The Legend of Heroes: Trails from Zero - Durante
Hi everyone!

As I mentioned in the first part of the series — be sure to check it out if you haven't done so yet — I originally intended for this to be the usual one-off behind the scenes blog post I do for our releases, but the sheer amount of changes and improvements in Zero made that infeasible, So here is the second part in the series, this time focusing on game assets, and more specifically on sprites, UI textures, map textures, and even the maps themselves.

In the first post I noted that to fully understand this version, it's helpful to know the history of Trails from Zero's releases. You can find the same summary of this history here again as a refresher:

[expand]The game was originally released for PSP by Falcom, with a Chinese PC release licensed to the company Joyoland following soon after. This release was eventually used as the basis for a fan translation by the "Geofront" team.

Independently, Falcom much later on developed a Playstation 4 version of the game known as "Kai", which serves as the basis for our version. That version did not include everything that was in the Joyoland version, or that was eventually added by the Geofront modders, so it fell to us to adopt or sometimes recreate these contents.

I'll refer to all of these versions as "PSP", "Joyoland", "Geofront" and "Kai" respectively.[/expand]

Character Sprites
The Crossbell games are the final series by Falcom to use the 2D-sprites-on-3D-maps look which was a hallmark of the Trails in the Sky series, and is also featured in some beloved Ys titles. Since they make up such a significant part of the overall presentation, the quality of the sprites is a fundamental aspect of the look of the game, and we wanted to make sure that we go for the best possible option here.

The sprites for PSP were by necessity rather low resolution, and the Kai version uses upsampled variants of these lower-resolution sprites. Joyoland and by extension the Geofront release have higher-resolution versions, but these are limited to an 8 bit color palette and therefore frequently show some dithering artifacts.

For our release, we chose to start from the higher-resolution Joyoland sprites, and de-dither them using a neural network trained for this purpose. Special thanks to our beta tester UltraSun for investigating this!
The results are clean, high-resolution sprites with full colors and no dithering artifacts, as you can see in the comparison above. These sprites are shown at 200% size (400% for PSP), which makes both the dithering artifacts in the Joyoland version as well as the relative loss of detail and some small distortions in the upsampled version quite visible.



One thing you might also have spotted is that the color saturation and brightness is slightly different between the Joyoland (and thus our) version and the PSP version (and thus its Kai upscale). This would of course be relatively easy to adjust by simply editing the assets, but in our internal testing we had diverging opinions on which one actually manifests the original artistic intent, and which one we prefer. As such, we decided not to decide and let everyone choose, by adding a "character glow" graphics option.

UI Textures
In this category, I include not just the basic UI textures, such as icons or window decorations, but also everything which is shown in 2D and not a sprite. That means, for example, character portraits or still shots used in in-game material or cutscenes.



For UI textures, compared to sprites and map textures, the work we did is perhaps most diverse. It includes, of course, finding the best existing source for each type of texture, but also other options such as re-taking screenshots used for still images, or even entirely re-drawing specific types of UI textures, such as the compass you see above.

Map Textures
In addition to character sprites, map textures make up the other most essential part of the presentation of the Crossbell games. There are 2586 unique map textures in Trails from Zero, and whatever approach we took had to be consistently applied to all of them,

The existing situation was that PSP textures were of course very low-resolution. Kai used a generic upsampling solution on these with varying success, while the Joyoland version used a mixture of original and fully redrawn textures. The latter are always higher resolution and have a higher fidelity than the PSP textures, but they also sometimes lose a bit of the original visual identity.

The nature of these textures — with highly distinct characteristics, from basic surfaces to complex composites of e.g. signage and foliage — and the fact that the best source can vary per-object makes any fully-automatic approach vary wildly in quality. At the same time, the amount of unique textures in the game does not allow for any fully manual improvement scheme to be applied consistently.



