I know there is a thread already about this (located here (https://www.pcengine-fx.com/forums/index.php?topic=20642.0)) but I thought the thread was confusing since the title states it is a tribute comic. While this is true there is also a companion game being developed by Sarumaru, TheOldRover, and BlackTiger. They currently have a Kickstarter going in order to get the necessary funds to complete the game. If you want to give the game a go before pledging they have a demo (http://sarumaru.com/HE_OnlineDemo.zip) on the website that you can download and play via emulator or burn to a cd-r and play on an actual system!
Website:
https://www.fxunityuki.com
Kickstarter:
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
A nice video by Aaron on the game: http://youtu.be/nNbzOsP7BJk
henshinengine.com/wp-content/uploads/2016/06/HElongbanner-banner2.jpg
(https://web.archive.org/web/20190623181922im_/http://www.fxunityuki.com/wp-content/uploads/2016/10/CuNt1RYWgAEauuh.jpg)
Weww fancy~ Party in the Turbobs thread! :lol:
Can't wait to play this biotch!! Much Excite! WAW!
And here is ninja_spirit from pcefx playing Le Henshin Engine at AVGC in New Jersey:
(https://web.archive.org/web/20190510044847im_/https://junk.tg-16.com/images/avgc_e.jpg)
(https://web.archive.org/web/20190509174842im_/https://i.imgur.com/PJvySYd.jpg)
Quote from: HailingTheThings on 09/20/2016, 05:22 PM(https://web.archive.org/web/20190509174842im_/https://i.imgur.com/PJvySYd.jpg)
LOL this made me shoot soda out of my left nostril. And I didn't have any soda. I hope you are happy.
(https://web.archive.org/web/20190509174844im_/http://superpcenginegrafx.net/misc/hecomp1.png)(https://web.archive.org/web/20190509174841im_/http://superpcenginegrafx.net/misc/hecomp2.png)
Quote from: Sarumaru on 09/20/2016, 05:37 PMLOL this made me shoot soda out of my left nostril. And I didn't have any soda. I hope you are happy.
Yes, very much. :3
I am super excited for this game, I have gotten to play it at the 2DCon and its very good. I also have really liked the comic and Saru did a great job on the art, and Rover kicked ass (as always) on making the vidia game.
Quote from: guest on 09/20/2016, 10:55 PM(https://web.archive.org/web/20190509174844im_/https://www.superpcenginegrafx.net/misc/hecomp1.png)(https://web.archive.org/web/20190509174841im_/https://www.superpcenginegrafx.net/misc/hecomp2.png)
Damn, that looks awesome.
Got on board for a physical copy, looks very cool.
Backed for $65 just now... Aaron says they need a little help to push them over the finish line BTW, backing has slowed down, so if you can spam the Kickstarter on other forums when time permits, it'd be appreciated!!!
Man, I was pissed, I tried to for hours yesterday to get through to the morons @ Kickstarter... Finally, I just deleted and recreated my account in order to back this with my Discover card... Why the hell isn't PayPal supported anyway, they like collecting CC #'s ??
They had me on viewing-only mode, I just never knew since nothing had interested me to back since I created my account originally. That little thin-skinned monster, Psycho John Schizomaniak, I had sent him a PM celebrating Agness Kaku's (the MGS2 [PS2] translator) libel lawsuit against him 2 years ago when his Kickstarter project was going, and I guess he reported it. They let him have his public nervous breakdown right on his project page, attacking and obsessing over these 2 Japanese sisters like a madman, and that was OK as he raked in ~$115,000 USD, but I got blocked for an "abusive" PM...
Anyway, I'm proud of these guys and want their partnership to succeed! I admit I'm a little envious given how I partnered with the wrong people in the past (ya know, like the cock-flasher from the NeoGeo forums) in my youthful energetic years back in 2002. I'm pushing 40 now, I don't have the energy to work like that again (e.g. pulling all nighter debugging sessions), and those projects/work hours were wasted helping a petty monster make it into the videogame industry off my back... Leaves you a tad bitter/dispirited as you can well imagine and less than enthusiastic to partner up with somebody again on other projects...
But yeah, they're good guys, they deserve all the success that they can achieve, I hope they make it... Make your dreams reality...JUST DO IT!! http://youtu.be/ZXsQAXx_ao0 Well, I can't just leave out my favorite remix when it comes to Shia since I went there:
http://youtu.be/YIPqHfnFTpU :lol:
We need ~$2,400 to make it happen.
