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Post by salamander on Dec 31, 2007 18:15:57 GMT
Tyrian is awesome. but i think this game really needs an update like tyrian 2 ou something like this, in arcade version(like NAOMI or TAITO TYPE X graphics) art and graphics similiar to PSYVARIAR 2. thats my opinion to update to this great game.
good work guys in OpenTyrian. c ya
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Post by Mindless on Dec 31, 2007 18:29:54 GMT
you'll have to find us a good artist first 
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Post by death on Jan 1, 2008 6:59:40 GMT
nexgen graphics for a classic game? that sounds like all of the various game companies who change an entire series just for the wii (like SSX did)
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Post by Jason Emery on Feb 15, 2008 23:12:06 GMT
Well, you'd almost end up having to remake it, much like the Bionic Commando game that's coming out soon. Or make lots of re-releases a la Castlevania where you iterate the gameplay each time. 
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Post by zardoz on Sept 27, 2008 21:58:24 GMT
you'll have to find us a good artist first  I can make it in 3d and render it to use in new sprites (more resolutions and more colors)
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Post by yuriks on Sept 28, 2008 1:34:37 GMT
It would be better to just go full-on 3D then.
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Post by SM on Sept 30, 2008 2:42:43 GMT
I will thank any kind of update for tyrian, and the more ports it gest the better 
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Post by atlasdark on Jan 9, 2009 2:57:01 GMT
The boxart looked absolutely enthralling, and the graphics presented a very crisp arcade experience to me. A redux would be nice, but where could we go from there? 3D, particle effects, and massive amounts of fancy vectorworking in the GUI could kick it up a notch, but gameplay would still be a good area to address, if a revamp or continuation would benefit the series.
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Post by mdz8 on Jan 9, 2009 10:47:26 GMT
you'll have to find us a good artist first  And someone providing an engine to manage the new assets as I'm frankly sure there's no way to plug them in the current system. It would be better to just go full-on 3D then. I disagree. This would just DESTRUCT the gameplay we love. The boxart looked absolutely enthralling, and the graphics presented a very crisp arcade experience to me. A redux would be nice, but where could we go from there? 3D, particle effects, and massive amounts of fancy vectorworking in the GUI could kick it up a notch, but gameplay would still be a good area to address, if a revamp or continuation would benefit the series. I admit it's a few months I'm thinking at a fully vetor-based renderer. That would look super-crisp and I feel it could run easily on most systems.
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Post by atlasdark on Jan 9, 2009 11:05:12 GMT
What basis would the new Tyrian (or related title) have so far as its core? CDP seems a bit stale and lengthy, somewhat unconventional/unwieldy for hobbyists and those without small teams to code separate component simultaneously. However, Strayfire (http://www.flipcode.com/archives/Strayfire_Writing_A_Simple_Game.shtml) demonstrates the results of pile-on-code CDP dev, which yields a fine, polished product (albeit containing 40k+ lines).
Looking through a few languages, Java runs within its own virtual sandbox, thus allowing for convenient web apps, small-scale games (still hosted on servers), but lacks the power to pull off high PG in 3D (thus the limitations of RuneScape).
I'm thinking along the lines of Python/AlphScript or power with simplicity; GML (and its respective IDE) is versatile and has limited particle functions, allowing the creation of a select few solid scrolling shooters, but its simplicity also means that when it reaches the boundaries of its functionality, it'll have to be expanded with DLL's, causing packaging to be an ugly mess.
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Post by yuriks on Jan 9, 2009 16:26:06 GMT
I would say that we would use C++ with Python or possibly Lua. Game Maker doesn't have enough power to do anything with any degree of extendability/customizability.
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Post by atlasdark on Jan 9, 2009 21:24:27 GMT
Lua... Isn't the majority of apps made with said language tiered towards handheld homebrew (DS, PSP).
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Post by AntX on Jan 9, 2009 22:04:13 GMT
I would say that we would use C++ with Python or possibly Lua. Game Maker doesn't have enough power to do anything with any degree of extendability/customizability. It's been a while since I posted here, but a Tyrian-Remake-In-Full-3D has always been something that I have interest into. Why not use Panda3d for such a project? (www.panda3d.org) It's under BSD-like license, fully opensource, and is considered the easiest game engine nowadays, compared to Crystal Space and others. You can use Python (recommended) or C++, and the community is great. There's a ton of examples in the manual. Almost forgot, "Pirates of the Caribbean Online" was developped by Disney on this very engine. So you can even make a good-looking, modern MMO with it!
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Post by atlasdark on Jan 9, 2009 22:38:19 GMT
Disney's MMO is disgraceful compared to the superior free ones around (and better still, there's a premium with most of what we take for granted available in other games), but I suppose that's not the point. MMO's still require a heck of a lot of devotion, studies, and a good team (not to mention network management).
I'm undertaking Python studies, but Pygame works only for 2.5 thus far and SysPy is all the way at 3 (but I'm running 2.6 since I can't compile 3 for OSX). I hope updates roll out soon, I'm itching to start with Pygame, since fiddling with text adventures isn't helping me any.
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Post by AntX on Jan 10, 2009 4:57:39 GMT
Disney's MMO is disgraceful compared to the superior free ones around (and better still, there's a premium with most of what we take for granted available in other games), but I suppose that's not the point. MMO's still require a heck of a lot of devotion, studies, and a good team (not to mention network management). I don't get your point here, sorry. We're not talking about making Tyrian a mass-multiplayer game, are we? I joint pointed out that a free (as in beer) engine CAN be used to make a MMO.  Also, I can't tell for Disney's game as I never played it. Are you comparing it to games made with commercial engines? Those cost an arm and a leg. Anyways, here's a quick list of the most popular opensource engines for those interested: Ogre3d, which is ONLY a rendering engine. Best looking of its class. www.ogre3d.org/index.php?option=com_content&task=view&id=19&Itemid=79Crystal Space, used by PlaneShift. Quite a pain to manage according to many devs. www.crystalspace3d.org/main/FeaturesIrrlicht. It's a bit more complex than Panda3d, but has a few more features. irrlicht.sourceforge.net/features.html
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