The Speris Legacy (AGA).
Oscuro solamente en el contexto japonés, puesto que no llegó por allí. Un pupilo del Kamigami no Triforce para los usuarios de Amiga 1200:
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The Speris Legacy (AGA).
Oscuro solamente en el contexto japonés, puesto que no llegó por allí. Un pupilo del Kamigami no Triforce para los usuarios de Amiga 1200:
OK, here we go. I think I've gotten the hang of the basics:
I'd say so. But please, don't miss that the final conclusion in this thread, as I told you, is that ~ 640 x 480 is a pretty bad size for low-res screenshot purposes. If you're starting off right now, you should go for this size and these results:
http://img692.imageshack.us/g/4xsfiii.png/
Or better yet, photograph the RGB CRT.
What confuses me though is games that run at custom resolutions (like SFC Prince of Persia or certain cinematics, which run at 512*448 - should I resize that to 597 x 448?):
Well, I'm not really sure that SFC POP runs at the system's high res mode (Are you? How?), but for those which do, you should get the screens to have a 4 : 3 aspect ratio, yeah. But it's exactly the same issue we have with SFC low-res screens -- they're 256 x 224. All the old 'CRT games' (saving Taito's double screen games and whatnot) are 4 : 3 (or 3 : 4). I'm not too anal with aspect ratio stuff for my screenshots as the Site shows, though, I just get close enough to it.
The real question here actually is -- how do we simulate the interlace of a high res mode like the SFC's?
Another thing is PC88 games (and several other computer games I'm sure) that run at different weird resolutions, and with different aspect ratios it seems:
Is that Wer Dragon?
See, that's what I meant. All the CRT games have a 4 : 3 aspect ratio. It just happens that many of them have also black borders, but those are also part of the screenshot itself. You'll find all the interweb emulator screens from PC88 and PC98 games at 640 x 400, but the actual hardware always left two black borders for a 640 x 480 full-screen resolution. So when you find this, for instance (PC98 Digan no Maseki):

...you actually should be editing it in order to get this:

Your proof, in case:

Some tips and comments would be very much appreciateed.
Forget this size and try ~ 1280 x 960 screens for everything. You can see Ronan's uploads are the way to go. Hi-res screens would get scanlines too at that size, but half their usual size (we still need to test that out). If you're using 640 x 480 screenshots despite my advice, be extremely careful with PC88 / PC98 games. They usually have default fake scanlines or other artifacts which don't allow for slight scaling / curvature or even blur without ruining the screen (that Wer Dragon screen, for example).
En Dengeki:



La vuelta de Sunsoft en Japón se materializa con la conversión del Ikki de FC para Wii y un 'remake' llamado "Ikki Online" para el servicio de descargas de PS3 y con posibilidad de hasta 12 jugadores. Ikki fue primero una recreativa en la línea de Senjou no Ookami, así que veremos qué hacen con esto:
http://uk.ds.ign.com/dor/objects/32321/ … _4510.html
Mucho cliché insustancial e infantilismo del torpe en el diseño para poder apreciar la gran labor artesanal de fondo, pero es como si no quisieran aprender...
Y son los móviles los que reciben un 'remake' de Fuurai no Shiren GB:
"Introduction movie", desvelando más personajes:
...Y nótese que es el primer juego en la historia en emplear la adscripción oficial al Tougeki. Antes, los juegos 'vendían' el torneo; ahora es el torneo el que vende los juegos.
Versión 3-60 retrasada cuatro semanas:
The King of Fighters 2002 Unlimited Match Tougeki Ver. se anuncia para PS2 y este mes de Junio. Más que una re-edición, porque incluirá todas las mejoras y ajustes del balance de la versión 'arcade', además de los modos domésticos y el KOF 2002 original de NG. Lo mejor: menos de 3.000 yen y cubierta de diseño estándar:
Land of Genesis (AGA).
He sabido de esto gracias a Macaw una vez más:
http://www.youtube.com/watch?v=37mnDBgrCNI
Demasiado 'turricanero' para mis gustos, pero no es un mal trabajo gráfico. ¿Alguien lo jugó?:
Type X 2 confirmada. Lo que yo quiero saber es a quién han convencido esta vez para la distribución. Les ha debido de costar lo impensable.
[Risas]. A Konami. Ni más ni menos que a Konami...:
http://am-net.xtr.jp/game/profile.cgi?_v=1269566224
Previsto para Julio.
Esto tiene potencial para ser un heredero más o menos digno de Sky Gunner [ > ], aunque raro será que no salga 'rana':

"Knights of the Phantom Castle" is a (fully-featured) robust strategy game that incorporates massive monster armies, gigantic monsters and stage devices.
In this game, build your army of knights during the [Camp] phase; decide on the army's deployment, equipment and strategies during the [Combat Deployment] phase; and, during the [Stage Battle] phase, take advantage of every control techniques, terrain and stage devices to clear the stage objectives and move on.
- Features
Simple one-step "Tap - Flick - Drag" finger commands!
Using "Multi-Touch," the simultaneous control of several army units!
Six classes, each with their own specialized skills!
Over 50 stages with numerous stage devices and difficulty levels!
http://itunes.apple.com/app/id364183462

http://game.watch.impress.co.jp/docs/ne … 59227.html
Estrategia en tiempo real para un título que se diría fue concebido para I-Pod por aquello de la resolución de diseño de los gráficos, pero que se anuncia en exclusiva para el nuevo juguetito de Apple.
Super tendrá finalmente versión para recreativas:
Hardcore (MD).
Un prototipo que se gestó en realidad para las máquinas europeas ya durante la muerte comercial del sistema, apadrinado por Digital Illusions:
Conan (JAG).
A couple more screens of the unreleased Jaguar game Conan have surfaced recently. The reason this is special is because not only is it a great looking 2d action game, but it was in development by Carlo Perconti and Lyes Belaidouni, who had previously created the great Legend and Iron Commando on the snes. They cancelled this and instead made the ps1 remake of Legend (which was 3d unfortunately)
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