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Just wow

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Thread replies: 195
Thread images: 21

File: zoot.jpg (185KB, 1226x916px) Image search: [Google]
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> beautiful, huge 3D game
> 33MB
> me programming a shitty 2D space shooter crap
> already 50MB
How is this even possible? What went wrong on modern game development? What language was N64 games programmed on?

Is it possible to bring such efficiency on modern platforms natively?
>>
>>56573985
>efficiency
>modern
HAHHAHAHAHAHAHAHAAHHAAHAHHA
No.
>>
Have you considered that you sucks at programming and development?
>>
Magnets
>>
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>>56574009
>>
>>56573985
isn't it like <480p
>>
>>56573985
>>me programming a shitty 2D space shooter crap
>>already 50MB

Because you're using a fucking engine/framework. If you wrote your game in C++ with OpenGL and literally nothing else I'm sure you could get it down to under 256k.

http://www.pouet.net/prod.php?which=12036
>>
>>56574030
yeah? But I doubt remastering it to 1080p would increase it's size by a lot.
>>
>>56574030
>output resolution having literally anything to do with binary size
>>
>>56573985

C
>>
>n64 game
>no built in physics
>extremely limited shaders

>empty ue4/unity project
>an entire full featured rigidbody physics engine on par with Half Life 2 (usually PhysX)
>a billion precompiled shaders for every platform
>>
>>56574073
Lol wut
>>
>>56573985
You dont have to fit textures into a 4-16KB cache space like 90s consoles did. You dont compress, optimize, or just flat out use crappy looking tiny images the way they had to back then.

Look up the history of making Crash Bandicoot some time.
>>
>>56573985
because you're using a hundred fucking libraries you don't need
>>
>>56573985
They're using like 16x16 texture maps on the n64 with like 4 colors each doing some kind of block compression with a color lookup. I bet the hearts are just 1 bit bitmaps, same with the map. Your texture maps for your shitty game are probably like 1024x1024 RGBA8 format with no compression.
>>
>>56574130
>built in physics
bloat
> empty project full of crap
bloat
>>
>>56574130
No shaders at all it was fixed function hw.
>>
>>56573985
>Is it possible to bring such efficiency on modern platforms natively?
Limit devs to a specified size and they _might_ be more efficient.
>>
>>56573985
You don't know what you're doing.

I've been working on a unity game for nearly a year and it's still under 15MB.
>>
>>56574183
It'll look like shit tho. Zelda looked ok cause the tube TV blurred the shit out of everything.
>>
>>56574165
Reminds me Unreal Tournament for PS2 have nothing but grayscale and blues because they compress the best, then you bring in the real colors with a palette file.
>>
>>56573985
because they knew how to program and optimize back then.
Today you just take an engine and follow tutorials and you're good to go with you're crappy 2GB 2D tetris-like game
>>
>>56573985
>How is this even possible? What went wrong on modern game development? What language was N64 games programmed on?
When you're programming for one platform, it's possible to optimise to the extreme because you aren't bothered about portability.
>>
>>56574188
post pics of you're gaymen, lad.
>>
emulators have retroactively made your memories of the game better, go play it on a real N64 on anything that isn't an LCD.
>320 x 200

99% of the screenshots of 64 games on the internet after 2004 are with emulators

games around that time got away with it by using a cartoony style, half the shit in the game is gouraud, it's one of the most glitchiest engines ever made
>>
>>56573985
Those games were made small because they had to be. The N64 has a tiny fraction of the memory our cell phones had. They removed every unessential bit of code.

Mostly it was about the textures. When you are ok with blurry as fuck compressed textures you can make your game very tiny.

Even today textures make up the majority of disk space used by games.
>>
>>56573985
Back then they were trained to get the most out of what little resources they had. Now resources are abundant so the languages and training are higher level to make it easier to program.
You can shit out a game faster, so more profits I guess.
>>
>>56574236
>99% of the screenshots of 64 games on the internet after 2004 are with emulators

k
>>
Until the recent era, video game development has been about absolute efficiency and wringing out every last drop of performance that the hardware can provide. For instance, up until somewhere around the SNES, most games were still written in assembly and today most games requiring/aspiring to high performance are written in low-level (shh, you know what I mean) languages like C++.

