BRAND NEW Nintendo 64 Games |
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- čas přidán 5. 09. 2023
- It's the 4th annual N64Brew game jam competition! 6 new N64 games were submitted that you can play NOW.
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#N64 #Nintendo #Homebrew #indiegame #retrogaming #gaming - Hry
My mans looks like he's about to annoy Jerry Seinfeld with those glasses.
"Hello Tony"
Newman.
dont you see? its lloyd braun!
4:04 "Sometimes, you've just gotta crank your hog."
Megatextures is indeed an amazing Demo.
Fun fact: it was made by the same author of the Mod: Portal for the N64.
Let's hope he implements some of those techniques for Portal 64🙏
As the developer of Summer’s Story, I can definitely say that it is not a demo and it has a distinct ending 😊 But I can totally understand why you were unable to find all the clues 😂 Nice feedback on the control scheme, I thought the ability to play with both hands was enough, never thought stick vs buttons would affect it that hard. I thought the modern layout would help 😅
Love the concept! What else have you worked on? I'd love to check out more of your stuff!
Love that people are still making N64 games for events like this. Super fun! I hope the developers do continue each of these projects as well; I'd love to see Sand City with more polish
The mega texture demo would translate well into a first person adventure game like Shadowgate 64, only far more pretty.
That alone obliterates to dust the notion the n64 wasn't capable of high res textures due to small texture cache. It's there, we all witnessed what it can do with clever programming and larger ROM size. That alone would obliterate to dust the entire 32 bit generation. I'm a massive n64 fan, but it was a jaw dropping surprise how X-Box-ish these textures look.
@ the issue is thst unfortunately the demo is 1 very very tiny square room, if it were any larger the n64 could not run it
@@babbygremlin oh yeah, totally agree. I didn't mention, but I am a 3d animator, so have some grasp how those things should work. As you mentioned, it's impressive because all the memory and storage are concentrated in a tiny room. But... there're workarounds. If the environment was way larger and you had to spread resourcers, even if the ending textures were 1/2 or 1/4 that resolution, it still would be a pretty game, at least on Dreamcast levels (as far as textures go). Also, the majority of N64 carts were 32MB and below, in fact most were 12-16MB. If Nintendo weren't so greedy and many carts were 64MB, the internet would have another opinion on the N64 and carts in general. 64MB is what gave us Resident Evil 2 and Conkers Bad Fur Day.
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So imagine a game using expansion pak, 64MB ROM, and smaller environments like Shadowgate 64, which you can load into RAM individual areas. You'd get a game almost as pretty as this, yet doable in a commercial run. I just wanted to point out the texture cache was never the problem, as it's common nowadays to speculate on the internet. Texture cache alone wasn't the problem.
@ I agree. Texture cache is not an issue on N64. In fact, it's twice the cache of PlayStation, and just right for 64*64 textures.
But texture size is limited max 90*90. -That is an issue, unless developers are willing to seamlessly combining separed parts of big texture together.
-Like seen on this texture-demo here.
Large enviroments would not look that good, because mip-mapping should be used on large areas to avoid texture -issues seen on most PS2 -games that had overly interlaced look. This would limit cache into 2kbyte, but at least textures would look solid.
N64 could really achieve Myst-style game, but where player could really walk, like on this demo here.
Remember that thanks to cartridge speed, N64 could swap/stream entire RAM on console instantly, even during gameplay. So N64 could really do these graphics in game, via simple 1 sec -loading black/fadeout -screen between the rooms. For example, Eternal Darkness on N64 had 3D-visuals, not prerendered backgrouds.
@@9nova9 Hi, in most ways I agree with you, but tesselation would not present a problem. Because you wouldn't need tesselation for every surface, but just for those areas where you really need extra detail. Some surfaces can be rather poor in texture res without any gameplay penalty. Take Shenmue for example. It generally has better textures than anything on the N64, but still had many, many low res textures all over the place. It's just that these we don't tend to notice or care.
