BSEditor: After a failed experiment and a strange explosion, a young scientist travels to a strange world where nothing is as it seems and every object is a potentially lethal creature!
Even though I expressed myself freely graphically in 'Future Wars', I became frustrated by not being able to Create my own games, as I used to. I could have kept on working as a graphic designer on other Delphine Software games. However, in August 1989, when Paul was completing the code for 'Future Wars', another game as Famous for its spectacular pictures as for its non-interactivity was released: it was the Amiga adaptation of Dragon's Lair. Developers actually managed to store the original videodisk's animations on a floppy: characters filled the visual space, like a cartoon, which was unusual at the time with the reduced sprites' size. The downside of their method was the huge memory storage needed for the game: 6 floppy disks were read during its streaming... When I saw all these animations in flat color, I thought these could be done with vector outlines. That's the sparkle that made me use polygons for 2D animations. This technique has the benefit of using less memory space without any restraints on the animation size. That's the principle used by Flash on the internet.
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