Modern "development" not written (nearly) from the ground up like these older games is going to be bloated by comparison. If it's a 2d shooter, then you can forego efficiency on modern hardware, unless it bothers you or your playerbase. If that's the case, learn C++ and start over.
>>
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>>56574234
>>
>>56574152
>history of making Crash Bandicoot
link?
>>
>>56574236
That isn't how emulation works. It's actually incredibly difficult to emulate hardware accurately
>>
>>56574262
I wanna play it. LINK
>>
>>56574269
yep I know, being a hardware accuracy shit is indeed difficult. Emulators aren't perfect, they're much better in every way.
>>
They wrote everything in assembly language, used really small assets and heavily compressed everything.
>>
This DOOM-esque game was under 100MB.

https://en.m.wikipedia.org/wiki/.kkrieger
>>
>>56574262
Looks sick mate
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>>56574262
damn, nigger, that looks pretty good. is there a playable version available somewhere?
>>
>>56574262
NEED !
>>
>>56574262
If you're for real, that actually looks legit m8. Hit up with a playable link?
>>
>>56574262
>>56574284
>>56574318
>>56574320
indie devving is memes after 2010 the only way to ever make it is to put 99% of time into characters inside a walking sim and hope the internet starts circlejerking over them
>>
>>56574262
wow, beautiful stuff anon! Post links I really want to check it out.

How's the profit of the game? How much did you make? I'm starting with a 2D game, should my next game be 3D or do I need more experience?

> I'm developing for iOS btw, using SpriteKit.
>>
>>56574262
neat, got a dev blog or something?
>>
>>56574316
> 100MB
you meant 98kb right?
>>
>>56574262
I can't imagine all the libs you're using to make the movement look that smooth. That's probably taking up a good bit.
But really, yeah. Compress your assets to hell and back, and you'll get closer.
>>
>>56574389
Whoops yea. Misread. Thought they said 98,000KB not 98,000 bytes.
>>
>>56574262
Not bad, keep it up
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>>56574268
http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
>>
>>56574513
thanks anon.
>>
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>>56574262
OP here, I feel really bad comparing your game to mine :c
>>
>>56574915
>Dev
You aren't an artist who the fuck cares what it looks like. If you get a good enough idea find an artist. Thats what they are for.

Also did you just follow the space shooter in unity or is this an actual real project?
>>
>>56574915
Its cute, I'll give it that.
>>
>>56574513
This looks awesome, thanks
>>
>>56574915
Sup with the space vaginas you oidipus looking ass
>>
>>56574915
It's shitty but not shitty enough to make me want to play it ironically
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>>56574262
>I don't want any publicity for my probably pretty good game
>>
>>56573985
abstractions everywhere
>>
>>56574030
>>56574073
..what?
dafuq is going on here?
>>
>>56574073
>remastered to 1080p

1080p is a display resolution. You can play it at 4k with emulators right now.
>>
>>56574024

Is he getting a boner from that picture?
>>
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>>56575122
> upscaling is the same as remastering
- neo /g/
>>
>>56573985
> 33MB

You have seen nothing yet.
Some people have made a 3D FPS with physics and particle effects in 96kb.
https://www.youtube.com/watch?v=2NBG-sKFaB01
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>>56575176
Not upscaled. The edges of the models aren't pixelated.
>>
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>>56574972
>did you just follow the space shooter in unity or is this an actual real project?
Actual real project, 100% programming, it uses the SpriteKit library though.
>>
>>56575203
wew lad, what about the textures?

