.
@antoneeee9284
@antoneeee9284 Жыл бұрын
I have no idea why it's so hard to find your channel, just by searching for it.
@georgem.6076
@georgem.6076 Жыл бұрын
The water in this game was ahead of it’s time.
@NoNameNoWhere
@NoNameNoWhere Жыл бұрын
I watched this video quite some time ago and decides to revisit it. Thanks for the amazing video series, hope all is well for you!
@ralpholiver2889
@ralpholiver2889 Жыл бұрын
2:31 I had a cardiac arrest.
@cybrandir
@cybrandir Жыл бұрын
This was just the brainwave I needed. I was thinking about how they did this for some hobby project but didnt think of raycasts. Thanks!
@DaoistYeashikAli
@DaoistYeashikAli Жыл бұрын
Comment for the algorithm
@Hyperion-5744
@Hyperion-5744 Жыл бұрын
Shifting into the spectral realm is one of legacy of kain's most interesting features.
@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
@11equalsfish
@11equalsfish 2 жыл бұрын
This is so clever! It's amazing how the optimization is convincing.
@OZefiroMusica
@OZefiroMusica 2 жыл бұрын
I'm very late to the party, but... I thought it had two overlapped maps that loaded onto each other interchengeably. Nice to see the world itself was animated. It's way less resource intensive than loading and unloading between two maps. Great video!
@themeangene
@themeangene Жыл бұрын
yeah the animation technique is nowadays known as morph targeting. it's used for blinking eyes in most modern games
@Mazgid
@Mazgid 2 жыл бұрын
Any info on author? Where is he
@ClassicGameJunkie
@ClassicGameJunkie 2 жыл бұрын
Currently putting the finishing touches to, and trying to launch a game (Clive 'N' Wrench)! The unfortunate side of that being it taking up all of my time and leaving none for this channel.
@Mazgid
@Mazgid 2 жыл бұрын
@@ClassicGameJunkie oh good to know, will looking for it
@TheCinthio
@TheCinthio 2 жыл бұрын
Great video. I've always wanted to know how elaborate title and loading screens are made.
@educateyourself3872
@educateyourself3872 2 жыл бұрын
Does anyone know what modeling program they used back then, and which one they would use now?
@themeangene
@themeangene Жыл бұрын
Probably Soft Image. Most console games were made on Silicon Work Stations. The lighting looks like Soft Image to me. More modern software like Maya came out at the tail end of the 90s. 3D Studio came out in 96 but it was mostly used by American studios. I think Capcom probably used Silicon Work Stations through the Dreamcast era. Nowadays there's dozens of 3D software. If you wanted to make a pre rendered game with the best possible lighting and geometry you would just import the images into your engine after setting up the scene in a 3D program. The problem is Nowadays game engines running on modern hardware can get you really, really good looking scenes. 3D modeling programs can better handle millions of polygons per frame since they don't have to worry about game elements but the improvement is minimal
@genkidama7385
@genkidama7385 2 жыл бұрын
they are called decals in modern game engines. meshes projected on to another object with a texture on, usually with some offset to avoid z-fighting artefacts.
@joolean3671
@joolean3671 2 жыл бұрын
I really enjoyed the short, but sweet nature of this video. Impulsively searched up info on mario sunshine's water. Thanks for explaining the brilliance behind the magic!
@Blackybrother
@Blackybrother 2 жыл бұрын
ClassicGameJunkie are dismemberments still included in the UK version of the original Xbox release (aka GTA Xbox Collection)? Or was it cut out already?
@ClassicGameJunkie
@ClassicGameJunkie 2 жыл бұрын
Nope, all of the Xbox releases switched from this chunky ped system to the now more common skeletal one, at the sacrifice of this feature.
@Blackybrother
@Blackybrother 2 жыл бұрын
@@ClassicGameJunkie Thanks for your reply! That's unfortunate. Are headshots with exploding heads at least included like in Vice City? And are effects such as blood under the car's tire, big red blood splashed when hitting limbs, blood drops on screen, hitting dead bodies on the ground etc. still included?