In order to resolve this dilemma, we created a rather complicated pipeline of tools to extract and manipulate (e.g. with AI upscaling) the textures from each existing game release, all feeding into the custom tool we created for the manual part of the process — the unimaginatively named "PH3 ImageTool" — which you see depicted above.



This tool allows the user to quickly navigate and visualize many different versions of textures, and to select individual regions in order to compose a final version. This version can then be previewed in various transparency and tiling scenarios, and individual regions can also be marked for redrawing. Of course, this still involves a lot of manual work when going through every single texture, and we'd like to thank NISA and specifically Thomas for making this possible.

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Above you can see a comparison of the previous and new textures in two different areas of the game, and here is a full-size screenshot of another area:

Not bad for a game originally developed for PSP, if you ask me.

3D Assets
All the other work I talked about today was ultimately on 2D images. However, there were some issues we had to address which required editing 3D assets. One of them I already touched on in the previous part of this series — extending geometry beyond what is visible in a 16:9 viewport — but there are also some other use cases. One example are sporadic problems with map vertex colors that caused various small graphical anomalies. Another are offsets and holes in geometry that are often negligible at PSP resolution, but become more visible on modern platforms.

A challenge in this aspect was that we had no access to the original 3D model data, meaning that we could also not use any standard tooling. Therefore, we ended up building our own tools for exporting and importing geometry data to and from the native game file format and Blender. Luckily, we are only talking about static model data with basic vertex attributes here, which is relatively easy to deal with.



In the screenshot above, you can see a pool table being edited due to a stray vertex color. Much of this editing work was performed by Geheimen, one of our intrepid QA testers. There are a surprisingly large number of these small geometry changes throughout the game, so if you spot a tiny model detail that was fixed compared to other releases, you know who to thank.

Conclusion
Once again, I salute you if you actually made it through this entire post!
In the third and final part I'll cover some platform features that didn't make it so far, perhaps some bug fixes, and even — surprisingly — optimization.
There will also be one pretty significant surprise feature which we only implemented after receiving feedback from the previous post in this series, so look forward to that!

Until next time,
Peter "Durante" Thoman, CTO, PH3
Gatewalkers - A2Softworks
Dear Gatewalkers!

We would like to remind you that you can play Gatewalkers demo until the end of this week!
This demo is a part of Steam Survival Fest and it ends 8th of August, at 7 p.m CET/10:00 AM PDT.

The demo includes:
✔️ Tutorial + ancient dungeon
🗺️ The first mission of Act I - quest in the Ice World + exploration of Ancient Mine
🔥 Possibility to explore PCG worlds - Fire World and Toxic World (with Hive objective)
⚔️ Possibility to test many weapons


Please bear in mind that this is the same demo as on Steam Next Fest from February this year. We have decided not to make another demo because we are focusing now on finishing the full version of Gatewalkers.

Have you played the Gatewalkers demo during the Steam Survival Fest? Share your thoughts with us on Discord:

(click on the banner above)

You can also follow us on social media:
Facebook: https://www.facebook.com/GatewalkersGame
Instagram: https://www.instagram.com/GatewalkersGame
Twitter: https://twitter.com/GatewalkersGame/
TikTok: https://www.tiktok.com/@gatewalkersgame
NosTale - Anime MMORPG - [CM] Daveius GF


Haul in an extra 20% on purchases of NosDollars during our 24hr Happy Hour!

Offer period: From 06/08/2022 at 21:00h (CEST) till 07/08/2022 at 21:00h (CEST)
Deadstep - playerFLUX
The new horror game 'Hide Alone' will be released on August 12th at 9:00 AM PDT.
In addition, a 'Deadstep' discount is scheduled at the same time.

You can check out the new horror game 'Hide Alone' below.

https://store.steampowered.com/app/2024300/Hide_Alone/
Aug 6, 2022
Community Announcements - DolphinBarnInc
Steam publishes dozens of fraudulent reviews of our game and we flag them as such.