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Also, PS1 did dynamic tesselation all the time trying to minimize texture warping, and it could handle the extra poly count no problem. N64 and PS1 are similar in max poly habilities, so it's fair to say the N64 wouldn't struggle with a bit of more dynamic geometry.
the best thing to hit the N64 recently is Portal 64, you guys should do a video on that for sure because it's amazing.
Xeno Crisis too.
wish someone would make a horror adventure game for n64
best i want do is bring a horror beat them up port of NightSlashersX, wish me luck
I feel a bit bad for Summer's Story.. The teddy is the last item you're supposed to discover.. in the intended order of events,the chest would already be open at that point and you would have more direction and context.
But I agree that many players might happen upon story items just by digging and having fun with the mechanics, and the initial direction the player is supposed to go is not always clear.
Great video, and happy you liked the creations.
Thanks for watching! I think part of the issue is it's a figurative and literal sandbox, but it also has an order of events. There either needs to have more flexibility or more structure to the experience.
Will be really cool to see this homebrew advance more
N64 homebrew scene still alive; amazing...now where is our port of GTA 1, 2 or GTA: London ?!
I'd like to see Spelunky reimagined as a Mario game for the 64, Maybe Mario 2 (USA) themed since that also had many vertical sections.
As a graphics engineer (if that means anything), the megatextures demo absolutely blows my mind. I understand it is obviously taking advantage of the fact that it is just a single room, but I have never seen such a fidelity on an N64 or ever thought this would be possible. I assume this runs on an actual console too?
Maybe to put things into context: For Doom Eternal, the developers literally got rid of id Tech Engine's megatextures, because they thought they are a pain to work with. Is it just a matter of tools and workflows? I don't know, but I can certainly imagine it, because actually a lot of asset creation is outsourced to third parties, which you won't ever find out unless you start to dig.
I have always been a fan of virtualization of textures, and even Carmack himself was experimenting with taking it one step further, and virtualizing geometry too (sparse voxel octrees).
You may have found out by now, but the N64 megatextures demo was recorded on actual console hardware in real time. Check out James Lambert's channel for the source video (just plug his name into YT search).
And, isn't geometry virtualization basically what Unreal's Nanite engine does?
Thanks to these 2 comments I am now that much more wiser...higher IQ incoming haha haha ! 😅👍
Nice a new video with Tony and John! You're the best Tony. I love N64 unofficial games some are really cool
There should of been what more 2D side scroll on N64
🥳 New video!!! Always appreciated guys!
Love it. Always enjoy seeing the new works for the N64 =D
Love it, thanks guys!
Agreement with you and think N64 has great potential for amazing 2d hd games as it seems we are headed in that direction 😊
"i have crabs" 😂 🦀
Is it pissible to port Syphon Filter Sony PS1 titles to the N64 ....curious ?!
Owl Boy would be a great fit for N64.
Do you have something similar for the gamecube? like rom hacks or games designed specifically for gamecube?
Was missing my weekly dose of H4G
Tony's looking REAL sexy with that haircut. Swoon!
Mercy!
oh my. 😎😎
I hate modern AAA gaming, i would give anything to get more games like this again
Hey Tony have you heard of the 1999 N64 title Duke Nukem: ZERO HOUR? if you indeed have heard of it, could you & Jon review it for the channel, please?
Any videos of the games from the developers?
I think something is up with the discord link
Sand City could embrace some Wetrix style gameplay
Ohhh! Yeah that'd be interesting.
I wouldn't call these "games" more like tech demo's
You completely missed the point of the texture demo. Go watch the creator's video about it. That alone is worth a whole video on its own as it explains what can be achieved on the hardware
I've seen it.
10:25 I think thats more awkward is the fact you are using that awful controller LOL jk
69!!!! YES!!!!!
Took too long to show off yer brew. Lol
yyw 54
brew ? alcohol is strictly for losers ONLY
🤣