67w ago - Majesco Entertainment Assistant Product Manager Pete Rosky has announced today alongside a video below that Double Dragon Neon is lighting up PSN this September!
Below are the details, to quote: After 25 years, the original beat 'em up is bringing pure over-the-top baditude to PSN. In Double Dragon Neon, Billy and Jimmy are kicking butts and taking names as they search for their girlfriend Marian (she seems to have a habit of getting kidnapped).
This time, her disappearance is at the hands of the supernatural scourge, Skullmageddon! Face off against a gaggle of goons, some familiar (Williams, Linda, and Abobo, of course!) and some that are absolutely out of this world.
DDN also features 2 player "Bro-Op", so grab a bro and bring the true power of the Double Dragon to the evil forces that have once again incurred your wrath. Don't forget to pick up songs along the way for your Mix-Tape, which holds your special powers and upgrades. There are also killer team-up moves, enemy juggling... and some secrets that I won't spoil here.
Pick up Double Dragon Neon on PSN for $9.99. Oh, and if you're a PlayStation Plus member, you'll be able to grab the game for free until January! Pretty sweet, huh?
251w ago - Senior Graphics Programmer for MLB 09 The Show Patrick Hager provided some more details on the lighting in MLB 09 The Show for Sony's PS3 console today as follows:
Lighting was a major focus for us this year, and we implemented a Global Lighting model. What does that mean? It means that objects are lit by their surroundings.
It means that when players are in shadow, they can still get light from the sunlight hitting the dirt just beyond the shadow's edge, or a bright wall behind them. It means that in stadiums, red floors cast red light on neighboring objects. It is another step towards that realism we all want in our baseball game.
How do we do all this? Well, I can't give away our secrets, but I can give you an overview of our lighting model. There are several steps we take to make each image, and we make 60 of these images every second.
Starting with the stadium:
• We begin by tracing direct sunlight into the scene, with detailed shadows.
• We render a sky (without a sun), then use this sky to add the indirect sky light to the scene.
• We then trace the sunlight's path as it bounces off the ground and stadium. When sunlight hits a surface, it takes on that surface color, bounces off, and lights objects around it. We add that indirect...