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Hmm, odd. I'm able to play the vid. Maybe the server was being finicky. I know I have been having FTP issues of late. My projects folder is wide open, for the most part, this is fine. There were requests for a demo of this game when I first posted the vid on youtube. Some said that the frame rate wasn't possible, and or the music had more channels playing than was possible. Gotta love it. And I guess an update? The project is in flux, testing "static body" collisions with base entities. I'm experimenting with just straight up rect data vs traditional metatile data. As the data seems like it would be less to condition on per frame? I converted all stages to SMS color format, so I can see what the maximum count of these might be per stage. Seems like a rather small amount. EDIT: Moar pics |
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Directory listing enabled. By mistake? :| |
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Nope, it has always been this way. |
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Oh, OK then! :) |
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Apologies if I missed this, but is SMS Tile Studio a proprietary tool or is the source/binary available? | |
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Eventually source and binaries will be available on GitHub. It's not polished enough for the general public imo. |
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I was literally about to ask about this as well as it looks incredibly handy and infinitely better than using ms-paint like I am at the minute lol |
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Unfortunately, it will not replace your MS Paint. XD But it does make life easier for complex scenes and sprite animation. |
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I have a bit of a fondness for making custom cover art and tried my hand at making a piece of cover art for this.
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Yooooooo that's awesome :D |
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Really nice project, I'm so excited to see how is it going and if you managed to have a full stage to play at the moment :D
Quick question, I was wondering if you are using assembly to code the game or do you use C with a tool that would convert your C program into a .sms rom file? Keep up the good work guys! :P |
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I believe it is using devkitsms which is a C compiler for the SMS :) |
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Oh ok I see! I didn't know that this kit existed, I intended years ago to get into coding to create some NES or SMS games but when I saw assembly and what it required I was a bit afraid and then I forgot about it, my background as coder is mostly with web apps using PHP/html/css/js, sometimes I do bash scripts as well but I haven't used asm or C, just C++ back in school for a project. When I am seeing what we can do with such kits and since I've got a new job in a company with a boss that have been coding a lot on 6502, it motivates me to have a side project and start doing things :p |
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If you want to give a try, I've the source code of my game Gotris open:
https://gitlab.com/TuxedoGameDevs/gotris |
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So nice! Thank you a lot, I will take a look this week after work :) |
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Another awesome xfixium project! :) | |
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Hi, @xfixium. The thread dont have more post from you about the project. So i will put a video about a similar project for Atari XE.
I hope that your project end for first. |
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Thanks for sharing. Looks interesting, I actually never heard of the XE. I did create a small test video of some progress, right before I hit some personal issues for about 3 months or so. During that time Mondo offered to handle graphics for the game. Which is awesome. So there may be some up and coming things graphically. I've been flip flopping between TMNT and Castlevania, which keeps my interest pretty well, admittedly. I'm always working on something, even if it doesn't look it. I haven't been all that enthusiastic about updates. https://www.pyxosoft.com/projects/sms_castlevania/videos/castlevania_0012.mp4 |
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Yeah, but that's an A8 with a VBXE. That's VBXE is lame.. it's a whole new video chip and modes that never existed for the A8 line (and would have NEVER existed either).. it blows away visual capabilities of the Atari ST.. but also the Amiga! 1024 color mode out 65k palette, linear pixels, frame buffer, blitter, transparency, etc. That thing is completely unrealistic haha. |
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Great! i saw that you built 2 modes - Classic and Normal. It will be in final version or is only test? |
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@turboray i´m rooting for see your talent in our sms scene. |
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Yes, it will be in the final game as an option. Stage select is only for testing. |
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this is insane
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I just saw trailer #3 on Révo's YouTube channel. This looks better and better with each looks we get. 👏🏻👏🏻💪🏻💪🏻
xfixium: would you consider making the current version available? This might not be fully playable, but it really is interesting and it would be great to have a snapshot of how it keeps improving. |
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Unfortunately, the current version is in a WIP state, and I have yet to put the source in any repository to pull a previous version. Last I remember I was swapping out the collision methods for something better. I'll release something when it is in order. However, currently I'm working on TMNT. Thanks for viewing! |
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Ok. Why not change the sprites for Simon in Normal version with a modern visual considering that all scenario is update? |
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I will be, I did post a WIP of new Simon previously in this topic, it's just not done yet. For now I'll use the original as a place holder. |
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I saw now. When you quoted lucascabral. |
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It looks great great, there are HD packs for Mesen emulator, those graphics belong to old mobile phones releases of Castlevania for Japan only, plus a few fan created graphics, that can be used for the project. | |
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![]() Last edited by segarule on Thu Jul 27, 2023 11:01 am; edited 1 time in total |
Im posting this video that explain how to Castlevania works Collision values and ...
Ok. This is the NES version but maybe help you. |
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I'm a subscriber, I saw this vid some time ago :D |
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Apparently there is a Windows version of Castlevania:
https://github.com/NearHuscarl/Castlevania https://forum.gamemaker.io/index.php?threads/castlevania-nes-remake.44912/ |
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Graphics update! Mondo has put together new graphics for stage one, and they are amazing! The project is in a wip state, as I have said prior, but here's a vid of Mondo's work in game:
https://www.pyxosoft.com/projects/sms_castlevania/videos/castlevania_0013.mp4 |
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Wicked! Incredible and original use of color. Love the details like the paintings, wallpaper, and lighting reflection on the windows. | |
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Looks excellent. I love the attention to detail, like using pure white only in the solid foreground tiles, which makes the level lay-out much more readable for the player, even in peripheral vision.
