Hell, this is very cool. I realy don understand where the hell you get so much dedication to develope ES. The Game looks awesome but this really needs a lot of time. Everytime I write my own games I loose all my motivation to do finish it. Because I get to point I cant go over and I am not giving myself hard requirements for a game. So you are someone who is cool and think I will never be like you. I mean it well.
Inspiration in these videos :) btw, I was wondering, does the PSP that you play on have to be hacked? becuase Sony are tight bastards when it comes to unlicensed 3rd party devving, so ... yeah?
Hum i was wondering how d'you managed to do libGyro. You told in a video that you found all these #ifdef preprocessor just to... well dunno how to say it but you told you don't want 'em anymore. So Did you just put em into a librairie so you got a clean project and a library with an #ifdef wrapper, or did you do like 3 different build of your library, one for all platform and then just link the one that fits in ?
@MarshallMatters4Life Your last proposal (3 different versions of the library then link against the appropriate platform) is exactly how it's managed. The interface is consistent, but the implementations are different in every library and are completely separate from one another.
HI could you point me in the direction of some good books for programing, that would then help me understand how to write games. you must have starated some where. I know bits about programing most from vb6 making account sheets for college which sucked. I have the next 4 months off so thought it would be something to do. Thanks
@spookymcfuzzy he most likely made his own namespace for lib gyro and that line is there to prevent having to access functions in that namespace by preceding them with "gyro::", he can just call the functions without having to type that everytime
I see a video by some guy named Bearrick criticizing you and your project. He says the project is not feasible with your team size and budget. He claims to not want to program because he's more interested in managing projects and art. However, I am doubtful that anyone would want him managing anything with the poor grammar, spelling, and punctuation errors present in his criticism video(s).
im wondering if your gonna share your framework cause if you do it could make it easy to program for the dreamcast and i would love to start to do that
@pimpdog93: Hell yeah. I would love to make libGyro public some day. That has always been the plan. That way any of you can use it to create a hardware accelerated 2D game running on a DC, PSP, and PC. libGyro is being developed as we work on ES, so new features are constantly coming. It's not quite ready to be a public API yet, but it's definitely getting there.
@GyroVorbis Hi, i like your project and your videos, and i want to ask you a question. I want to implement graphics in my programs, and hopefully program a game later. I'm looking for a book, guide, website or something else that explains how pc graphics works, and how to handle difficult parts of programming, like assembly or memory allocation. Some sites/books give pieces of code without explaining anything, that's why i'm asking you where can i find a good source.Sorry for my bad english.Bye!
@cobrakillerz If you know c++ and want to learn sdl, lazyfoo.net is a useful source, and if you want to use allegro google some allegro websites (i don't know of many); however, If you do not know c++, I would recommend getting a c++ primer.
@cobrakillerz Also, "Focus on SDL" is an excellent book for learning SDL. I found this out from gyrovorbis on their forums and bought the book. It was well worth the money.
Hey, I'm a beginning programmer, and I've gotta say, your series of videos started off being really really inspirational. . . then it got really discouraging.
That part around 3:30 in this video, what the fuck was that? Seriously, everything else I saw code-wise I could at least make minor sense out of, but that was just insane.
@bromordra ROFL! That's SH4 assembly. It's programming at a level of instructions that are executed directly by the CPU, whereas languages like C++ are translated or "compiled" into these instructions. 99% of programmers/software engineers never even see that kind of stuff. It's for when you need direct hardware access or are trying to squeeze every ounce of performance possible. Don't be discouraged because of it. It's not a big deal.
@GyroVorbis Ah. Now that you said it's Assembly, it actually makes sense. I don't know what the hell it says, but I know what I'm looking at at least.
Hey, I'm a beginning programmer, and I've gotta say, your series of videos started off being really really inspirational. . . then it got really discouraging.
That part around 3:30 in this video, what the fuck was that? Seriously, everything else I saw code-wise I could at least make minor sense out of, but that was just insane.
There isn't as much as before. You know when you stay up tooooooooooo late and have the empty cans all over the place (just kidding about this one :P)
@MightyGoober It actually took quite awhile. It turned out that we were thrashing the shit out of the VRAM by allocating textures there, twiddling them, then putting them into main RAM.
