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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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[WIP] Dead Soul
Posted: Wed Oct 04, 2023 1:22 pm
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Before working on the upcoming Paprium GG, i've started to work on the 2nd opus of Heroes Against Demons. The goal was to make something "bigger", mixing match 3 puzzle and a more rpg world (a story, talking to npc, have items, etc)
But the project have slightly changed 3 years ago becoming a more real action-rpg, focused on dungeon part.
More like a dungeon crawler
Few interesting things:
• solo or 2 players (cooperation)
• around 50 weapons, each with pseudo limited random caracteristics (± like diablo)
• in inventory players can drop/exchange objects
• some objects are multiclass
• there's 5 characters/class, each with temporary special power. Levels points are freely attribuable.
• you can attrib objects on a button (I or II), you'll have to keep the button pressed to switch it during gameplay. But when doing this you will not be able to move, so vulnerable...
• you must collect demon souls to open the gate to the level's boss, the idea behind this is to have multiple paths, some are simple = less souls, other can be hard = more souls
• when entering a room, if not already cleaned, you'll trapped in until you've kill everything and you can't pause the game during this time (aka going to the inventory)
• plus classical things, like treasure chest and switch to open some gates
It's already nicely advanced but many things remains to do (mostly graphics), few things to think (like worldmap, writing a complete story, texts in popups)
Nearly written in full ASM glory (~95%, C ± only like a wrapper but nice to quickly test things) only 8k of code for the moment.
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- Joined: 05 Sep 2013
- Posts: 4026
- Location: Stockholm, Sweden
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Posted: Wed Oct 04, 2023 3:08 pm
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quite impressive! ❤️
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- Joined: 21 Oct 2015
- Posts: 304
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Posted: Wed Oct 04, 2023 3:18 pm
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Very nice, keep going making this things to our lovely console.
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- Joined: 01 Feb 2014
- Posts: 899
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Posted: Wed Oct 04, 2023 5:06 pm
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Looks gorgeous, but then I wouldn’t expect any less from you. I’m sure it’ll play equally great. I’m looking very much forward to seeing how this will turn out.
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- Joined: 07 Jun 2010
- Posts: 202
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Posted: Wed Oct 04, 2023 5:27 pm
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Amazing work as always!
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- Site Admin
- Joined: 19 Oct 1999
- Posts: 15020
- Location: London
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Posted: Wed Oct 04, 2023 6:02 pm
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That’s an awfully familiar font :)
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Wed Oct 04, 2023 6:05 pm
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I (really) love this one, it's so perfect for our 8x8 grid ^^
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- Joined: 06 Mar 2022
- Posts: 709
- Location: London, UK
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Posted: Wed Oct 04, 2023 6:23 pm
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Looks sweet ichigo!
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- Site Admin
- Joined: 19 Oct 1999
- Posts: 15020
- Location: London
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Posted: Wed Oct 04, 2023 7:41 pm
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I guess for further Phantasy Star retranslation inspiration you could add a font selection for the user (as plenty of people hate the Polaris font). It’s also been used in a few other homebrew since, so I guess it is quite popular! ZX Origins has so many awesome fonts.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Wed Oct 04, 2023 7:53 pm
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For sure, the guy behind ZX Origins have done an incredible work! The best is a "personal font", but hard to make something really good (readable / nicely fits the 8x8 space)
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- Joined: 18 Jul 2020
- Posts: 412
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Posted: Thu Oct 05, 2023 4:00 am
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This looks amazing. I love the work on the items in particular. The palette choice really pops, and is versatile.
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- Joined: 16 Aug 2005
- Posts: 103
- Location: Brazil
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Posted: Thu Oct 05, 2023 4:35 am
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That looks delicious; keep up the good work. Heroes Against Demons has been visiting my SMS III on a weekly basis for the past few months now; looking forward to its (spiritual?) sequel.
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- Joined: 29 Mar 2012
- Posts: 905
- Location: Spain
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Posted: Thu Oct 05, 2023 8:16 am
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Looks amazing! A new golden era for Homebrew RPGs in SMS??
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- Joined: 23 Jan 2010
- Posts: 473
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Posted: Thu Oct 05, 2023 10:02 am
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Quote • solo or 2 players (cooperation)
How you pretend manage the movements for 2 players considering that each player will move the character independentment. For example if player 1 want exit from a room and player 2 not. how you will solve it?
