Latest Comments by valcan_s
An Interview With Corpses 'N Souls Developer Side Scroll Studios
31 Aug 2015 at 9:35 pm UTC Likes: 4
31 Aug 2015 at 9:35 pm UTC Likes: 4
Quoting: kingofrodeoThe most important thing in life is to follow your dream, at least once. You can always get another job if you fail miserably as an indie developer.This is exactly how I feel ^^^ I don't know what is going to happen in the end but I am going to try my best and make it happen. You only live once so might as well try to make one of your dreams happen and not think down the line "what if?".
An Interview With Corpses 'N Souls Developer Side Scroll Studios
31 Aug 2015 at 9:25 pm UTC Likes: 10
31 Aug 2015 at 9:25 pm UTC Likes: 10
Just wanted to say again a big thank you to Flesk, gamingonlinux.com and Cheeseness for asking me to do the article.
I enjoyed working with you guys on the article and was glad to share my early development and experiences with indie development.
Thanks again.
I enjoyed working with you guys on the article and was glad to share my early development and experiences with indie development.
Thanks again.
Teaser Video Released For Upcoming Metroidvania Platformer Corpses 'N Souls
13 Jun 2015 at 6:15 am UTC Likes: 1
My self I am a power PC desktop guy who loves mutli screen gaming and all the new tech so I will have a Ultra mode and continue to push the tech in my game and that is what you see in the video. The most expensive stuff are my dynamic interactive particle system and second the lighting. The mega particle system uses both the CPU and GPU together I have a second particle system(if you turn that one off) that is only GPU and very efficient but you lose the interactive(the collisions) but keeps the physics. Same with the lights I will have a smart LOD/culling system that will scale back the lighting if need be or you can turn them off but only keep some of the main global illuminating ones to still keep the cool look.
Currently on my comp on Ultra @ 1080p @ 60FPS what is in the video :
[ note - this is pre alpha code un optimised I have a lot planned on culling and other performance measures and will still do a lot of work ]
- First Gen Geforce Titan
-> Min usage is 5%
-> Max usage is 50%
-> vid mem does not go over 1.5gig
- CPU is a 6 core i7 3.2 - 3.8 turbo
-> Min 16%
-> Average is around 20%
-> Max around 33%
* note the load is spread on all the cores, my engine is multi cored *
- Sys mem is around 700 Megs to a 1 Gig
Keep in mind I can optimize a lot of stuff this is a early pre alpha build there is still a lot of improvements I know I can do, which is nice to know that I will get things faster.
If you dump the MEGA interactive dynamic particles and swap to my GPU only particles that don't react to the environment but still have physics you probably could run it on quit a low spec system, you will gain a huge boost in resources.
This will give you an idea of the requirements, this is real rough though, I would guess a 580 would run Ultra @ 1080p 60FPS right now. I will try and test laptops, AMD rigs, Geforce rigs, SLI, Cross Fire, Intel, multi screen and try and cover as much as I can.
My goal is to have as many users to play it in Ultra or High as I can and make sure I don't sacrifice the cool tech as you go down in settings.
Hope that helps but that is as much info as I can share right now.
13 Jun 2015 at 6:15 am UTC Likes: 1
Quoting: MGOidHi Valcan, thanks for your reply. What is the hardware target you have in mind? Is a beef desktop or something like a laptop with integrated graphics?Hey M@GOid, both. I am targeting a wide amount of configs from the top rigs to as much as I can below with my engines scalability. I am aware that a lot of indie games have a big scene on the laptops so I will not ignore this group and have a scale for them. The engine is coded for multi core CPUs and as many GPUs as you have, and plan to make the graphics very scalable(early on I have taken steps since I have the game running on 5760x1080 which take a lot of work and your forced to scale your engine).
My self I am a power PC desktop guy who loves mutli screen gaming and all the new tech so I will have a Ultra mode and continue to push the tech in my game and that is what you see in the video. The most expensive stuff are my dynamic interactive particle system and second the lighting. The mega particle system uses both the CPU and GPU together I have a second particle system(if you turn that one off) that is only GPU and very efficient but you lose the interactive(the collisions) but keeps the physics. Same with the lights I will have a smart LOD/culling system that will scale back the lighting if need be or you can turn them off but only keep some of the main global illuminating ones to still keep the cool look.
