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PostPosted: Wed Mar 01, 2017 12:34 pm 
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Hello all,

I suppose this kinda sorta belongs in this section. I would like to point your attention, if I may, to the latest new post on Senile Team's website. It foretells the announcement of a new game and does so with a small teaser image (and no it's not Age of the Beast, but some info on that is also present).

http://www.senileteam.com/index.html?do=read&id=175358

I hope you will enjoy it!


-edit-
Changed the thread title

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Last edited by Roel on Tue Sep 26, 2017 1:46 am, edited 2 times in total.

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PostPosted: Thu Mar 02, 2017 3:51 am 
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Great to see you guys still around.

The silhouette teaser pic nods towards a fighting game, the character proportions also look a little like Fightoon, is this new game going to be a commercial release?

Nice Age of the Beast animations by the way. :grin:

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PostPosted: Fri Mar 03, 2017 8:15 am 
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Thanks! It is indeed going to be a commercial release.

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PostPosted: Fri Mar 03, 2017 10:44 pm 
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Cool, news post Roelly!

I'll spread it around.
Let's start by moving this thread to News Posts.

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PostPosted: Mon Mar 06, 2017 3:57 am 
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Hello again!

The game has now been revealed!

Attachment:
File comment: Intrepid Izzy by Senile Team
intrepid-izzy-by-senile-team.png
intrepid-izzy-by-senile-team.png [ 210.51 KiB | Viewed 1248 times ]


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Intrepid Izzy is a 2D action adventure platformer or "metroidvania", currently in development by Senile Team. Mixing platforming with beat-'em-up and RPG elements, the titular character must jump, fight and puzzle her way through various imaginative, colourful worlds.

A lot of time and attention was spent on developing the visual style of the game. The crisp and cartoony HD graphics come to life thanks to bright, warm colours and smooth animations.

The game is being developed on PC (Windows), and a Dreamcast version is also in the works (though obviously not in HD). Additional platforms are also being looked into.


More info and screenshots on http://intrepid-izzy.com

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PostPosted: Mon Mar 06, 2017 6:55 am 
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Congrats on getting this far!

I like the aesthetics a lot. The animation seems to be smooth as well.

I'd be very curious to hear what tech you're using for Dreamcast development.
I assume it's KOS with PVR API, animation with Spine perhaps?

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PostPosted: Mon Mar 06, 2017 11:46 am 
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Thanks bogglez!

Neither KOS nor Spine were used here. All of Senile Team's DC stuff runs on a custom OS which was originally created for Rush Rush Rally Racing, and has meanwhile been improved in many ways. Not that there's anything wrong with KOS, but I just like being in control of certain details.

That's probably also one of the reasons why I built my own animation software instead of using Spine. Also when I tried the trial version of Spine I was put off by a few annoying bugs. And the fact that almost all Spine animations I've seen were either very flat and rigid or too limited in their movement didn't help convince me to pay $300 for it either. Maybe that was not so much a problem with the software as with the people using it, but why risk it? So I built my own animation tool instead. :grin:

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PostPosted: Mon Mar 06, 2017 9:46 pm 
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The game looks great, and I'd like to see all that vegetation in the environments animating like the characters do.

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PostPosted: Tue Mar 07, 2017 12:37 am 
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mankrip wrote:
The game looks great, and I'd like to see all that vegetation in the environments animating like the characters do.


Well, then you're in luck! :D

Attachment:
Flower-dance.gif
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PostPosted: Mon Mar 13, 2017 10:30 pm 
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That is awesome can't wait to see gameplay.

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PostPosted: Tue Mar 14, 2017 7:56 am 
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Then again, I bring good tidings! I have recorded some gifs today. They are quite heavy, so in an effort to spare users with low bandwidth I've put them in spoiler tags.

Temple level
Spoiler: show
Image


Mine level
Spoiler: show
Image


Enjoy! :)

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PostPosted: Wed Mar 15, 2017 1:15 pm 
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Looks very polished!

