somehow missed that this got uploaded. this might've been my favorite chart of the showcase, that or possessed by the blood moon. i'm an avid lurker of the notitg scene and just wanna say, i love you guys man... keep doin what you're doin
Aww we didn't get to see Oskari getting sucked into the vortex haha But then again all of those are tournament-related, so having them changed for the non-tournament one makes sense
I've kind of fallen out of the habit of commenting on these videos because I can rarely think of anything more constructive to say than "holy shit", but like. Holy Shit. I Love This.
Hello, I've been wondering about this ever since the MBC3 initial stream and this is a good opportunity to ask. I'm a game dev who has been trying to pull off the background similar to the first song of this simfile but was having some problems. So hearing some technical aspects behind this might actually help a lot. If I recall correctly, the sequence of the rooms in the first song was set up entirely in the XML file predetermined, right? How do you estimate how long you actually need in total or is it simply loops at some point? And secondly, how do you manage to render things around the "vanishing point"? Or did you just simply render all the room at once? Basically, at a certain distance away from the camera, the room should technically stop rendering right? But with the background keeping scrolling inwards and "straight" room alignment, you would be able to see the "seams" and how the furthest room "enters" the camera. That doesn't seem to be the case here (or at least not as obvious, partly maybe thanks to the frantic movement and also playfield motion that helps further masking the thing). I am sorry for the long post and it is okay if you're not comfortable discussing the technical aspect here, though. Thank you for reading and for the spectacular tournament again. Looking forward to more of the future stuff!
there are 16 rooms, each one being more faded to black the further away from the camera it is (with the furthest away being so faded to black it might as well not be visible. as soon as one room goes behind the camera, it moves to the back - and at the back, since the rooms are completely faded, the loop point is not visible
somehow missed that this got uploaded. this might've been my favorite chart of the showcase, that or possessed by the blood moon. i'm an avid lurker of the notitg scene and just wanna say, i love you guys man... keep doin what you're doin
Shoutouts to Spooty for FC'ing this beast at AGDQ2022, that was wild.
MBC3 was in games done quick??? when did i miss that that sounds amazing!
Aww we didn't get to see Oskari getting sucked into the vortex haha
But then again all of those are tournament-related, so having them changed for the non-tournament one makes sense
I mean... Black Hole?
I've kind of fallen out of the habit of commenting on these videos because I can rarely think of anything more constructive to say than "holy shit", but like. Holy Shit. I Love This.
Every comment matters, I read every single one :)
this is by far my favorite MBC3 chart
actual masterpiece
:yinbaYOU:
been waiting for an hd upload of this, very happy
There's so much going on even autoplay cpu is like "yeah I'm out".
It's actually me playing haha
All your charts hit it out of the park but this one gives THE BEST vibes
the view-count vs talent+time-spent+entertainment-value ratio on this video is absolutely criminal
This actually looks cool and unique e.e
oh this is SO impessive what the heck
This was a fantastic way to end MBC3
Hello, I've been wondering about this ever since the MBC3 initial stream and this is a good opportunity to ask.
I'm a game dev who has been trying to pull off the background similar to the first song of this simfile but was having some problems. So hearing some technical aspects behind this might actually help a lot.
If I recall correctly, the sequence of the rooms in the first song was set up entirely in the XML file predetermined, right? How do you estimate how long you actually need in total or is it simply loops at some point?
And secondly, how do you manage to render things around the "vanishing point"? Or did you just simply render all the room at once?
Basically, at a certain distance away from the camera, the room should technically stop rendering right? But with the background keeping scrolling inwards and "straight" room alignment, you would be able to see the "seams" and how the furthest room "enters" the camera. That doesn't seem to be the case here (or at least not as obvious, partly maybe thanks to the frantic movement and also playfield motion that helps further masking the thing).
I am sorry for the long post and it is okay if you're not comfortable discussing the technical aspect here, though.
Thank you for reading and for the spectacular tournament again.
Looking forward to more of the future stuff!
there are 16 rooms, each one being more faded to black the further away from the camera it is (with the furthest away being so faded to black it might as well not be visible. as soon as one room goes behind the camera, it moves to the back - and at the back, since the rooms are completely faded, the loop point is not visible
@@Taro4012ITG Aha! That makes sense. I missed this small detail when trying to analyze how it works.
Thank you very much again for the insight!
Waterfall.