Let me know what other coding secrets you'd like to see featured
13 comments
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13 Comments
Elikay
Nov 11, 2017
I think it would be cool to see a video on how the original Pokemon games did what they did, like how were they able to store as much information as they did, and the tricks they did for a game as simple as those.
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Sami Habib
Nov 10, 2017
I'd love to see anything related to Puggsy, maybe some details on the physics system?
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ed dtech
Nov 09, 2017
I'd think it would be fantastic to see "behind the scnes" of the toy story's "3d" racing (which has houses and trucks on the sides of the road), as well as of certain sweet mickeymania and toystory 3d wall effects (live horisontal stretching) while in sidescroller mode (entering ghost house in mickey mania, arcade/cafe and many other places in toystory).
The basic principles seems generaly clear, but how did it all work together, smooth and rapidly - that's something seriously fascinating!
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H P J
Nov 06, 2017
To be honest, there are a lot of interesting effect done in the megadrive version of toy story. I'd be interested in a video explaining all the ones mentioned above, maybe, please...
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DevEd
Nov 06, 2017
On the subject of Toy Story, I'd like to know how the kids walking by were done in the level "Food and Drink".
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Ant'n
Nov 05, 2017
Mickey Mania's "3D" tower. Also how was the neato 3D effect added to MM and Toy Story's furniture. If you could explain the tricks in some of the effects in the Sega Megademo video that would be great
Like
ShootingStarComet
Nov 05, 2017
If I recall Radiant Emerald in Saturn Sonic R was a wonder at the time because the Saturn wasn't supposed to be able to do Alpha transparencies. An effect that sadly didn't translate to the PC version, how did you manage to get an entire race course with that effect?
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C_cat
Nov 05, 2017
what did you use to make 3D blasts intro, i get the compression but it always made me curious if it was made frame by frame or animated, at least originally
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Aqua the Yoshi
Nov 05, 2017
Puggsy boss screen rotation. I know I already asked in a separate post, but I guess I'd be better off.
Like
B00Blip
Nov 05, 2017
In 3D Blast, the opening cutscene has some fairly detailed images of Sonic and Eggman. I was wondering if this was made in a similar way to Toy Story's multi-layer sprites, or perhaps it was stretched like 3D's intro movie. Thank you!
Like
Mr. Mary
Nov 05, 2017
Mind explaining how the Amiga .MOD player in Toy Story works? And why it doesn't support all the effect commands? (I'd love to play my own .mods using it but lack of support for 0xy arpeggios is a deal breaker for me)
Like
Sword Kirby
Nov 05, 2017
How do the Special Stages work in Sonic 3D Blast? (Mega Drive version, obviously) Many Thanks
Like
John Wells
Nov 05, 2017
Hey wus poppin can u explain how you got the controls so well in Toy Story 2. Every movement is snappy and responsive. Nothing feels out of the player's control. Every jump can be perfectly judged. It is like no other platformer I've ever played.
I think it would be cool to see a video on how the original Pokemon games did what they did, like how were they able to store as much information as they did, and the tricks they did for a game as simple as those.
I'd love to see anything related to Puggsy, maybe some details on the physics system?
I'd think it would be fantastic to see "behind the scnes" of the toy story's "3d" racing (which has houses and trucks on the sides of the road), as well as of certain sweet mickeymania and toystory 3d wall effects (live horisontal stretching) while in sidescroller mode (entering ghost house in mickey mania, arcade/cafe and many other places in toystory).
The basic principles seems generaly clear, but how did it all work together, smooth and rapidly - that's something seriously fascinating!
To be honest, there are a lot of interesting effect done in the megadrive version of toy story. I'd be interested in a video explaining all the ones mentioned above, maybe, please...
On the subject of Toy Story, I'd like to know how the kids walking by were done in the level "Food and Drink".
Mickey Mania's "3D" tower. Also how was the neato 3D effect added to MM and Toy Story's furniture. If you could explain the tricks in some of the effects in the Sega Megademo video that would be great
If I recall Radiant Emerald in Saturn Sonic R was a wonder at the time because the Saturn wasn't supposed to be able to do Alpha transparencies. An effect that sadly didn't translate to the PC version, how did you manage to get an entire race course with that effect?
what did you use to make 3D blasts intro, i get the compression but it always made me curious if it was made frame by frame or animated, at least originally
Puggsy boss screen rotation. I know I already asked in a separate post, but I guess I'd be better off.
In 3D Blast, the opening cutscene has some fairly detailed images of Sonic and Eggman. I was wondering if this was made in a similar way to Toy Story's multi-layer sprites, or perhaps it was stretched like 3D's intro movie. Thank you!
Mind explaining how the Amiga .MOD player in Toy Story works? And why it doesn't support all the effect commands? (I'd love to play my own .mods using it but lack of support for 0xy arpeggios is a deal breaker for me)
How do the Special Stages work in Sonic 3D Blast? (Mega Drive version, obviously) Many Thanks
Hey wus poppin can u explain how you got the controls so well in Toy Story 2. Every movement is snappy and responsive. Nothing feels out of the player's control. Every jump can be perfectly judged. It is like no other platformer I've ever played.