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View topic - [Coding competition 2016] CIMMERiAN by ichigobankai

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[Coding competition 2016] CIMMERiAN by ichigobankai
Post Posted: Sun Mar 27, 2016 8:53 pm
http://www.smspower.org/Homebrew/CIMMERiAN-SMS



ichigobankai wrote
CIMMERIAN for SMSPower! competition 2016 by Ichigobankai
(2Minds is Vingazole & Me, but this little dev was only made by me)

A "pseudo" port of the famous Barbarian.
("pseudo" because i've changed many little things)

This demo includes
- Story & VS Mode (story for 1 player with score + AI, VS. no score for 2 players)
- 3 arenas
- "random" players colors scheme
- no samples/sfx, music taken from a WWF game on GameGear (just to be sure that the lib works properly)
- intro image are not the good ones, picked from Conan the Barbarian movie ;)

FINAL PRODUCT will have:
- Bugs free (I hope)
- Finalized AI (for story & death mode)
- Mountain of Crom (aka Hall of Fame) + hi-score saved in sram
- Screen options for Vs. mode (choose player, how many rounds, arena)
- 10 different arenas
- Intro & outro images
- Samples / sfx / musics

Tools :
+ SDCC (vingazole's lib)
+ PSGlib
+ VGM2PSG
+ WLA-DX
+ PNG2Tiles / BMP2Tiles
+ Python 2.7 for many homemade scripts
+ My good old friend Photoshop
+ Smultron (advanced notepad, for mac)
+ Time
+ Ton of Tea

Hope you'll like it !
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Post Posted: Mon Mar 28, 2016 10:20 am
A tiny update :
- in death mode, life is not regenerated between rounds
- in death and story mode, if player's life falling to 0, game ends.
CIMMERIAN-SMS-1.01.zip (354.75 KB)

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Post Posted: Mon Mar 28, 2016 10:33 am
Very nice. Good music, solid gameplay. Graphics are spectacular.

The visuals are almost too detailed, if such a thing is possible, as the player sprite tends to slightly blend into the background of the forest arena. Also, I think the digitised film stills, while looking good, are strangely at odds with the beautiful hand-pixeled artwork of the rest of the game.
The controls are nice and tight, although they take a little getting used to. I don't seem to be able to pull off the decapitating move yet. Ducking down and mahing the attack button nets you an easy win, btw.

These are very minor niggles, though. I think you did a fantastic job.
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Post Posted: Mon Mar 28, 2016 12:07 pm
Thanks Kagesan ;)

Decapitation is not implemented yet. Time for the compo was nearly out so i've prefered to polish a little bit than add something not clean/finished.

Gfx are almost done, but need to code the "flying head", animation, finalize the minion (who shoot the head) and add the final victory pose.

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Post Posted: Tue Mar 29, 2016 8:56 am
Great entry! so nice graphics!
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Post Posted: Tue Mar 29, 2016 9:41 am
Chapeau!!!

As I already wrote, I just had a few minutes (total!) yesterday evening to quickly test all the entries on my SMS II, but I wanted to tell you I think your entry is great! It's visually stunning and the movements are very smooth even if you've got huge characters, which means you surely spent a lot of work on animations.
I won't miss testing the game throughly in the coming weeks :)
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Post Posted: Tue Mar 29, 2016 11:22 am
Nothing to add about the graphics etc. - super well done. Congrats on a great job! I totally forgot about this game - haven't played it since my childhood on a friend's C64. Maybe adjust the AI a little, so that it is more able to block/avoid the (not yet) decapitating attack? I feel like such a champ playing this, easily one-hit killing the enemies... :)

I'm reading some books on the console wars and Sega history these days, and it seems to me that it is also very true to the original Sega attitude to port a game like Barbarian, incl. decapitation, to the Master System. Sega does what Nintendon't!
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Post Posted: Tue Mar 29, 2016 12:31 pm
Thanks mates !

The AI on the demo is far to be the definitive.
I've worked on it yesterday and added a variable difficulty level (+ block/avoid attack ;) )
Now the AI can be...a kind of a b*tch... lol.

Need some time to test and extract a low and a high level as reference (but not too high, as it's very easy to make a very hard one).

The collision needs also some adjustment.
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Post Posted: Tue Mar 29, 2016 6:32 pm
Really impressive. Polished as hell and very well done.

The AI is not great, but i felt good killing everyone in 1 hit.

