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Although, :
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I LIKED THAT. |
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http://www.youtube.com/watch?v=R1b4xC8960c :
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It's still fun for me
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EDIT: Waaaay too late to the party. I do have some things to say. I'll get to it after dinner.
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I guess "obscure solutions" aren't really the main issue, I care more about my other point that you can carry items into areas where you aren't supposed to have them yet and make a lot of puzzle solving and platforming redundant. I can try and offer more specific evidence of these sections if required. |
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I know everyone is looking forward to a 3D version of AO, but I personally think it'd be better in something like UbiArt, or another art based 2D engine. Just imagining Oddworld in the same visual style as Rayman Origins... mmrrr...
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Eww. Why would you want to turn Oddworld into a cartoon?
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Oddworld fits a dark, gritty artstyle more then anything.
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Supposedly the UBIart framework could do a dark, gritty style if they ever get around to releasing it.
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I don't mean like a cartoon, but I mean like a painting.
But hey, thats just me :3c |
You mean with parallaxing flat, layered planes? No. That's a very distinctive artstyle that doesn't suit Oddworld. Oddworld has always been about evoking physical space with full 3D. That's why the backgrounds in AO and AE are renders of 3D models, not just flat paintings.
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They are?! O.O I didn't know this, so...it's kinda, the old AO and AE are already 2.5D?
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Well, fair enough, I'm just a sucker for games that look like paintings i guess. Still, whatever game you guys decide to make, I'll be sure to play it :D
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I'd be very curious to see a high res render of the old background scenes, just to compare.
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I'd like to see them just to print out some lithos.
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Seconded.
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I wonder if OWI still have a load of high-res screens stored somewhere, wasn't the game's resolution scaled down massively because of the technical limitations of the PS1 and PCs of the time?
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Those high res screens would make incredible mods/cam edit O_O
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But you'd have to scale them back down again to fit.
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Yeah but I'd have BGs without the floor pieces stuck on it, and floor pieces/walls to place like in a level editor, then it would look like the real game.
Not having to merge multiple cams from Bonewerkz like this to get descent BGs... http://i281.photobucket.com/albums/k...g?t=1334289864 |
I've always assumed that everything not in the animated layer is the rendered background, platforms included.
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Exoddus is different in that the individual environmental elements were rendered separately then pieced together in Photoshop.
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That made no practical difference in the way the background images were used in-game though.
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But it could make a difference to the files in The Archives.
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It was late night... Somewhere on mother earth...
Lorne: Hmm, I really need some inspiration to create various backgrounds for Abe's Exoddus... Then, some strange (but in some kind - known) voice have spoken... Abe: I'll take you to the PHOTOSHOP!.. ;) |
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please can we ? can we ? can we ? can we ? can we ? can we ? can we ? can we ? can we ? can we ? please PLEase PLEASE !11!1!!!!.... I'll give you an slunicorn ! http://i281.photobucket.com/albums/k...h/Sligcopy.jpg |
Here's an idea. Don't leave Abe defenceless. give him some basic weapons which can be found in levels. not giving him a T-3 or anything live that but a slingshot like natives in AO or a stick.
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