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Hiding the cursor
Change resolution
Change Gamma and Brightness
Change Mouse Speed
All of these are just as important.
Gamma and Brightness are not THAT important considering in a worst case scenario you can often alter them on a per-game basis in the GPU software. And the game is pretty vivid to begin with. They ARE important, but compare to the other stuff you mentioned I can live without it if it had to be sacrificed. Resolution I'd say depends on performances on low specs machines. I'd say in this case a render scale slider is probably much enough based on the game's performances. Didn't actually test it but I have a feeling it probably runs on a few years old laptop integrated GPUs. So yeah resolution or render scale would have to be tested against performances !
The reason i requested both gamma & brightness is because I plan on playing this game on a real CRT using the GunCon2 in Linux.
Same goes for resolution as I plan to launch the game with switchres.
So if the screen running it is 640x480 it should run (I don't know how adapted the gameplay will be, as I don't know if it's meant to be played in 4:3 but that should work).
If I completely misunderstood, my bad, never used switchres. From what I've read it changes the video mode of the screen (or at least what the app thinks the video mode is right ?) but if I'm wrong feel free to tell me.
If the game/games are modern retro games it is also possible to manipulate the image by going from 16:9 to 4:9.
A good example is TMNT Shredders Revenge in 480x240@60, butter smooth and pixel perfect and cropped image. Or Final Vendetta 400x224@60.
Now about the brightness and gamma adjustment or even black level if possible (hint hint).
A Crt Lightgun used hardware flashes to make it easier for the photo-diode to pick up where the gun was aiming and register the hit.
This can be simulated with software or by playing around with gamma, brightness and black levels.
For Mame this is solved by a Lua script and with Retroarch with shaders but still not perfect.
There is a project made by the maker of Gun4Ir that's called Gun2Crt that will solve this issue using a real hardware flasher. But will all that's happening in the world right now and with the component shortage it's till far of from being released any time soon.
If you are interested in stuff like this I highly recommend to have a look at this forum thread.
http://forum.arcadecontrols.com/index.php?topic=164657.msg1734386#msg1734386
The next step after that if I come to design it would be creating a software like the one that sends MAME signals for the gun for the recoil to work, but that would be able to detect shots fired in PC softwares as well (so Time Crisis games on PSX/PS2 emulators, House of the Dead's PC port). But that part's a long way yet. I know it's doable using similar principles to emulators mouse injectors, but I didn't research much farther yet. Would love to make it work for that game though !
Also I get it for the resolution then, didn't realize that. I'm not an original res/visuals/tech team myself (although for pixel art, I kinda like it for some games). I'm usually more in the high resolution team when it comes to 3D. I love crisp looking pixel texture and polygonal models :P Although it's one thing where I totally get wanting to emulate the original screen res and effects.
If you add '-window' to the advance launch options, you can run the demo in windowed mode and this allows the Sinden borders to be visible on the screen. One caveat: If you want to use aim offscreen to reload you have to aim off the bottom - the other directions were spotty at best.
It was a blast running through with the lightgun. Added it to my wishlist. I am sure you're working on balancing etc but the biggest feedback point I have at the moment is that many of the zombies start their attack animations way too early (when they should still be out of reach). Looking forward to the full release.
Something you can look into?
The GunCon2 only works on Linux with the OpenSource drivers.