Congrats for the great work.
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Post Posted: Tue Mar 29, 2016 10:30 pm
Excellent conversion of an 8-bit classic. Nuff said. ;)
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Post Posted: Wed Mar 30, 2016 9:34 pm
I like a lot of things about this game. While the dithered graphics with the off colors are not really my thing I have to absolutely respect the level of polish that went into it. Also very cool to have two player support. Good job!
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Post Posted: Wed Mar 30, 2016 11:32 pm
Excellent work, very polished! Love the little touches like the hissing snake in the border. Fighting games aren't really my thing, but I certainly appreciate the work that went into it.
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Post Posted: Fri Apr 01, 2016 8:06 am
Thanks for all your kind words guys !

I've nearly finished the "Hall of Fame" screen.
(need hands, subtitle and animated tiles)

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Post Posted: Fri Apr 01, 2016 3:59 pm
ichigobankai wrote
I've nearly finished the "Hall of Fame" screen.

Looks great already. I've never really seen Barbarian as a game of the arcade-y kind you'd play for score, though, but maybe that's just me.
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Post Posted: Fri Apr 01, 2016 4:57 pm
Yes that's true for the original Barbarian, but in this version i've added a "death" mode which is made only for scoring.
It ends only when you die.
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Post Posted: Sat Apr 02, 2016 8:57 am
ichigobankai wrote
Yes that's true for the original Barbarian, but in this version i've added a "death" mode which is made only for scoring.
It ends only when you die.


This game looks great, and plays very smooth but it's ridiculously easy to kill the opponent using the neck chop. Three button presses and the demo is over! Maybe you could make the attacks a bit weaker?
I don't really dig games like this, but the graphics are fantastic so I think i'd spend some time playing through it just for that!
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Post Posted: Sat Apr 02, 2016 11:12 pm
AlexKidd1983 wrote

This game looks great, and plays very smooth but it's ridiculously easy to kill the opponent using the neck chop. Three button presses and the demo is over! Maybe you could make the attacks a bit weaker?
I don't really dig games like this, but the graphics are fantastic so I think i'd spend some time playing through it just for that!


Pretty sure that's merely going to be in this demo.
It's probably just so one can see all of the arenas without having to sit through longer matches.
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Post Posted: Mon Apr 04, 2016 3:24 pm
Last edited by ichigobankai on Thu Apr 07, 2016 5:58 pm; edited 1 time in total
As the pseudo difficulty seems to be a "problem", here is a tiny update with the medium difficulty set (5 on 10)

As there is also a little rand effect so sometimes it will be a little easier (or harder). The seed is different at each on/off cycle and after each battle to avoid predictable action.

The hall of fame screen is also is this rom (nearly the definitive one i think) just wait some seconds on the titlescreen.

It will cycle like that :
titlescreen > hall of fame > titlescreen > demo (1) > titlescreen > hall of fame > title screen > demo (2) > titlescreen > hall of fame > titlescreen > demo (3) > ...

Gameplay always needs adjustment but i hope to have something interesting at the end.
CIMMERIAN_SMS-102.zip (141.84 KB)

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Post Posted: Thu Apr 07, 2016 1:47 pm
Vote effectué ... ;)

Good luck ! :D
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Post Posted: Wed Aug 28, 2019 1:54 am
The demo was amazing. Will development still continue?
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Post Posted: Wed Aug 28, 2019 9:29 am
Thanks !

Dev is nearly finished, it has been fully recoded since the coding competition. The biggest missing part was samples effects. With my friend Vingazole we spent some times in this specific thing last year (needed for this and my Rick Dangerous port). Now I need to spent time on music (certainly FM to have samples and music at the same time)

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Post Posted: Wed Aug 28, 2019 4:33 pm
Looks amazing @ichigobankai

can't wait to play it!
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Post Posted: Thu Aug 29, 2019 4:04 pm
It looks absolutely gorgeous. (Not that I’d expect anything less from you.) But where‘s Maria?
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Post Posted: Tue Nov 05, 2019 2:14 pm
ichigobankai wrote
Thanks !

Dev is nearly finished, it has been fully recoded since the coding competition. The biggest missing part was samples effects. With my friend Vingazole we spent some times in this specific thing last year (needed for this and my Rick Dangerous port). Now I need to spent time on music (certainly FM to have samples and music at the same time)


Some news about your project ?
Or it is abandoned :(
Thanks a lot
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Post Posted: Fri Apr 17, 2020 5:38 am
ichigobankai wrote
Thanks !

Dev is nearly finished, it has been fully recoded since the coding competition. The biggest missing part was samples effects. With my friend Vingazole we spent some times in this specific thing last year (needed for this and my Rick Dangerous port). Now I need to spent time on music (certainly FM to have samples and music at the same time)


IMHO this is one of the most impressive games (graphically speaking) on Master System hardware (moreover I liked very much the "old" C64 Barbarian)... are there news about the development? I know, it's not an easy task make a complete game, but it would be a pity to abandon this nice project... in any case, thanks a lot for your work! :)
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