One minor thing I would suggest is trying to get rid the brightest shade on the columns, so they appear to be more in the background. It might make them less pretty, though, so maybe it’s not worth the tradeoff. |
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Glad you like it guys!
Yep I wrestled with that, I mentioned it to xfixium when I sent it. I couldn't find a compromise that I liked unfortunately! When the sprites are done and moving around in the level I'll have a better idea of whether it works I think (they'll be using light colours as much as possible including white, and have black outlines), but I'll definitely have to change it somehow if it's confusing the eye. Thanks for the notes, love your art btw! |
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Marvelous! it have even a bit of graphics from SC 4 that i love. Im worry about you will pay attention with 3 projects in same time. Do you think that will have time for Castlevania, TMNT and PSII? |
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Sure, in fact it keeps everything interesting rotating through them. I learn something new in each, which in turn improves all the projects. I'm also not in any particular rush. Also also, I revamped the PS II title screen with a dithering effect similar to the original. Not as many steps, but it's a start: https://pyxosoft.com/projects/sms_ps2/videos/psii_0002.mp4 |
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Still following this project with anticipation. I like the Simon "IV-esque" sprite. :-) | |
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Hi @xfixium. Happy new year. I would like in know how is the Catlevania development. BTW, you did a video
https://www.pyxosoft.com/projects/sms_castlevania/videos/castlevania_0003.mp4 The Castlevania with Alucard character. Recently, pigsy released this video: I would disturb if ask you to play with Alucard character and a piece of SotN stage? |
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I've been following that project as well. It's really coming along. I did put Alucard in as giggles. He's actually missing 2 frames, as the way I put it together, it was butting up to a full 16k bank. As for a sample of SoTN and playing Alucard, probably not in the cards :P I have recently started working on things, once again. I decided to make the HUD only 2 rows. This is because of the meta tile updates I've put together. Originally I had 21 rows of playable area, but this conflicts with various other layouts in the game. So to be as close as possible, I included all 22 rows of the original playable area. For now, I've been deving using classic mode. Since those resources are already converted, for the most part. I had to switch up the entire project, as my original idea wasn't as responsive as I would've liked. So with these changes, it's a hybrid approach. Simon and his whip are streamed within 14 tiles. Everything else is a standard graphic in memory. There are some graphical issues that arise occasionally, but it seems to work well, and keeps the responsiveness. I want to release a demo within the next two months. This would include everything for the first stage of Castlevania. I've put together a list for reaching this goal. I will update the first page with this. Made a video of the latest stuff here: https://www.pyxosoft.com/projects/sms_castlevania/videos/castlevania_0017.mp4 It's a wip, so some things are missing. Not all of Simon's states have been coded, but it's getting there. In the vid, I'm just testing the engine, spawning in rando zombies and bats. Drops are set on "rando" and does not include every item or their behaviors. like the floating movement of the small heart. Also, worked on the beginnings of a sprite based Street Fighter II Champion Edition. Nothing too crazy, it's just preliminary stuff. I would like to create a demo that rivals this one: I don't think I could do the smooth vertical scrolling or sound clips during combat, but I think everything else might be achievable, and dare I say, done better on the MS? I spent some time bringing in all the missing frames and moves for Ken and Ryu. I also came up with a global sprite palette for all fighters, and it doesn't suck as much as I feared. I'm at the point where the rubber meets the road, coding wise. SanSenpai35 provided some great tracks for everything for the game some time ago, when I just wrapped up the hack. Here's a vid of the work thus far: https://www.pyxosoft.com/projects/sms_street_fighter_ii/video/sms_street_fighter... More updates as they happen, the goal being a demo within the next couple months, or at least something close. Thank you for taking the time to view. |
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Really AMAZING work, cheer up and keep up the good work! I'm looking forward to trying the demos! | |
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Impressive projects | |
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Great Job! |
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Curious to know the reasons behind such a decision, if you care to elaborate. Having colors reserved for each fighter would have sounded more logical to me. You can identify 1 or 3 or maybe 5 colors common to all characters, and split whatever remains between player 1 and 2. Maybe that the issue is that you have to duplicate your visuals ? To have one version using the player 1 colors, and a second using the player 2 colors ? |
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Good question. This was my original thought process, but with characters that wouldn't use what I deemed universal colors (I'm looking at you Blanka) and the P2 variants and text/blue flame/fire effect colors, it became sort of a mess. I wound up scrapping it for a static palette. This has it's own set of cons, but it makes for a nice look for all the fighters and everything else that uses sprites. Also, the test image I used for the palette: https://www.pyxosoft.com/projects/sms_street_fighter_ii/images/all_fighters.png |
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It's looking great, how are you making 2 player variant colors with one pallet, are you doubling up each set of fighters, so art for player 1 and another set for player 2 or is there some coding trick? | |
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At the moment, the resource use is concerning. Once I have all the animations for for Ken and Ryu done, I'll have a better idea of the actual ROM space required. I'll do some analysis then. Compression would be used for large load once graphics. But most likely not applied to fighter graphics, as the overhead would be pretty brutal, I'd imagine. But as it stands, two sets of fighter graphics (p1 and p2), and left and right facings. I mean, not an ideal scenario, for sure. But one thing at a time. First see how the fighting engine will perform. If it's going to be crap, this SFII project may die before it even really begins. |
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Nice Work, How far are you on the Castlevania Homebrew? | |
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The goal is to bring out a demo up to the end of stage 1. There's a todo list on the first post of this topic. Once all those goals have been accomplished, it should be available. Looking to have a release within the two months previously specified. |
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