>>56575201
thi
>>
>>56575224
They're low rez. But I've seen lower rez textures in gta5.
>>
>>56573985
I had a go at programming the Game Boy. I got a little animated dude running and jumping. That rom was 32kb
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>>56575246
>ywn go back to programming z80 asm

Now I feel old.
>>
>>56574346
>making games is pointless unless you're famous
Wat, it's a hobby, like playing guitar or masturbating
>>
>>56574346
If your game is good many people will circlejerk over it.
Mount and Blade is sold in millions, although it doesn't have any characters or even story.

Penumbra doesn't have much anything, except the creepyness and it's awesome.

If you are a retard, who can't make a game to be enjoyable, you won't suceed.
>>
>>56575282
>masturbating is now a hobby
Thanks internet!
>>
>>56575345
As long as it doesn't become an addiction, you're good.
>>
>>56575342
Those games made before 2010. After 2010 it's just character circlejerking. Most people who buy it play it one time, see the characters, then go straight on the internet and masturbate over them. Everything else gets 1000-2000 sales max.
>>
Software in general is more bloated because it can afford to be. Computers have more RAM, more disk space and more CPU cycles than they'll ever need. Not taking time to optimize reduces development time and doesn't affect the final product's quality.
>>
>>56574195
>tube tv blurred
Oh look a retard.
>>
>>56574236
Old games look like shit on LCD though.
>>
>>56574342
>>56574334
>>56574320
>>56574284
jetpack squad game, learn to reverse image
>>56574356
>>56575054
>>56574915
>>56574404
>>56574379
it's not his game, learn to see filename you fucking retards
>>
>>56575599
That's millenials for you.

The games don't have gameplay anymore. But I guarantee you, that if you are going to make a game with a gameplay, it will sell.
>>
>>56574513
that was so much better than mario64
>>
>>56574262
Fuck man, do you know if you're going to do Intrusion 3? I've loved both installments (literally reinstalled 2 yesterday) so far, I live the art and animation style.
>>
>>56575050
t-thanks, I guess?
>>
>>56574236
this post is so wrong in a lot of ways.
>>
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>>56575667
>and doesn't affect the final product's quality
except it does, many huge titles perform like shit on top tier hardware anon, you are wrong in so many levels.
>>
>>56576512
GTA IV will always come to my mind
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>>56574262
Those are some fluid movements mane
>>
>>56573985
try assembly LC-3
>>
>>56573985
>What went wrong on modern game development?
Engines/Frameworks
>>
>>56573985
>What went wrong on modern game development?
Storage capacity increased.

Almost all AAA game development is centered around the target media size. In the N64 days, your game had to fit on a single N64 cartridge. In the DVD days, your game had to fit on a DVD. In the current age, your game has to fit on a Blu-ray, so you have easily 50 GB of budget or so to work with. Pissing away 50 MB on an engine is nothing.
>>
>>56574346
>stupid steam wont greenlight my sonic fan game i made in game maker studio
>>
>>56575599
You need to take off your rose-tinted glasses if you honestly believe that this is true. Stop ignoring the games that don't support your hypothesis, maybe.
>>
>>56573985
Lol no. Developers got lazy, bosses don't care as long as the product is out to the retards that preorder it whether it works or not. Size doesn't matter. Why would they care how much space a game takes. These days everything is measured in GB.

Also, I find it hilarious that even with all the space and power available, studios can't seem to make a decent game. Even Bethesda fucking sucks because almost all of their games have shitty bugs.

Thank God for Nintendo. They seem to be the only ones who still care for proper game design
>>
>>56573985
Libraries. Try using winapi only, your binaries will be 5KB+ resources.
>>
>>56573985
I don't know about this game but I think Nintendo often used Assembly to program their games in the past
>>
>>56577368
No shit devs used assembly like niggers smoke crack when their hardware budget was a hundredth of what the cheapest, slowest current consumer hardware is capable of.
Assembly is only used in the most critical execution paths now simply because program sizes have gone exponential and it's fiscally unviable to hand code assembly for large programs. Do a thousand lines yourself then extrapolate what it would take for a 10 man team to do a few million.
>>
>>56575968
You are a millennial.
Stupid faggot.
>>
>>56574268
Just look up Jason Rubin. The guy has a lot of great, little talks where he talks about the history. Apparently Jak and Daxter hit a polygon limit and they were like, "Fuck... how do we into more art? PARTICLES!" So Jason became the particle artist bitch and he did a shit ton of particles.
>>
File: Kkrieger_screenshot.jpg (173KB, 1024x512px) Image search: [Google]
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>>56574316
>>56575201
a meme game, impractically done just to show how far they could get.