Some graphics are took from Phantasy Star. which percentage of original graphics and alter graphics?
EDIT: C'est incroyable
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Thu Oct 05, 2023 11:24 am
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Nothing taken from phantasy star in the current game. It was placeholder for the aborted Heroes against demons 2
When 2 players, the 1st passing a gate have priority over the second.
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- Joined: 23 Jan 2010
- Posts: 473
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Posted: Thu Oct 05, 2023 2:37 pm
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ichigobankai wrote Nothing taken from phantasy star in the current game. It was placeholder for the aborted Heroes against demons 2
When 2 players, the 1st passing a gate have priority over the second.
You could explain the Capture d’écran 2023-10-04 à 15.05.28.png file?
There is a skeleton character even with PS 1 Background. Im sure that it are PS1 assets.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Thu Oct 05, 2023 2:45 pm Last edited by ichigobankai on Fri Oct 06, 2023 7:41 am; edited 1 time in total
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Read slowly ^^
It was a capture from the aborted Heroes against demons 2, which use some placeholder on some parts.
(Indicated in image description)
Dead soul is a complete different game.
It's an action rpg, not a match-3.
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- Joined: 23 Jan 2010
- Posts: 473
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Posted: Thu Oct 05, 2023 5:54 pm
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ichigobankai wrote Read slowly ^^
It was a capture from the aborted Heroes against demons 2, which use some placeholder on some parts.
(Indicated in image description)
Demons soul is a complete different game.
It's an action rpg, not a match-3.
Understood now. Keep going with this RPG. I hope that it will have great soundtracks.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Thu Oct 05, 2023 9:38 pm
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Polaria is in the starting block for the audio part!
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- Joined: 05 Sep 2013
- Posts: 4026
- Location: Stockholm, Sweden
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Posted: Fri Oct 06, 2023 7:11 am
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ichigobankai wrote Demons soul is a complete different game.
Demons Soul?
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Fri Oct 06, 2023 7:42 am
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Dead soul 😅😂
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- Joined: 27 Feb 2023
- Posts: 154
- Location: France
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Posted: Fri Oct 06, 2023 3:45 pm
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Looks very promising. Pixel-art is superb !
I need to step-up my game ! Haha ^^
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- Joined: 02 Mar 2011
- Posts: 177
- Location: Valencia,Spain.
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Posted: Fri Oct 06, 2023 5:56 pm
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cireza wrote Looks very promising. Pixel-art is superb !
I need to step-up my game ! Haha ^^
Your game looks superb to me as well. I truly appreciate your efforts in creating games for Sega 8-bit consoles. I'm a big fan of Ichigo's work, and I love reading about future releases from 2Minds.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Fri Oct 06, 2023 6:12 pm
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I've not thanked how much I appreciate all the kind words posted here.
I'm also sorry if the 1st post is not "as clear" as it should about the game. Hope to post a little demo in a not too distant future.
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- Joined: 26 Feb 2021
- Posts: 163
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Posted: Wed Oct 11, 2023 1:23 am
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Beautiful, hats off to you!
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- Joined: 15 Aug 2019
- Posts: 300
- Location: Lancashire UK
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Posted: Wed Oct 11, 2023 11:39 am
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Looks great buddy. Would love to do a demo on my YouTube channel when you are ready of course.
ichigobankai wrote Before working on the upcoming Paprium GG, i've started to work on the 2nd opus of Heroes Against Demons. The goal was to make something "bigger", mixing match 3 puzzle and a more rpg world (a story, talking to npc, have items, etc)
But the project have slightly changed 3 years ago becoming a more real action-rpg, focused on dungeon part.
More like a dungeon crawler
Few interesting things:
• solo or 2 players (cooperation)
• around 50 weapons, each with pseudo limited random caracteristics (± like diablo)
• in inventory players can drop/exchange objects
• some objects are multiclass
• there's 5 characters/class, each with temporary special power. Levels points are freely attribuable.
• you can attrib objects on a button (I or II), you'll have to keep the button pressed to switch it during gameplay. But when doing this you will not be able to move, so vulnerable...