Though I agree beeping is bad, they don't beep everything out; I think it was done in a humorous fashion more than anything. But yeah, I prefer no beeping at all.
@svcxac I am going to have to respectfully disagree. Our family, friends, coworkers, bosses, and new viewers are watching these videos. They aren't just a little Youtube series anymore. We definitely haven't toned down the language, we just bleep it out--which I personally think adds humor and a professional touch to the videos.
Excuse me if I sound like a retard, but couldn't you use this LibGyro idea on current gen systems? Because I hear people say that multiplatform games suck on ps3 because they're developed for 360 and then ported to ps3, because it's easier to dev for 360. Couldn't you just develop for one system and then do whatever sorcery you just pulled off and it would work fine on another system?
It's not all that easy especially since current gen systems have kind of dropped the idea of a fixed function pipeline. So Falco'd have to write shaders instead of just punching stuff over the fixed function pipeline which might differ quite a bit depending on platform. Another thing is that even though it works on all of the consoles the hardware is still different so some functions avaiable on one platform might not work on the other. So I guess he could port it to a next gen system.
BUT it would look basically the same if he wanted it to remain compatible with the PSP or Sega Dreamcast. Like the GPUs memory to store textures could be exhausted on the dreamcast much earlier than on the likes of PS3 or XBOX360. So you can "pull of that magic" for systems that have specs close to each other.
LibGyro is basically wrapping function calls so you just call the libGyro function and it does what's required for the system rather than doing it directly. That's the magic. sorry 4 bs
Actually, there's a good deal more to libGyro than just being a glorified wrapper. It has its own extremely optimized subsystems for things like linear algebra that will be taking full advantage of each piece of hardware like the vector unit on the PSP or the matrix registers on the Dreamcast. There is no reason that with (a lot of work) libGyro couldn't be implemented on any piece of hardware meeting the minimal requirements.
I got that much wrong then. I thought you were just wrapping individual calls to each platform. So basically you are providing optimized calculation methods for each platform that you support.
Just to clarify, I wasn't saying that you can't implement it on an XBOX360 or smth. Just that it will not look like a 360 game because you still have to manage ressources like you do for the "weakest" console.
no, its unfortunately not that easy. all the systems have their own differences from each other and its kind of hard to make a single version of the game that works on all of them without making huge adjustments to the code
That´s a whole other beast. PS3 has 7 processors. And Xbox360 is just a mass marketed PC specialized for gaming(with NVidia videocard, etc.) Older platforms are simpler and thus easier to program. It´ll depend on the GyroLib´s quality if it really is multiplatform as they claim it to be.
C/++. Scripting in Lua. The libGyro framework has a small amount of SH4 assembly on Dreamcast, and will have other optimizations in assembly on PSP later.
Man man oh yeah, this is too much to handle but I love it. You're all so dedicated! Which makes people like the Elysian Shadows fans dedicated and inspired, to work on their own programming/art projects.
Hell, this is very cool. I realy don understand where the hell you get so much dedication to develope ES. The Game looks awesome but this really needs a lot of time. Everytime I write my own games I loose all my motivation to do finish it. Because I get to point I cant go over and I am not giving myself hard requirements for a game. So you are someone who is cool and think I will never be like you. I mean it well.
TetriarchHavenforge 1 week ago
Falco, How do you program for dreamcast and PSP?
101MUDman101 7 months ago
Even though I'm 1 year late, I have to say: congratulations! Porting the game to all of these platforms is just so awesome it give me the chills
lapidations 8 months ago
when can I have it for PSP?
TompanX 8 months ago
Inspiration in these videos :) btw, I was wondering, does the PSP that you play on have to be hacked? becuase Sony are tight bastards when it comes to unlicensed 3rd party devving, so ... yeah?
theonethatthinks 11 months ago
Hum i was wondering how d'you managed to do libGyro. You told in a video that you found all these #ifdef preprocessor just to... well dunno how to say it but you told you don't want 'em anymore. So Did you just put em into a librairie so you got a clean project and a library with an #ifdef wrapper, or did you do like 3 different build of your library, one for all platform and then just link the one that fits in ?