Currently on my comp on Ultra @ 1080p @ 60FPS what is in the video :
[ note - this is pre alpha code un optimised I have a lot planned on culling and other performance measures and will still do a lot of work ]
- First Gen Geforce Titan
-> Min usage is 5%
-> Max usage is 50%
-> vid mem does not go over 1.5gig
- CPU is a 6 core i7 3.2 - 3.8 turbo
-> Min 16%
-> Average is around 20%
-> Max around 33%
* note the load is spread on all the cores, my engine is multi cored *
- Sys mem is around 700 Megs to a 1 Gig
Keep in mind I can optimize a lot of stuff this is a early pre alpha build there is still a lot of improvements I know I can do, which is nice to know that I will get things faster.
If you dump the MEGA interactive dynamic particles and swap to my GPU only particles that don't react to the environment but still have physics you probably could run it on quit a low spec system, you will gain a huge boost in resources.
This will give you an idea of the requirements, this is real rough though, I would guess a 580 would run Ultra @ 1080p 60FPS right now. I will try and test laptops, AMD rigs, Geforce rigs, SLI, Cross Fire, Intel, multi screen and try and cover as much as I can.
My goal is to have as many users to play it in Ultra or High as I can and make sure I don't sacrifice the cool tech as you go down in settings.
Hope that helps but that is as much info as I can share right now.
Teaser Video Released For Upcoming Metroidvania Platformer Corpses 'N Souls
12 Jun 2015 at 8:03 pm UTC Likes: 1
12 Jun 2015 at 8:03 pm UTC Likes: 1
Hello, I am the single person that created this game engine and is making the game Corpses 'N Souls, our team is made up of my self and a Composer Michael Kelly who does the awesome music. The video above is a engine demo running the current state of the game. I have finally gotten my engine to a state that I am able to show it off for the first time in motion and everything is working. I only mentioned E3 in the video cause I love video games and always wanted to be part of the show and it is the favorite time of year for me. I am not going to be at the show and clearly the game is in very early development and no where near being finished.
The game Corpses 'N Souls will not be ready for probably more than a year(at best) this is extremely early development. My efforts now will be focusing on the game, since the engine is in real good shape so a lot will change. I have already completed a lot of the base systems for my game so that is why I used the current state of Corpses 'N Souls in the engine demo than rather script something for that would be wasted time and work.
As for the comments about the player being lost in the backgrounds and everything blending I am aware of this and have already started on a solution(this is not final):
Light theme
Light Theme 1080p [External Link]
Dark theme
Dark Theme [External Link]
This FX will be optional like DOF, this is of course a WIP and a lot will change as development goes on, things are very early right now.
Also keep in mind this game has a base line of 1080p it is not meant for lower resolutions, YouTube destroys the details in videos @ 1080p that have high detail. Here is a link to some direct footage videos captured in the engine demo if interested:
http://www.sidescrollstudios.com/images/video/ [External Link]
Anyways a lot will change over time, the video above is very early footage, I will release a proper gameplay video down the road.
Thanks for your time.
The game Corpses 'N Souls will not be ready for probably more than a year(at best) this is extremely early development. My efforts now will be focusing on the game, since the engine is in real good shape so a lot will change. I have already completed a lot of the base systems for my game so that is why I used the current state of Corpses 'N Souls in the engine demo than rather script something for that would be wasted time and work.
As for the comments about the player being lost in the backgrounds and everything blending I am aware of this and have already started on a solution(this is not final):
Light theme
Light Theme 1080p [External Link]
Dark theme
Dark Theme [External Link]
This FX will be optional like DOF, this is of course a WIP and a lot will change as development goes on, things are very early right now.
Also keep in mind this game has a base line of 1080p it is not meant for lower resolutions, YouTube destroys the details in videos @ 1080p that have high detail. Here is a link to some direct footage videos captured in the engine demo if interested:
http://www.sidescrollstudios.com/images/video/ [External Link]
Anyways a lot will change over time, the video above is very early footage, I will release a proper gameplay video down the road.
Thanks for your time.
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