Discover and read the best of Twitter Threads about #DOSGaming

Most recents (12)

Ok, it's Sunday, and I'm bored, so get ready for a thread of pre-release Duke Nukem 3D screenshots! #DOSGaming Image
These are dated 05/10/1995, nearly a full year before the release of the full registered version. This is clearly still in the LameDuke (Dec 94/Jan 95) territory, but you can see it begin to develop into Duke 3D with its toilet stalls, and the shrink ray ImageImageImageImage
These are dated 05/18/1995, and look, the status bar is taking shape ImageImage
Read 10 tweets
All right, let's make it three. #dosgaming "Summon the Heroes of Darkmoon" is surely one of the greatest main menu options ever put into a game. Image
EOB3 was made by a different team from the first two games after Westwood left to do Lands of Lore instead, and was recoded on a new engine called Aesop. It's a bit of a shame that it starts off with quite such a "We couldn't afford any more artwork" feel, but it gets better. Image
As the game begins your party is in the tavern boring everyone to death by telling them for the thousandth time how you impaled Draggy McDragonface at the top of the Temple of Darkmoon, but then a mysterious stranger bursts in and asks you for a favour. Image
Read 187 tweets
All right, I suppose this is actually happening. #dosgaming - returning to Eye of the Beholder 2 after last fumbling with it in the early 90s. Will I finish it this time? Image
A screen I've never seen before - EOB2 allows you to copy your EOB save into its folder and import characters! Dom has been ditched in favour of fighter Anya as apparently thieves in this game are pretty useless. The rest of the Rhapsody gang remain intact. Image
Characters created in this game start at level 7, so maybe this will give me an edge compared to last time? Maybe? I'm already noticing that when beating up wolves at the start of the game I never miss - hit rate being bizarrely a function of Strength rather than agility etc.
Read 152 tweets
Done with this. Kept it as just a driveable brushwork, and as much texture details as poss. Also enabled shading to help define the geometry. And swap wheel textures upon acceleration. Might be surpising, it's not easy with #Carmageddon.
#DOSgaming #retrogaming #modding #IonFury Image
To make things easier; I translated the gradients from the Ion Fury palette to arbitrarily selected ranges in the C1 palette (ouch my eyes). Then used a custom #BRender shadetable to assign new gradients (i.e. red, grey, yellow) to these ranges (and enable shading). Image
Had to resort to a complicated setup of intersecting planes moving along the rear suspension to try and fake the wheel texture swap as the car accelerates. Image
Read 4 tweets
Have you ever played "Jim Power: The Lost Dimension"? It's an obscure French DOS (and SNES) game, and it's currently available on Steam. And it has UNCOMFORTABLE levels of parallax scrolling. Why is that?
That's because the full title of the game is "Jim Power: The Lost Dimension in 3D"
But where is the 3D? Is it in the options? No, it's not. And the game manual states that you can just put on the included glasses at any time and the game will turn 3D!
Read 12 tweets
#Carmageddon 1 concept #gameart spam thread. Been meaning to post this for a while now. Art mainly by Terry "Tez" Lane and Neil @nobby_SG Barnden. #retrogaming #dosgaming #gamehistory

Starting with Industrial zone docks. ImageImage
Ah yeah, it's sadly mostly all low quality 🤷‍♂️

Industrial zone: acid baths, crane, powerups. These are very close to what we got ingame. ImageImageImageImage
Now the City environment. That first painting was also used as the menu backdrop. (also blue complete Tanka in the bottom right corner)

Tez made concepts with a similar atmosphere 15 years later for Carmageddon:Reincarnation. ImageImage
Read 16 tweets
Today's #screenshotsaturday, three custom effects with @samlittlewood's #BRender blendtables in #Carmageddon: inverting colors, a flame, and b/w filter. It can also work with car materials but then it's kinda buggy.

#gamedev #gamehistory #dosgaming #retrogaming
Zooming in a little.
Using a custom blendtable for the flame makes it translucent alright but respects its colors (instead of simply blending 50% or so with the colors behind). ImageImageImage
Illustrating just a little further. Image
Read 3 tweets
Some more early shots of #Carmageddon 1. From Next Generation #25 (jan 1997) (pg 125-126) archive.org/details/NextGe…



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More early shots from scans. Featuring the Twister and Lead Pumper original textures. (that radiation symbol disappeared with the texture shrinking). Also the original #Carmageddon logo which can still be found in the game (Coastal map).
#gamehistory #dosgaming ImageImageImageImage
Read 4 tweets
#carmageddon #gamehistory n420: Sodburbs is an early version of the Frosty Pass Ski Resort. Topology is very similar and many landmarks are already there. But it's a green suburb! Files are still present in some versions of C1.
#retrogaming #DOSgaming ImageImageImageImage
It is based off this old concept #gameart, by Terry 'Tez' Lane I think. A red version of what would become the Fearari F666 also appears. ImageImage
And here's a comparison of both versions, it came a long way 🤠

#carmageddon #dosgaming #gamedev #gamehistory ImageImage
Read 3 tweets
Some #BRender graphics engine titles, first for #DOSgaming
Privateer2, Carmageddon, Motor Mash ImageImageImage
Some more for DOS
FX Fighter, Queen the eYe, Alien Odyssey ImageImageImage
And then for #WindowsGaming #retrogaming
Croc, 3D Movie Maker, I-War: Defiance, Carmageddon 2 ImageImageImageImage
Read 7 tweets
Earliest alpha #Carmageddon screenshots known to man. '96, SCi. Before textures were downscaled... 😡 #Retrogaming #DOSgaming #GameArcheology ImageImageImageImage
More textures in their original size:
Read 3 tweets

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