MarshallMatters4Life 11 months ago
@MarshallMatters4Life Your last proposal (3 different versions of the library then link against the appropriate platform) is exactly how it's managed. The interface is consistent, but the implementations are different in every library and are completely separate from one another.
GyroVorbis 11 months ago
69th like... >.>
Kairosho 1 year ago
best drink ever Arizona Green Tea
SCHUCH512 1 year ago
love the gemini man music in there
dethbot12 1 year ago
Hahahahah falco: ''you saved the most dramatic one for last didnt you?''
Skyrodude 1 year ago
HI could you point me in the direction of some good books for programing, that would then help me understand how to write games. you must have starated some where. I know bits about programing most from vb6 making account sheets for college which sucked. I have the next 4 months off so thought it would be something to do. Thanks
ebenheart 1 year ago
How come you put
using namespace gyro?
spookymcfuzzy 1 year ago
@spookymcfuzzy he most likely made his own namespace for lib gyro and that line is there to prevent having to access functions in that namespace by preceding them with "gyro::", he can just call the functions without having to type that everytime
CheesyBerger 1 year ago
I see a video by some guy named Bearrick criticizing you and your project. He says the project is not feasible with your team size and budget. He claims to not want to program because he's more interested in managing projects and art. However, I am doubtful that anyone would want him managing anything with the poor grammar, spelling, and punctuation errors present in his criticism video(s).
Keep on keepin' on.
AmazingRando303 1 year ago
which technique do you recommend using for text in sdl?
NFG49 1 year ago
im wondering if your gonna share your framework cause if you do it could make it easy to program for the dreamcast and i would love to start to do that
pimpdog93 1 year ago
@pimpdog93: Hell yeah. I would love to make libGyro public some day. That has always been the plan. That way any of you can use it to create a hardware accelerated 2D game running on a DC, PSP, and PC. libGyro is being developed as we work on ES, so new features are constantly coming. It's not quite ready to be a public API yet, but it's definitely getting there.
GyroVorbis 1 year ago
@GyroVorbis thats kool man keep up the good work
pimpdog93 1 year ago
@GyroVorbis Hi, i like your project and your videos, and i want to ask you a question. I want to implement graphics in my programs, and hopefully program a game later. I'm looking for a book, guide, website or something else that explains how pc graphics works, and how to handle difficult parts of programming, like assembly or memory allocation. Some sites/books give pieces of code without explaining anything, that's why i'm asking you where can i find a good source.Sorry for my bad english.Bye!
cobrakillerz 1 year ago
@cobrakillerz
You could check out their forum; elysianshadows[dot]com/phpBB3/
i'm sure you can find the answer or get some answers from the people there.
Jeroend88 1 year ago
@Jeroend88 Thanks, i will
cobrakillerz 1 year ago
@cobrakillerz If you know c++ and want to learn sdl, lazyfoo.net is a useful source, and if you want to use allegro google some allegro websites (i don't know of many); however, If you do not know c++, I would recommend getting a c++ primer.
CheesyBerger 1 year ago
@cobrakillerz Also, "Focus on SDL" is an excellent book for learning SDL. I found this out from gyrovorbis on their forums and bought the book. It was well worth the money.
CheesyBerger 1 year ago
Forgot a semicolon in the 1:40 section of code! Watch for it! :-D.
cProg1x 1 year ago
ahahhaha marcell fell asleep ...probably slept till 4 in the afternoon the next day!!!
dumbassvideosblake 1 year ago
Hey, I'm a beginning programmer, and I've gotta say, your series of videos started off being really really inspirational. . . then it got really discouraging.
That part around 3:30 in this video, what the fuck was that? Seriously, everything else I saw code-wise I could at least make minor sense out of, but that was just insane.
bromordra 1 year ago
@bromordra ROFL! That's SH4 assembly. It's programming at a level of instructions that are executed directly by the CPU, whereas languages like C++ are translated or "compiled" into these instructions. 99% of programmers/software engineers never even see that kind of stuff. It's for when you need direct hardware access or are trying to squeeze every ounce of performance possible. Don't be discouraged because of it. It's not a big deal.