still amazing the full game size is just half op's picture, and 1/30th of this >>56575848 png
>>
>>56574195
>>56575714
The blurring was done by graphics chip. N64 did use lowres textures but that was mostly due to shitty bottlenecks of that system.
>>
>>56575176
There's no upscaling, it's literally rendered for 4K with the emulator, dumbo. It's like every "HD" re-release (not remake) of any game ever.

Every modern emulator can do this.
>>
>>56574412
Why the fuck would it be impressive at all if it were under 100mb

jesus christ you're a retard
>>
>>56574065
This is the correct answer.
>>
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>>56578049
> take screenshot
> image is bigger than the game
wew lad
>>
>>56573985
synthesized, MOD-like music and tiny textures go a long way in reducing the footprint of a game
>>
>>56575166
It's a picture of the kid before he started dressing as a girl
>>
>>56574915
there's something charming about the poorly hand-drawn aesthetic to be honest, there's a lot of shooters and that could make it stand out. just use a bit of color in the background maybe

i can make music 4u ~~~
>>
>>56575342
Being good isn't good enough. The are thousands of good indie games that are good but nobody ever heard of.
>>
>>56574915
>App development
ISHYGDDT
>>
File: 1161394913868.png (221KB, 888x900px) Image search: [Google]
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>>56574030
>>56574073
Is this some ruse?
>>
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Pic related is my first game written in C++ - if I was to re-do it now I could do a much better job, but the binary is a couple megs including the statically linked libraries. Other resources are a few MB, then the music is a massive 100MB so it's hard to say if that really accomplished the small-size goal or not.
>>
>>56581441
Looks interesting. What did you use to make games like this? OpenGL?
>>
>>>/v/
>>
>>56581560
>>>/no/
>>
>>56579781

Question still remains.
>>
>>56573985
Assembly.
>>
>>56581441
Better 100MB music files than 10MB highly compressed JPGs.
You as a developer might not be able to tell, but a lot of us can hear the shit out of it.
Bugs the shit out of me when they do that in AAA games.
>>
>>56582912
*highly compressed mp3s
>>
>>56574130
Doesn't all of this extra bloat give a huge performance hit (as well as the extra size as observed by the OP)?
>>
>>56574073
the fuck?
>>
>>56582952
...no?
Are you aware of how programs work at the CPU level?
Unused code is just wasted memory. In other words, in the relative scale of your 8GB RAM, nobody cares.
>>
>>56582952
not exactly a huge performance hit,
but smaller programs can run better.
>>
>>56573985
Is that even a problem nowadays?
AFAIK, console programming is mainly done in that particular processor's ASM dialect or C. Some went overboard like Naughty Dog programming their games in LISP.
But C/ASM is the real reason why you could cram all that code in a tiny executable.
>>
>>56574915
needs to have faster player bullets and smaller player ship, also something needs to happen when the ships take damage even if it's just a color change or something
>>
>>56575345
>>56575282
>>56575352
I masturbate as a hobby. Downloaded 10000 pictures of porn about a month ago and started pruning them, i'm at about 4000 pictures in with 500 ok images
>>
>>56574262
Rather sick
>>
>>56573985
game was bad
>>
>>56582912
I wrote and synthesized all of the music - trust me, I can tell. I made that decision for a reason!

>>56581462
I used the Allegro library as a thin layer over DirectX/OpenGL. The game runs on the three major platforms. The use of the library is simply for getting input, mixing audio streams and outputting to a device, and blitting texture buffers to a framebuffer before flipping.
>>
>>56573985
Do you see those textures? Do you think they take up much space at all?