@ClassicGameJunkie
@ClassicGameJunkie 2 жыл бұрын
@@Blackybrother Yes to all of those bar the blood drops on the screen, which is kinda disappointing.
@Blackybrother
@Blackybrother 2 жыл бұрын
@@ClassicGameJunkie Wow at least the bright red blood splashes and exploding heads are there like in VC, so it is kinda consistent that way because limb dismemberments were never present in VC and SA anyway. But the blood drops on screen were really immersive imo. Shame they're gone. Do you remember if they were included in Vice City also?
@ClassicGameJunkie
@ClassicGameJunkie 2 жыл бұрын
@@Blackybrother I think they may have been introduced into VC, due to the chainsaw making its debut.
@omegapointsingularity6504
@omegapointsingularity6504 2 жыл бұрын
I wonder how this differs from the new trilogy released today 11th november 2021
@ClassicGameJunkie
@ClassicGameJunkie 2 жыл бұрын
It's just plain not included as the "Definitive" Edition uses a skeletal based animation system.
@jadetheartist873
@jadetheartist873 2 жыл бұрын
Hey man. I am really stuck on the gravity normals in Unity. I am trying to stand on the normal as the up in the player. It does the awkward snap when it should be interpolated. Can you find a solution? What code do you have to perform in order to interpolate the normals?
@borisvdb
@borisvdb 2 жыл бұрын
Vertex painting doesn't affect the texture file, it paints the vertices multiplying with the colour of the texture.
@sonicexereaper6814
@sonicexereaper6814 2 жыл бұрын
What’s crazy is that it’s now official in the game, especially on Steam. I remember playing it on PS2 and there was no gore unless you punch in the cheat, but after getting GTA 3 on PC, boy, I was surprised to see a dude’s leg get dismembered by a pistol while I was farming for pistol ammo.
@Ceeed100
@Ceeed100 2 жыл бұрын
the evolution of gore in rockstar games would be a nice video ^^
@ppjerry420
@ppjerry420 2 жыл бұрын
downvoted for calling claire jill
@h4ngman
@h4ngman 2 жыл бұрын
Nice video. But isn't the whole point of vertex painting that you store the color data along with the geometry data to avoid having to write it to a texture file? I'm also not quite clear on how the mipmapping contributes to the water effect. Is is just used as a way to procedurally add a sort of hacky blur/frequency separation effect to the texture that is then used by the shader to modulate reflections? Because that would be a pretty creative solution
@npc_blob1609
@npc_blob1609 2 жыл бұрын
I would love a video on Ratchet & Clank. Lots of things to discuss - it had a form of tesselation so it didn't need to hide the LOD transitions like Jak 1, from interviews it sounds like they mixed this with BSP trees, and they also didn't tend to use backface culling which I would really love to hear why (there's also a series on YT where someone uses debug mode and goes through the game with a developer, but they don't tend to ask technical questions like these).
@radamtv4779
@radamtv4779 2 жыл бұрын
I bought that game here in Germany. We have like a "censored" version without blood and without losing body parts. Same with GTA Vice City :/
@thenekokatze1141
@thenekokatze1141 2 жыл бұрын
Commandos 2
@adityamishra7711
@adityamishra7711 2 жыл бұрын
I liked the background music
@psychostormtrooper3827
@psychostormtrooper3827 3 жыл бұрын
It looks so refreshing
@alessiocece2098
@alessiocece2098 3 жыл бұрын
Because Grant kirkhope.....
@JAYNOCHTTV
@JAYNOCHTTV 3 жыл бұрын
I need to settle a debate was this possible on slus - 20062 original copies
@mz7289
@mz7289 3 жыл бұрын
The water is super un realistic yet it looks super good at the same time
@DiegoPaz_1
@DiegoPaz_1 3 жыл бұрын
Hello, can you do research on how they did the mario Galaxy game camera? Also your a great KZfaqr