GyroVorbis 1 year ago
@GyroVorbis Ah. Now that you said it's Assembly, it actually makes sense. I don't know what the hell it says, but I know what I'm looking at at least.
bromordra 1 year ago
Hey, I'm a beginning programmer, and I've gotta say, your series of videos started off being really really inspirational. . . then it got really discouraging.
That part around 3:30 in this video, what the fuck was that? Seriously, everything else I saw code-wise I could at least make minor sense out of, but that was just insane.
bromordra 1 year ago
awesome work!
sonicbaz1 1 year ago
how about trying a ds game?
zerobuu 1 year ago
Marcel, ease off the nachos man, you're filling out! ;-)
I know it's rude, but it needs pointing out at this early stage.
amcadam26 1 year ago 2
@amcadam26: 'tis what happens when you break with your girl of 4 years.
TheAmazingArce 1 year ago
im watching all these now and.jajaja
some of the same problems i had.jajajt linea
o yea, and that line.. "i will not sleep til...."
get that get that get that !!
Gota Get It !!
daveedking 1 year ago
roflmao
iSmokeCronicUshld2 1 year ago
@GyroVorbis
There isn't as much as before. You know when you stay up tooooooooooo late and have the empty cans all over the place (just kidding about this one :P)
The AIGD series had much more fun the these.
And what about XxStillAVirgin69xX?
blacksilentA99 1 year ago
You going to give us a quick run down on how long the PSP took you to fix and what the problem was?
MightyGoober 1 year ago
@MightyGoober It actually took quite awhile. It turned out that we were thrashing the shit out of the VRAM by allocating textures there, twiddling them, then putting them into main RAM.
GyroVorbis 1 year ago
Don`t beep. It`s bad. This world needs more liberal language speaking.
djsotos 1 year ago
Agree, one thing I liked from the start was their liberal way of doing things and saying things :D
skaruts 1 year ago 2
Though I agree beeping is bad, they don't beep everything out; I think it was done in a humorous fashion more than anything. But yeah, I prefer no beeping at all.
svcxac 1 year ago
@svcxac I am going to have to respectfully disagree. Our family, friends, coworkers, bosses, and new viewers are watching these videos. They aren't just a little Youtube series anymore. We definitely haven't toned down the language, we just bleep it out--which I personally think adds humor and a professional touch to the videos.
GyroVorbis 1 year ago
When you bleep out the "f*ck" words, it's achually hilarious because you do it so well
master10123 1 year ago 2
@GyroVorbis, I agree with what you've done :)
myromance123 1 year ago
Can´t wait to get my hands of libGyro when it is done.
gasto5 1 year ago 3
lol on the vmu and sega32X
gonzo191 1 year ago 2
Excuse me if I sound like a retard, but couldn't you use this LibGyro idea on current gen systems? Because I hear people say that multiplatform games suck on ps3 because they're developed for 360 and then ported to ps3, because it's easier to dev for 360. Couldn't you just develop for one system and then do whatever sorcery you just pulled off and it would work fine on another system?
prodigy372 1 year ago
It's not all that easy especially since current gen systems have kind of dropped the idea of a fixed function pipeline. So Falco'd have to write shaders instead of just punching stuff over the fixed function pipeline which might differ quite a bit depending on platform. Another thing is that even though it works on all of the consoles the hardware is still different so some functions avaiable on one platform might not work on the other. So I guess he could port it to a next gen system.
nezrif27 1 year ago
BUT it would look basically the same if he wanted it to remain compatible with the PSP or Sega Dreamcast. Like the GPUs memory to store textures could be exhausted on the dreamcast much earlier than on the likes of PS3 or XBOX360. So you can "pull of that magic" for systems that have specs close to each other.