There you go, anon. I'm glad I could help.
>>
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>>56574195
Are you going to make me trun this into a CRT rant thread?
>>
>>56574024
Wow the edit is better than the original
>>
>>56575345
>https://en.wikipedia.org/wiki/Hobby
>A hobby is a regular activity that is done for enjoyment, typically during one's leisure time.
>>
>>56584002
People don't do shite like that stop lying
>>
>>56583091
Crash Bandicoot looks fucking incredible, particularly the second one. It was all worth it
>>
>>56584059
When people say we didn't go to the moon I tell them how big legends of Zelda was.
>>
>>56584099
>a video game can be compared to flying a manned spacecraft and landing it on the moon
lol ok
>>
>>56583848
I miss real blacks and variable resolutions.
>>
>>56584133
Zelda means more to me than the moon landing ever did. As far as humanity's accomplishments they are equal.
>>
>>56574915
Hey man, you can't compare yourself to other people. There's always going to be tons of people above and below your skill level. If you always work to be better than yourself, then your potential is limitless.

Now that you've made this game, you have more experience under your belt. You can try to improve this, or move on and use what you've learned to make the next thing better.
>>
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>>56573985
reminder that late 90s devs managed to squeeze a game the size of 2 CDs into one 64MB cartridge, with FMVs, voice acting, improved 5.1 soundtrack, on-cart save states, and some other exclusive content.
>>
>>56574915
God this is why I got out of programming, I was learning C and did some code, took it to my buddies dad who was compiling his OS (Linux? what's that?!) and so like the next day he sent me my code back and it was like 1/3 the size... Since that, I spent so much time trying to optimize I could never finish anything.
>>
>>56574915
You are bad at your own game.
>>
>>56574262
VERY COOL VERY SMOOOOTH
>>
>>56575243
>>56575224

Any Texture being displayed at angle is getting resampled or stretched to some degree. Just matters to what degree.
>>
>>56584255
>There's always going to be tons of people above and below your skill level

Statically speaking there is a top and the higher I go the less people will be better than me.
>>
>>56574073
>But I doubt remastering it to 1080p would increase it's size by a lot.
I think you meant "if they remade the textures".
>>
>>56574195
>"tube tv"
>tube tv blurred the shit out of everything
kill yourself you fucking uneducated kiddo
also, games back then were made with scanlines in mind too
>>
>>56584609
It's already a lot better than many other "game devs" who don't even have a demo yet.
>>
>>56584457
This always impresses me.
>>
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>>56575224
>wew lad, what about the textures?
Hasn't been answered yet, the textures are simply generated by mathematical formulation. Most textures are just patterns or noise with some simple filter added to it.

Pic related is a simple example: It's just four:
1. A gradient from lower right to upper left
2. brighten a square area inside the square
3. add white noise
4. apply blur filter
5. apply some generic relief filter to the picture
6. on a new layer, noise, blur, threshold, add that to the red channel to get the stains

Each of those are just a few lines of code, even in C. Its not hard at all. You can't do any custom stuff like that, but it's good enough when your goal is to reduce the file size (at the cost of computation time of course).
>>
>>56584457

On the flip side, wasn't one of the Tony Hawk games on N64 completed butchered(especially the soundtrack)?
>>
>>56580800
hi, would you like to share email for music stuff? i'd like to ask you for something.
>>
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>>56584633
there actually exists high resolution texture packs for some N64 games, including OOT and MM

pic related
>>
>>56575122
you are serious aren't you. Do you know anything about texture quality, at all?
>>
>>56585462
don't go full retard

he didn't say anything about textures, and you can run N64 games in an emulator at any resolution you like, even with antialiasing and other nice things on top

of course the textures will still be tiny and blurry, but you'll be able to see more detail at a distance due to the higher resolution, not to mention emulators also make it possible to replace the textures with nicer ones, like in >>56585397
>>
>>56585462
>what the fuck are procedural textures
you DO know that it's possible to generate textures of arbitrary (gigapixel+) resolution at runtime, right?
>>
>>56581441
How's Harlan doing?
>>
>>56583091
>Naughty Dog programming their games in LISP

