What this does is it takes any harsh edges displayed and smoothes it out a little to make the edges softer, usually when something is scaled up or down. What was the most difficult part of Space Invaders Extreme to transition?īelieve it or not, the art staff had a hard time trying to get a nice crisp straight line to display! There’s a process in most of today’s next gen consoles called bi-linear filtering. These added features range from fleshing out a robust networking experience, designing new multiplayer modes, all the way to upresing, correcting, and adding in new art. Once we perfected that base, engineering, design and art added a variety of changes from top to bottom. The engineer for the game, Kevin Pickell faithfully transferred the PSP engine over to the Xbox. The screen ratio and gameplay just seemed to be a better fit than the DS for the home console. Bautista, Senior Artist: We based the XBLA version off of the PSP version of the game. What code did Backbone Entertainment adapt to make Space Invaders Extreme for Xbox Live Arcade?Īrvin Joel M. Now you can zap aliens with online friends! Backbone Entertainment handled the conversion and Arvin Bautista, Senior Artist, details the process of transitioning the PSP game to Xbox Live Arcade. After being released on two portable platforms Space Invaders Extreme is out on Xbox Live Arcade with new visualizers and online modes.
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