FantasticMrFoxdie
Mumber
*thumbs up*
Developers should hire you to Pro patch games (Bloodborne I'm looking at you... but this case I guess there is the language issue).
FWIW, all the comments and documentation for the LKS source were in Japanese. But I'm used to reverse engineering things!Developers should hire you to Pro patch games (Bloodborne I'm looking at you... but this case I guess there is the language issue).
This pique my interest, given Tecmo's past with PC ports.Tecmo got in contact with him on Twitter, so we will see if they improve.
When you opening that sick PC port focused studio?No.
Also, XSEED are pretty awesome.
And sadly, the game still isn't quite perfect at 60 Fps. Read the blog for details.
Holy hell you got some talent in them fingertips!FWIW, all the comments and documentation for the LKS source were in Japanese. But I'm used to reverse engineering things!
That is really cool... congrats I did not play the game you looks like you did a good work.FWIW, all the comments and documentation for the LKS source were in Japanese. But I'm used to reverse engineering things!
Yeah... I mean for projects like 3-4 months... it is really good deal for both sides.Devs/Pubs should definitely consider hiring him. Not sure what his employment status is but maybe he prefers to "freelance"?
He knows where you live???
Tecmo got in contact with him on Twitter, so we will see if they improve.
Problem is that it was KT America that contacted him. It's KT Japan that do all the porting stuff and somehow I don't think they want help with the ports.This pique my interest, given Tecmo's past with PC ports.
Ha! Now that's something I hadn't seen in a while ; )It's also pretty amazing how they wrote a bespoke engine, memory manager, scripting system and VM for the original Wii game. Impressive on the one hand, infuriating on the other
And all of it only commented in Japanese and compiling correctly in SHIFT-JIS of course!
I did provide them with feedback, including what I'd consider the priorities list for the port.Well he did post some photos of the upcoming K-T games coming out on PC soon, Atelier Sophie and Nights of Azure, over at the Steam thread. Since they are not officially out yet, I'm guessing Durante is going over how the ports are running, maybe even providing some feedback to them. I'm pretty sure we'll find out more in detail during the first few weeks of their release.
As far as I can tell, this is accurate.Problem is that it was KT America that contacted him. It's KT Japan that do all the porting stuff and somehow I don't think they want help with the ports.
Half of the time I spent on this is due to codepages. No joke.Ha! Now that's something I hadn't seen in a while ; )
While working on the game, I noticed a few things which would significantly improve the visual quality and not really take too much time to implement. So I did. This include multi-sample anti-aliasing (MSAA), anisotropic filtering, transparency supersampling and a few other minor tweaks.
I did provide them with feedback, including what I'd consider the priorities list for the port.
As far as I can tell, this is accurate.
Half of the time I spent on this is due to codepages. No joke.
Well I hope they finally add resolutions above 1080p. I wont purchase any KT games until I can play them at native 4k of my monitor.
Yes. This week, in fact.So on a serious level, Durante:
Have you ever thought about writing a book or teaching an online course or something.
I hope so. This week, I threw around some ideas regarding making a general open source free launcher/configuration framework that could be used by indie- to mid-tier PC ports/versions. I also honestly considered changing my day job and working full-time on ports. But it's all very volatile.I feel like you've done more than enough to prove your credentials and I'm sure there are a lot of people who would like to get into the industry (or maybe are already in it) - who would like to learn if you are willing to teach.
Bosses will move twice as fast as they should, and perform their attacks twice as fast, making them really hard / almost impossible.I'm still a little confused as to how the 60 fps mode works in practice. Assuming the player doesn't want to manually engage 30 fps mode at points, what will happen exactly?
I'm still a little confused as to how the 60 fps mode works in practice. Assuming the player doesn't want to manually engage 30 fps mode at points, what will happen exactly?