What's the story behind the Farbraush PS3 demo?
category: general [glöplog]
I've not even got back onto it keito. Bloody swine flu has knocked me for six.
You got the lurgy! :D
Best get better and then get your ass to the next pubmeet! ;) as for me, well, i just better get myself to _a_ pubmeet full stop. Anyway, we digress, good job again FR guys :)
Best get better and then get your ass to the next pubmeet! ;) as for me, well, i just better get myself to _a_ pubmeet full stop. Anyway, we digress, good job again FR guys :)
w00t, just gotz me all the trophies.
but seriously, in the credits there's like 5 seconds .theprodukkt, and then 5 minutes page after page after page of sony guys.... and somehow I have the slight feeling, that they didn't really do anything substantial for this production....
but seriously, in the credits there's like 5 seconds .theprodukkt, and then 5 minutes page after page after page of sony guys.... and somehow I have the slight feeling, that they didn't really do anything substantial for this production....
got the trophies in roughly 10minutes of play here, slightly unchallenging in that respect, but atleast some of them made me smile :)
and yeah the page after page of santa monica studio and localisation teams etc etc was kinda long, doesent shine much of a light on the dev team themselves, i seem to recall similar stuff on Linger in Shadows, but its the same for all other PSN stuff i guess, and when the dev team is so small it seems to be reflected.
and yeah the page after page of santa monica studio and localisation teams etc etc was kinda long, doesent shine much of a light on the dev team themselves, i seem to recall similar stuff on Linger in Shadows, but its the same for all other PSN stuff i guess, and when the dev team is so small it seems to be reflected.
btw if any of you demoscene ps3 owners want to add me on your freinds list, feel free, ID: " K-8-O "
:)
:)
Yeah and you've seen all the posts on the playstation blog! The localisation things is getting a bit out of hand now.
Quote:
seriously, in the credits there's like 5 seconds .theprodukkt, and then 5 minutes page after page after page of sony guys.... and somehow I have the slight feeling, that they didn't really do anything substantial for this production....
apart from "making it happen" in the first place, "no, not really" :)
Yeah, but the really annoying thing was Gargag, was the fact they let Japan have priority over europe. :(
"Developed by .theprodukkt, .detuned is a personalized, interactive music experience which gives users the opportunity to create dynamic artwork in real-time to accompany their XMB music collection."
I don't agree with the way this is pitched. It's not a tool for creating your own dynamic artwork, it's an artwork created by .theprodukkt that you can explore. I like how Sony is encouraging the demoscene on PS3 but pitches like this give people the wrong idea.
I don't agree with the way this is pitched. It's not a tool for creating your own dynamic artwork, it's an artwork created by .theprodukkt that you can explore. I like how Sony is encouraging the demoscene on PS3 but pitches like this give people the wrong idea.
Insectecutor: so true.
depends. it itself is a piece of art, and you can interact with it, so in a broader sense you're creating derivative pieces of art with it.
dont tell me you're not expecting youtube videos to pop up the same way they did for audiosurf.
dont tell me you're not expecting youtube videos to pop up the same way they did for audiosurf.
i'm not expecting nearly as many, even if audiosurf wasn't pirated as much as it was, i still dont expect that many youtube vids of detuned music, but i'll be pleasantly surprised if there are :)
Quote:
seriously, in the credits there's like 5 seconds .theprodukkt, and then 5 minutes page after page after page of sony guys.... and somehow I have the slight feeling, that they didn't really do anything substantial for this production....
half of theprodukkt didn't, either. detuned was really mostly done by chaos (code) and giZMo (character, backgrounds), with joey keeping the whole thing going. fiver2 wrote the original concept (which didn't get used) and wiebke and me did nothing :).
non-theprodukkt members and non-sony-employees that contributed significantly include: (mentioned here since they're really hard to make out in the credits :))
- thomas heinrich aka aTom (sync+choreography for demo mode, he also oversaw the mocap IIRC)
- wayfinder (designed some of the modes)
- paniq (music)
- kb (sound system and sound distortion effects)
- andre adam (lots of help with the weird mocap data we got)
- bleik bleicken (did some graphics for the original concept that ultimately didn't get used)
propz guys!
game is funny
references to the scene are ace :D
g0t 55% in no time
now gotta try with other tunes
game is funny
references to the scene are ace :D
g0t 55% in no time
now gotta try with other tunes
Nice game dudes!
Enjoyed it alot!
Now I am hoping to see another ace FR demo
to replace Debris at the no1 all-time spot at pouet 8)
Enjoyed it alot!
Now I am hoping to see another ace FR demo
to replace Debris at the no1 all-time spot at pouet 8)
"non-theprodukkt members" like paniq, wayfinder and kb? atom is an active member, andre adam also worked on the popular demo and kasparov, and bleik has a proud demo scene history "on the other side" (atari). Don't assume these are hired guns just because you don't know their handles.
and yes, i had to speed up the credits quite a bit because there are so many sony guys. usually i start lolling for real when it reads "Sony Computer Entertainment International" (SCEI), after we hat SCEA and SCEE. yet they are not all useless. especially those three logo artist from SCEI did a fantastic job for the japanese version :-) . gizmo immediately adapted the japanese title screen as wallpaper, everything looks cool in kana.
unfortunately this thing took a bit lot longer than we ever expected. Among many many other problems, writing a PS3 engine in your spare time takes some time. this is no shitty PSGL or PSSG stuff, this is GCM stuff with shitty SPU loops! it is supposed to run 60fps unless the ghost effect is on, that brings it down to 30. and it is totally ok to have shitty SPU loops because there are so many SPU's to share the workload (not a bottleneck). unfortunately, i think i messed up the code after the last performance measurement session, during the long-winded mastering process...
and yes, i had to speed up the credits quite a bit because there are so many sony guys. usually i start lolling for real when it reads "Sony Computer Entertainment International" (SCEI), after we hat SCEA and SCEE. yet they are not all useless. especially those three logo artist from SCEI did a fantastic job for the japanese version :-) . gizmo immediately adapted the japanese title screen as wallpaper, everything looks cool in kana.
unfortunately this thing took a bit lot longer than we ever expected. Among many many other problems, writing a PS3 engine in your spare time takes some time. this is no shitty PSGL or PSSG stuff, this is GCM stuff with shitty SPU loops! it is supposed to run 60fps unless the ghost effect is on, that brings it down to 30. and it is totally ok to have shitty SPU loops because there are so many SPU's to share the workload (not a bottleneck). unfortunately, i think i messed up the code after the last performance measurement session, during the long-winded mastering process...
thanks for that nice little insight there chaos, quite interesting :)
What Keito said ^
By the way Chaos could you post the Japanese title screen to the random image thread please? :D
By the way Chaos could you post the Japanese title screen to the random image thread please? :D
Just installed it, giving me big smiles for facing the familiar farbrausch loading bar, private jokes trophy names and so on.
Props and thanks !
Props and thanks !
Yeah, I had to laugh at that, everyone was looking at me as though I was weird though.
FR progress bar is one of the most refined and effective progress bars yet produced.
fr has one of the best loading bars of all time!
OF ALL TIME!
from the japanese website:
this should be in full hd:
and this is just cute:
this should be in full hd:
and this is just cute:
300x169, but thanks. :)