Our flags are removed, and despite any evidence, the fraud review stands.

No evidence is ever offered that we've done anything wrong with DLC, but the claims are echoed for eternity on b-level gaming blogs, just to be used as ammunition on Twitter. Circle jerks. Disgusting.

Now we can't even flag the lying reviews as fraudulent because nameless, cowardly steam moderators whom we cannot interact with, have final editorial control!

How can we have a working relationship with a platform that actively wants us OFF the platform?

At this point, it is doubtful that DOMINA will receive future updates on Steam.

If that upsets you, I encourage you to talk to Gabe Newell. His ship is sinking and he dgaf.

Integrity is key.

Centurion: Adapt, Adopt, Improve

@tehbignic

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2022-08-13 Steam Mods banned me from DOMINA forum for a week (ostensibly for strong language, but if you hold a mirror up to the world 80% of them will throw a brick at you)

Exactly zero human beings have the balls to put their name to the ban. Cowards. Clowns.

What a stupid company to work at. It must be so sad collecting so much money from people who actually create something, and then banning their opinions.

I wonder how many stomach ulcers are at Steam/Valve? How much prilosec is prescribed to them?

Zero cocks among them, that's obvious.

What a pity.

http://thebignic.com/centurion-a_man_made_of_one_hundred_men.mp4
Aug 6, 2022
Rangers - Sektan
The "Trading post" building has been added to the game.

In "12 wave" this building will be opened.

In the first 8 maps, from "12 wave" will spawn 3 items on random places in map.

Each item have own 4 places for spawn.

Places for spawn are in buildings.

Each location has a 33% chance to spawn.

Each item adds 2000 points.

Random spawn of items is at the start of each new wave.

A player can carry only one item of each type.






Alight in the Dark Playtest - Xortrox
Equipment drops no longer fly way off screen at random

In-world equipment tooltips now update as you upgrade equipment
- this means that if you have 2 item drops in-world of the same type, their tooltip will now show accurate information if one of them is picked up.

In-world equipment texts now get a red outline if you've managed to max an item before pickup up all its ground versions

Enemy hittests should now be a lot more performant using lighter filtering of objects

Banish now fires at a slower interval between projectiles

Experience orb merge range increased to improve performance

Spinning daggers now scale 2x more with Area stat and their per-projectile spin is constant

Level up sounds have been given higher priority to avoid cut-outs

MapleStory - Ezrabell
[Updated August 6 at 5:00 PM PDT] We have applied fixes to the servers and completed maintenance. We have extended Cash Shop items for 7 hours. Thank you for your patience.

[Updated August 6 at 3:31 PM PDT] We are in the process of internally testing some server file fixes and are planning to open within 2 hours.

Hi Maplers,

We are currently investigating the Scania and Reboot server crashes players may have experienced in order to address it as soon as we can. However, until the server crash issues have been resolved, we've decided to bring all world servers down in the meantime while we investigate the root cause. We apologize for the downtime and will provide an update on top of this post when we can.

- The MapleStory Team

 
Aug 6, 2022
The Ghost Ship - Joshinscene
Hi all,

We have pushed a large update.
- Multiple clipping issues found and resolved on Hollow Point/Ghost Ship
- All Achievements are working
- Added hint pop-up text explaining how to open doors
- Key binding revamp making it easier with use of keys closer to the standard WSAD keys
- AI adjusted to prevent them climbing on objects and getting stuck
- Increased length of time Abomination is stunned
- Reduced fog intensity on Hollow Point making it easier to see

We will continue to work to make this game what we planned it to be, thank you for your patience and understanding.
Massive thanks to Korin for helping us find these issues.
Aug 6, 2022
Exodemic - sinisterclown
Fixed a scoring bug where dying/losing on the final combat encounter would be counted as a Victory.

The ledaerboard version will be "bumped" for this change starting on the August 7th daily, so be sure you're up to date before completing it!
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