• you must collect demon souls to open the gate to the level's boss, the idea behind this is to have multiple paths, some are simple = less souls, other can be hard = more souls
• when entering a room, if not already cleaned, you'll trapped in until you've kill everything and you can't pause the game during this time (aka going to the inventory)
• plus classical things, like treasure chest and switch to open some gates
It's already nicely advanced but many things remains to do (mostly graphics), few things to think (like worldmap, writing a complete story, texts in popups)
Nearly written in full ASM glory (~95%, C ± only like a wrapper but nice to quickly test things) only 8k of code for the moment.
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- Joined: 08 Apr 2005
- Posts: 486
- Location: Netherlands
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Posted: Sat Oct 21, 2023 8:36 am
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Looks rather brilliant again!! How about a Paprium mini teaser btw?
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Tue Oct 24, 2023 6:16 pm
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Little preview of the 5 characters
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- Joined: 01 Feb 2014
- Posts: 899
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Posted: Wed Oct 25, 2023 6:31 am
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Cute. They look absolutely gorgeous. Your art never ceases to amaze me and regularly motivates me to step up my own game.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Wed Oct 25, 2023 8:14 am
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Thanks Alex !
To be honest they are based on some itch packages i've bought some time ago (only have 3 frames walk up/down/left).
I'll need to make unarmed poses with all hands perfectly aligned to make weapons/shield exchange possible. I think it can be (very) cool to have your skin updated while changing weapon, even if some weapons or shield have the same gfx (will need to make a little script to generate all possibilities).
Little example attached
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- Joined: 27 Jul 2020
- Posts: 9
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Posted: Tue Oct 31, 2023 4:08 pm
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ichigobankai wrote Little preview of the 5 characters
Woooo juste Amazing work.
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- Joined: 15 Aug 2019
- Posts: 300
- Location: Lancashire UK
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Posted: Fri Nov 10, 2023 10:37 am
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This one looks great. Looking forward to hearing more buddy
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- Joined: 12 Nov 2023
- Posts: 9
- Location: Japan
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DS
Posted: Sun Nov 12, 2023 12:37 am
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[Looking forward to it, do you plan to make one for GG as well?
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- Joined: 21 Aug 2012
- Posts: 366
- Location: Berlin, Germany
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Posted: Fri Nov 17, 2023 2:16 pm
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You can count on me Ichigo, I will get a copy of Dead Soul when it´s finished ^.^
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Mon Nov 20, 2023 1:47 pm
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Thanks for your interest guys ;)
No GG version planned, everything is designed for the SMS.
If a make another GG game, it will be 1 player only.
Gear-to-gear protocol on Heroes against Demons was far to be a sinécure to make/debug (on hardware); the joice to make something never made...
And finally have ± 0 interest, as sells were extremely low ; ~5 peoples on earth (including me) can test the 2 players mode.
LOL.
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- Joined: 12 Nov 2023
- Posts: 9
- Location: Japan
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Posted: Mon Nov 20, 2023 9:46 pm
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Oh well, tough sales, I'll enjoy the sms version on my game gear.
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- Joined: 29 Mar 2012
- Posts: 905
- Location: Spain
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Posted: Wed Nov 22, 2023 9:14 am
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ichigobankai wrote Thanks for your interest guys ;)
No GG version planned, everything is designed for the SMS.
If a make another GG game, it will be 1 player only.
Gear-to-gear protocol on Heroes against Demons was far to be a sinécure to make/debug (on hardware); the joice to make something never made...
And finally have ± 0 interest, as sells were extremely low ; ~5 peoples on earth (including me) can test the 2 players mode.
LOL.
Have I understood correctly that GG version of "Heroes against Demons" only sold 5 units????
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Wed Nov 22, 2023 9:18 am
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Happily no^^
Only 5 people bought 2 games 😅
(To play in vs, or one for playing and keep the 2nd unopened, don't know)
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- Joined: 29 Mar 2012
- Posts: 905
- Location: Spain
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Posted: Wed Nov 22, 2023 9:29 am
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Ah ok! I was feeling quite depressed honestly ...
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- Joined: 05 Sep 2013
- Posts: 4026
- Location: Stockholm, Sweden
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Posted: Wed Nov 22, 2023 10:44 am
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Is actually an original Gear2Gear cable impossible to source?
Or is anyone making those this days?
Just curious.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Wed Nov 22, 2023 10:56 am
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I bought mine on ebay years ago.
