I like the locale of this level a lot. It's very simple, yet not a place you'd usually see a platformer go. It comes off very experimental, which vibes with how early 3D games handled themselves.
That's just the last play session. I must have done around 100 tries today and only cleared this twice. (Not even counting all those directly in the editor)
@@bad_vertex3401 Is that why it has no shine or specular effect on the objects? I'd like to learn more about this. Is there any material or link you'd suggest
@@hasanshafy_ on many things in the game there is no real time lighting at all. It's all shaded by hand and rendered as-is. That's how they used to do things most of the time back then because it 1) saves on lighting computations and 2) looks much more impactful and stylized and you can use shading to artistic advantage. I'm not sure if I know of any resources about this, usually I just reference old games and try to copy what they do. I use a lot of emulator footage for crash or spyro as reference
This is a full level, the last one before the final boss. After the end there would be an additional path accessible if you have all the other mushrooms in the game, and that would get you the 100% ending
I like the locale of this level a lot. It's very simple, yet not a place you'd usually see a platformer go. It comes off very experimental, which vibes with how early 3D games handled themselves.
Yeah no that's exactly the vibes this game as a whole gives me- it feels very authentically like an early 3d platformer in pretty much every aspect
I love it that this level was cleared in one go but the end jump says 21 deaths
That's just the last play session. I must have done around 100 tries today and only cleared this twice. (Not even counting all those directly in the editor)
Yooo, that's insane! That'll give hardcore Crash fans a challenge for sure!
What have you done... WHAT HAVE YOU DONE?!?!?!
One of my favorites music wise.
You're tearing me apart vertex
ok this is something i would love to buy and i can see it being made on the n64 or ps1 platform
Love the visual aesthetic of the game. Are you using vertex colors to achieve the look?
Yes, it's handpainted vertex colours, either just pure vcolour or vcolour+texture (in which case the colour is used to handcraft shading)
@@bad_vertex3401 Is that why it has no shine or specular effect on the objects? I'd like to learn more about this. Is there any material or link you'd suggest
@@hasanshafy_ on many things in the game there is no real time lighting at all. It's all shaded by hand and rendered as-is. That's how they used to do things most of the time back then because it 1) saves on lighting computations and 2) looks much more impactful and stylized and you can use shading to artistic advantage. I'm not sure if I know of any resources about this, usually I just reference old games and try to copy what they do. I use a lot of emulator footage for crash or spyro as reference
@@bad_vertex3401 do you have a mail address? I wanna know more about this if you don't mind
@@hasanshafy_ email is too risky. Please join the PsiloSybil discord server linked on the steam page and we may talk there
Niiiiice... Would this be a full level or a bonus stage?
This is a full level, the last one before the final boss. After the end there would be an additional path accessible if you have all the other mushrooms in the game, and that would get you the 100% ending