Which game, that sounds amazing.
>>
>>56585462
>>56585520
>goalposts? the fuck are those?
>>
>>56585549
not him, but he might be talking about crash bandicoot

check this out, really good read
http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/

on part 3 there's;
>"But the craziest thing I did was create a new programming language – with Lisp syntax – for coding all of the gameplay. It had all sorts of built in state machine support (very useful with game objects), powerful macros, dynamic loading etc. It was also highly irregular and idiosyncratic, and in true Naughty Dog fashion “powerful but complicated.”"
>>
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>>56585239
Wouldn't exactly call them "butchered", but the soundtracks were just the first parts looped over and over. Results of the small, default-sized N64 cartridges, and devs not using latest compression technologies.

MP3 and MPEG tech had just barely surfaced and started getting attention of the devs around the year 2000; Rare used it a lot for VA and music in their late games (CBFD, Perfect Dark...).
>>
>>56585999
>1994
a time were cum pilers were that bad that two fags could beat them with their handmade own cum piler
>>
Shame Zelda OoT was made before the Gamecube era, then the Great Fairy would've had some nice round tits on her instead of her spikey boobs of death.
>>
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>>56584457
>>56585239
All the cartridge and floppy disk sized games give me a sense of awe.

Super Mario Bros 3 was 384kb. About one third of one megabyte. Think for a minute about how much CONTENT was in that game, how many unique levels, enemies, power-ups, control gimmicks. The first time you played it you would still be discovering things you'd never seen before 20 hours in.
>>
>>56586293
>Results of the small, default-sized N64 cartridges
not to mention that there were cost benefits to making n64 games as small as possible, bigger carts meant bigger/more roms which meant more-expensive-to-produce carts, which cuts into profits

where on the playstation you had a 650M cd. you could shove a shitton of MJPEG video and XA audio as you like on it, as so long as it was under 650M, it cost you no more than a game that weighs a couple megs
if you look into ps1 iso's you'll often find the game itself, minus videos/xa audio/cd-audio is often well under 50 megs
>>
>>56586453
i like how every fountain has their own unique and vaguely erotic camera movement around the great fairy
i'm sure whoever wrote the camera movement was trying their best
>>
>>56586485
>>
>>56586491
-- oh yea, not to mention cd's in general were cheaper to produce, so even fuckhuge 4-disc (~2600M!) games probably cost less in materials than your average 16M n64 cart
>>
>>56586485

You need to watch a 4k. But you never saw one.

Have a look at some of these:
http://www.pouet.net/prod.php?which=66193
>>
>>56586592
Kind of annoying since there was no justifiable reason for a 4-disc game aside from "We crammed it with shitty FMV or CGI movies that will be vaguely amateurish and annoying the first time you see them and you'll skip them every time after that"
>>
>/g/ - video games
>>
>>56586620
/v/ never talks about this shit. /vr/, even.
>>
>>56583091
>AFAIK, console programming is mainly done in that particular processor's ASM dialect or C

It was C at the time, then they switched to sepples for the gamecube.
Everything nowadays is sepples.
>>
>>56586620
>im projecting because im too stupid to understand any of this
>>
>>56586619
hey, at the time FMV's were IN

sure, the game itself minus the videos was probably on each disc individually (as typically multi-disc games were RPG's, where revisiting areas was common, and often only a select few areas were not re-visitable, due to story development)
but FMV's were cool, and /possible/. so they were used

and it's not like this isn't still done a lot today, just nowadays it's often done in-engine, as graphics have gotten good enough to justify it, and it allows for more flexibility in what is seen, as well as seamless transitioning between gameplay and animation
>>
>>56584850
>games back then were made with scanlines in mind too
>what is mode 13h/mode X
>what is PC-98
>what is every fucking LCD based portable