It was not so common but was findable.
The hardest part is to have 2 games and 2 consoles ^^
No noname/chinese copy exist of the cable (AFAIK)
+with nowadays mod where people completely remove the EXT port in favor of HDMI...
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- Joined: 28 Sep 2023
- Posts: 10
- Location: Castelló, Spain
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Posted: Thu Nov 23, 2023 1:21 pm
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ichigobankai wrote Thanks for your interest guys ;)
No GG version planned, everything is designed for the SMS.
If a make another GG game, it will be 1 player only.
Gear-to-gear protocol on Heroes against Demons was far to be a sinécure to make/debug (on hardware); the joice to make something never made...
And finally have ± 0 interest, as sells were extremely low ; ~5 peoples on earth (including me) can test the 2 players mode.
LOL.
Heroes Against Demons is a superb game, I played to the end in one session, totally hooked me. I wanted to buy a complete box version at eh 2minds site, but there was no stock :(.
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Mon Dec 23, 2024 1:17 pm
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A little update
Select screen, interactions in levels (treasure chest/switch/keys/dialogues...)
As i've got a nice amount of vram free (as popup's are only possible when no monsters are in room), maybe i will try to code a little VWF.
Need also to code something quick (python) to generate levels, at least as a base. Rooms are like GAW or Zelda dungeons (fixed doors placement)
DS_2.jpg (152.02 KB)
[WIP] Select screen
DS_4.jpg (200.05 KB)
Dialogue/Popup boxes
DS_3.jpg (217.68 KB)
Dialogue/Popup boxes
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- Joined: 05 Sep 2013
- Posts: 4026
- Location: Stockholm, Sweden
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Posted: Mon Dec 23, 2024 2:29 pm
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lovely work so far! :D
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- Joined: 01 Feb 2014
- Posts: 899
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Posted: Mon Dec 23, 2024 4:56 pm
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Looks absolutely stunning, as always.
Your stuff always makes me feel like I need to step up my game. So if my projects never get finished you're at least partly to blame. ;) (I'm joking, of course.)
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- Joined: 23 Jan 2010
- Posts: 473
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Posted: Mon Dec 23, 2024 7:35 pm
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The work is superb but you dont think that could add some others ethnic groups? I know that is ficticion but what you think about adding indian or black ethnic?
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Tue Dec 24, 2024 8:31 am
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Honestly I was not prepared for this.
- I could answer that I'm not Disney, so don't have any "list" to check and respect
- I could answer that there are already Orcs and Zombies to represent other ethnicities.
- or simply, Why?
But real answer is I don't know.
I don't have designed towns yet, so "maybe" (as merchant/peoples).
From memory i've never read such question about a retro game.
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- Joined: 23 Jan 2010
- Posts: 473
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Posted: Tue Dec 24, 2024 9:27 am
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Quote - or simply, Why?
I was refering to heroes. They seems so "irish" to me but is IMHO. The game is your, is your decision. Just something that passed in my mind. A hero afro or Apache. See that even dont included any brazilian suggestion for not sound patriotic. Merry Christmas.
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- Joined: 27 Feb 2023
- Posts: 154
- Location: France
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Posted: Tue Dec 24, 2024 10:01 am
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Skin gradients on a 64 palettes are tricky. I found out when moving from Game Gear to Master System that these were the most difficult gradients to properly transfer, as well as more subtle gradients for rocks or trees (subtle gradients of darker colors, in summary). The colors simply aren't there.
Every single color slot is expensive. You only have 15 after all in your sprite character palette (that will be most probably common to the entire game). Including a variety of different skins might be a nice thing to have, but it is still a bit challenging.
I find the palette made by ichigo really good for these characters. You can see the artistic choice on how each color was picked to enable nice gradients while maintaining various possibilities to work with, and there is a "mood/atmosphere" to it that I find appealing.
Looking forward to the game !
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- Joined: 04 Jul 2010
- Posts: 562
- Location: Angers, France
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Posted: Tue Dec 24, 2024 10:31 am
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Yep, all portraits are within the same 16 colors.
Palette organisation is a real thing ;
impossible to make random choices and have good results.
You must think about priority above sprite (if any), transparency for sprites, if some background tile will use background and sprites pal (to change colors)
Plus you must have some contrast to ensure readability.
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