We already support physical sticks/buttons, we only need to provide an interface for people to tweak the buttons configuration. So yes, it should be there for the final version.
Technical goodies shoots. This is a new technique I've implemented in F.O.G Engine. I call it Ultra Fast Bump Mapping (UFBM) as it does only one texture fetch and few simple maths operations to extrude details on the scene. It's faster than standard diffuse lighting. The results? Well, everything in Forgotten Memories is normal/bump mapped! PS: Notice the cracks and carved details on the wall also how it follows scene lighting really well. More stuff soon! Enjoy!
@tato i know ive asked this before but which one is fully recommend, playing this on ipad 4/5 or vita?just to make sure since the final release is getting close.
Both versions looks similar. FM on the iPad4 have bigger screen resolution (full retina) + Anti-aliasing. On the Vita the resolution is lower but the screen is smaller so pixel density is pretty similar. I rather go for a big screen so iPad4/5. ^^
looking great. Does it react to torch light to? So any hint to what the demo/mini episode icon will look like?
You'll be amazed how fast it runs even on mid-range devices such as iPhone4S and iPad2/mini. Flat 30 fps with full resolution, anti-aliasing and all effects on!
Now that will be quite an achievement. That's some thing I'm gonna have to pull some older devices out just to see. It'll make an awful lot of people out there very happy.
Trying to optimize to the lowest common denominator give us plenty of room to add extra details on high-end mobile devices. Latest additions was HDR, eye-adaption and auto-exposure. Plus, full retina + the already available Anti-Aliasing and the rest of effects.
So this was really submitted? Nice. Why not release a trailer tato to put out to review sites. This would be a perfect time, especially if the game is only 2 weeks away from release. You can start by posting it here lol.