I bet you're going to pretend dither was supposed to be blurred too.
>>
>>56586607
>http://www.pouet.net/prod.php?which=66193
Please stop linking /g/ to pouët
>>
Portability and abstraction and all that bullshit. If you want something fast it has to be optimized for the specific hardware it's designed for, and that hardware's going to be obsolete soon so go ahead and hardcode things. Don't bloat your code with useless flexibility. It's going to run on actual transistors, not magical mathematics fairies. All software is embedded software.
>>
>>56573985
it's certainly possible to make small games still
just depends on how much effort you want to put into reducing something you probably have a lot of

nowadays nobody cares if you use a few functions of a large library and just ship the whole thing, or use music in a streamed format like vorbis when you could have produced similar sound with a far smaller s3m file, or use gigantic textures which half your audience will turn down to run the game better on their shitboxes, or include fancy HD video intros and cutscenes everyone will skip after the first play, if that

if you read into how people made old games, you'll find they're always chock-full of hacks and corner cuts to shave bits and bytes off of every little detail
>>
ITT: really retarded /v/tards
>>
>>56586965
>similar sound with a far smaller s3m file
You've probably got a core idling, so why not dedicate it to a kickass softsynth? Bring back FM synthesis!
>>
>>56574257
It's true
>>
>>56589208
no fucking shit

how the fuck are you going to get your N64 to take a screenshot, and then get that file onto your computer to post to the internet
>>
>>56574065
Use "C" instead of the bloated pile of horse shit called CPOOPOO and it'll go faster too.
>>
>>56586430
Holy shit j spit my drink our and hit NY dog
>>
>>56574065
/thread

I mean, there's a lot of shit that's in modern dev that makes it bigger, but i mean frameworks don't help. but it also shouldn't be 50MB

>>56574915
90% of your problem is your assets... Compress, make use of shit like fonts\sprite fonts, use small assets and scale it up and all that... there's a lot you can easily do

Keep in reminder you have nothing but space so you feel like you can waste it, an N64 had to use shitty textures because no (V)RAM
>>
>>56574262

that game looks nice but is probably a few hours of low-tier gameplay
>>
File: n64_code.png (51KB, 627x772px) Image search: [Google]
n64_code.png
51KB, 627x772px
>>56573985
- N64 games are in C89/ANSI C (at least the early ones AFAIK)
- native resolution is usually 320x240 but some games are in 640x480
- texture cache is 4KB so max texture size is anywhere from 64x64 for 8-bit to 32x32 for 32-bit color
- all the music is MIDI using custom samples

there's a lot of shit modern devs take for granted other than size/performance limitations. all textures and models are defined as static arrays within .c files that follow some special syntax that isn't immediately obvious. when i started writing a game i spent a week or two just on creating converters for BMP and OBJ to this format. you also have to write your own physics engine so if you're retarded (like me) you'll probably give up on it a month in. still was cool getting it to run on a real N64 though.

here's some source code. i don't know what most of it does.
>>
>>56574915
Hey thats cool, you should consider reversing the ship sprite vertically when you press ">".
Would be easy and might look cool.
>>
>>56574915
Also i can see to much detail in the pictures, compress them down.
They will look like ass but thats how to reduce size.
Also transparency is a whore.
>>
>>56574262
fuck bruh I need this game.
>>
>>56574915
are you the douche that created scribblnauts?
>>
>>56586811
>muh scene
>>
>>56575166
hey man you have the answer
>>
How many people actually look at file sizes and memory consumption when they play their games

Your cookie clicker clone could take up 300kb or 3 gb of ram and 95% people won't notice, as long as they have idle ram left over so their machine doesn't slow down because of you
>>
File: mpv-shot0039.jpg (60KB, 640x480px) Image search: [Google]
mpv-shot0039.jpg
60KB, 640x480px
>>56574915
holy shit there's a 12 oz mouse video game?
>>
>>56573985
>Professionals making game for a massive gaming company
>You making a game in your basement
>w-why is mine a bloated piece of shit?
Thread posts: 195
Thread images: 21


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