Regarding the second video, do you have a lot of vertical sections? Something I always hate about sidescrollers is required leaps of faith but the camera doesn't show where I'll land and there might be a hole so I die. Maybe the camera could go a little lower in anticipation of that since your camera is quite zoomed in and the dc only has 480 pixels of height? (I like how far the camera is zoomed in though)

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PostPosted: Thu Mar 16, 2017 1:21 am 
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It does look lovely.

The hair flying up transition seems a little off as Izzy lands on the ground and starts running.

How many backgrounds/environments are you planning on having?
Can we expect one background or more?

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PostPosted: Thu Mar 16, 2017 11:25 am 
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bogglez wrote:
Looks very polished!

Regarding the second video, do you have a lot of vertical sections? Something I always hate about sidescrollers is required leaps of faith but the camera doesn't show where I'll land and there might be a hole so I die. Maybe the camera could go a little lower in anticipation of that since your camera is quite zoomed in and the dc only has 480 pixels of height? (I like how far the camera is zoomed in though)


Don't worry, there will be plenty of ways to make sure the player knows what to expect:
- visual cues in the level layout (e.g. if you see the top of some plants, you will know there's a platform below)
- warning signs near death pits
- you can look around using the "look" button


cube_b3 wrote:
It does look lovely.

The hair flying up transition seems a little off as Izzy lands on the ground and starts running.

How many backgrounds/environments are you planning on having?
Can we expect one background or more?


You can already see three different environments in the screenshots that were released so far. Several others have been designed and will be revealed later.

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PostPosted: Thu Mar 16, 2017 9:55 pm 
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The DC version will run at 640x480, with the same res but bigger vertical area than those last screenshots, right? That's awesome.

Are you using any polygon-based animation techniques (scaling, rotating, etc.) to reduce the memory footprint of the sprites, or are all frames bitmap-based?

Will there be any difference in quality between the DC and PC versions, other than the "not in HD" bit?

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PostPosted: Fri Mar 17, 2017 3:20 am 
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Very little use was made of scaling and rotation. Almost all animations are pre-rendered. Even so, the memory footprint is still quite low thanks to efficient data structures and texture compression.


The difference between the DC and PC versions is purely visual. To be precise:

PC
Resolution: 1280x720 or higher (1920x1080 recommended)
Sprites: 32 bits per pixel (ARGB8888)

DC
Resolution: 640x480 (native resolution) or 640x360 (letterboxed widescreen)
Sprites: 8 bits per pixel, 16-bit palette entries (ARGB1555)

Other than that, there are no significant differences. 8-)

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PostPosted: Tue Mar 21, 2017 11:07 am 
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Roel wrote:
PC
Resolution: 1280x720 or higher (1920x1080 recommended)
Sprites: 32 bits per pixel (ARGB8888)

DC
Resolution: 640x480 (native resolution) or 640x360 (letterboxed widescreen)
Sprites: 8 bits per pixel, 16-bit palette entries (ARGB1555)

Other than that, there are no significant differences. 8-)


Did you toy around with the 8888 paletted mode?

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PostPosted: Wed Mar 22, 2017 5:28 am 
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bogglez wrote:
Did you toy around with the 8888 paletted mode?


I did more than toy around with it, but found that it has some disadvantages:
1. AFAIK, 8888 palettes are stored in the global palette buffer, which can accomodate only a very limited number of such palettes.
2. It doesn't render as fast as 1555.

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PostPosted: Fri Mar 24, 2017 8:38 am 
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Roel wrote:
bogglez wrote:
Did you toy around with the 8888 paletted mode?


I did more than toy around with it, but found that it has some disadvantages:
1. AFAIK, 8888 palettes are stored in the global palette buffer, which can accomodate only a very limited number of such palettes.
2. It doesn't render as fast as 1555.

Interesting, I thought it's only slower when used with filtering.

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PostPosted: Mon Apr 03, 2017 9:07 am 
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Those are some fine-looking animations. Love the fluidity of it all.

In fact, I think I've been staring at the dancing flower for about 20 minutes now. Please send help.


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