LibGyro is basically wrapping function calls so you just call the libGyro function and it does what's required for the system rather than doing it directly. That's the magic. sorry 4 bs
nezrif27 1 year ago
Actually, there's a good deal more to libGyro than just being a glorified wrapper. It has its own extremely optimized subsystems for things like linear algebra that will be taking full advantage of each piece of hardware like the vector unit on the PSP or the matrix registers on the Dreamcast. There is no reason that with (a lot of work) libGyro couldn't be implemented on any piece of hardware meeting the minimal requirements.
GyroVorbis 1 year ago
I got that much wrong then. I thought you were just wrapping individual calls to each platform. So basically you are providing optimized calculation methods for each platform that you support.
Just to clarify, I wasn't saying that you can't implement it on an XBOX360 or smth. Just that it will not look like a 360 game because you still have to manage ressources like you do for the "weakest" console.
Anyway it's a great framework!
nezrif27 1 year ago
@nezrif27 Ah, I misunderstood you then. Yeah, you're exactly right in what you said before.
GyroVorbis 1 year ago
no, its unfortunately not that easy. all the systems have their own differences from each other and its kind of hard to make a single version of the game that works on all of them without making huge adjustments to the code
Ibly31 1 year ago
That´s a whole other beast. PS3 has 7 processors. And Xbox360 is just a mass marketed PC specialized for gaming(with NVidia videocard, etc.) Older platforms are simpler and thus easier to program. It´ll depend on the GyroLib´s quality if it really is multiplatform as they claim it to be.
gasto5 1 year ago
@prodigy372 That's why people make multi-platform game engines. Ex: Unreal Engine 3, Cryengine 3, Unity, Torque 3d.
xXShadowAsasNXx 1 year ago
2:10 missed a semicolon :P
doubleem12 1 year ago 2
This is why you don't see my screencapping after I push compile. ;)
GyroVorbis 1 year ago
Damn, good eye.
prodigy372 1 year ago
every single function inside of classes?
that sounds you guys are now really object oriented.
Corolido 1 year ago
lol i'm wearing the same pants as marcel lol
Xbox 360
modman1234567 1 year ago
Is this in C# code?
spookymcfuzzy 1 year ago
Nope.
TheAmazingArce 1 year ago
C++?
spookymcfuzzy 1 year ago
Depending on which part you're referring to, probably. But there's a clip of BlitzPlus and Assembly.
TheAmazingArce 1 year ago
C/++. Scripting in Lua. The libGyro framework has a small amount of SH4 assembly on Dreamcast, and will have other optimizations in assembly on PSP later.
GyroVorbis 1 year ago
How do you combine all of those in one game then?
spookymcfuzzy 1 year ago
Wow, I really admire your skills. Assembly for the Naomi, now that is hardcore.
gasto5 1 year ago
@spookymcfuzzy no dude c++
gonzo191 1 year ago
When is the release date for Elysian Shadows Revolution?
spookymcfuzzy 1 year ago
Got some bitchin' NES tunes in here :D
love WoodMan :)
and the underworld music from Zelda is just so full of ambience.
GRRRREAT!
Can't wait to play Elysian Shadows on my Celery and SEGA 32x :)
robotwo 1 year ago 6
Falco you did it
man this is awesome
EvilNando 1 year ago 6
what language are u using
pimpdog93 1 year ago
I hung with these cats.....
once...
AlterEZ 1 year ago
NES Zelda soundtrack :)
Bummslang 1 year ago
Yes you are Peter, yes, you are.
RyanPridgeon 1 year ago
6:51
compile error: he put a ":" instead of a ";"
Brodi816 1 year ago 3
at 0:55 the center bottom box has a nutsack in it
ponyboyh 1 year ago 2
yeaahhh!
5000*
!!
:D
Mihawkler 1 year ago
Man man oh yeah, this is too much to handle but I love it. You're all so dedicated! Which makes people like the Elysian Shadows fans dedicated and inspired, to work on their own programming/art projects.
DIABLOVT12 1 year ago 2
4:45 super cheese!
bakkon 1 year ago
epic as is, and woodman theme made it even more epic.
clsDevAaron 1 year ago
you look shaggier in every scene, falco
keithgarry 1 year ago 3
That's how you know I'm working.
GyroVorbis 1 year ago
First
dandymcgee 1 year ago