:)
They're over $14k now... Maybe a cool even $15k would've been a better target, but 13 days to go, we'll see! It could still make it first time around!
If it gets to $15,500 it will be funded (trust me) 8)
Can I just send the moneys directly to Black Tiger etc. so that I dont have to sign up to Kickstarter or sign in through FB?
I dont want to be part of Kickstarter...
You have to nopepper, or the Kickstarter might fail its target goal... What you give privately cannot be counted by the Kickstarter system... That's how it goes. Also sucks, but you'll have to pull out a credit card as Paypal is not supported for some reason...
Advice: Log in with Facebook, let it create your account that way, back it with a CC (uncheck the box to save your number for other projects), wait till it's over if it succeeds, then after your CC is charged and you know for sure, go to your account settings and completely delete your account (it allows complete deletion). Again, *WAIT* till this is all over and you see the charge on your online CC billing before deleting the account!
This is the only way if you want your backing/investing to get the project over the finish line (it could still make it without you, but every person is critical right now and counts as backing has slowed down!).
Papal charges a fee so they most likely don't want to pay it
I can't imagine it's more than what CC companies charge, a % cut of the total or something, as they had a monopoly for so long and it's why some brick'n'mortar retailers only accept debit cards. Anybody know for sure what the rates are, is PayPal now worse than the average CC company ?? Just out of curiosity.
not sure how right this is
https://www.valuepenguin.com/what-credit-card-processing-fees-costs (https://www.valuepenguin.com/what-credit-card-processing-fees-costs)
says visa is 1.43% to 2.4%
paypal charges $0.30 + 2.9%
paypal also has to pay the processing fee and passes it off to the customer
Paypal is close to the same fees as many credit cards. The gap is just about closed and has been ever since their policy revisions in mid-2015. From what I understand, Paypal was always able to keep its fees lower because they did bulk CC processing but that all went to shit last year. As a rule, merchant fees SUCK... speaking from experience on that one.
EDIT: Okay, if that link is right, then Paypal has actually exceeded the fees then...
paypal also sucks. they could just decide they were going to hold kickstarters money for what ever reason. im sure there are many reasons they choose not to use it.
It just makes it easier for normal people that cannot accept credit cards to take payments. There is not much more reason for it to exist.
I remember the outrage over the 30 cent flat fee... it put a severe dent in microtransactions... like people who had designed games that sold in-game content for a dollar or two... they were forced to pay the 30 cents on top of the percentage, which is a huge profit loss for them.
Quote from: NightWolve on 09/22/2016, 05:11 PMYou have to nopepper, or the Kickstarter might fail its target goal... What you give privately cannot be counted by the Kickstarter system... That's how it goes. Also sucks, but you'll have to pull out a credit card as Paypal is not supported for some reason...
Advice: Log in with Facebook, let it create your account that way, back it with a CC (uncheck the box to save your number for other projects), wait till it's over if it succeeds, then after your CC is charged and you know for sure, go to your account settings and completely delete your account (it allows complete deletion). Again, *WAIT* till this is all over and you see the charge on your online CC billing before deleting the account!
This is the only way if you want your backing/investing to get the project over the finish line (it could still make it without you, but every person is critical right now and counts as backing has slowed down!).
I'll back it this weekend, once I have some free time to go over all the options. I cannot not do this; it's a new PCE game for chrissakes!
Appreciate your response and detailed explanation.
We'll have a Henshin-Engine demo running at AWA (Anime Weekend Atlanta) next weekend (Sept 30 - Oct 2nd, 2016) if any folks in the area want to check it. 20" PVM running RGB.
It'll be in the arcade area. The con requires a badge, but the arcade are is not in the main area and historically pretty weak on badge checks(no promises tho).
I plan on backing it next week, just need to take care of some other stuff first.
Quote from: OldRover on 09/22/2016, 06:15 PMI remember the outrage over the 30 cent flat fee... it put a severe dent in microtransactions... like people who had designed games that sold in-game content for a dollar or two... they were forced to pay the 30 cents on top of the percentage, which is a huge profit loss for them.
Oooooh, I see, right, the .99 cent charges for in-app purchases or say MP3s must've been the target for that, etc... Yeah, so an immediate .30 cent charge on each sale plus the other % would really take a bite out of your profit! It's a 30% cut + 2.9% each time!!!
oh, so the Henshin engine is a game? for the longest time because of the name, I thought this was an actual engine being developed to help design games. You know, much like people would talk about the Quake 3 engine or the Unreal Tournament engine.
anyways, the game looks great. Keep up the good work.
Up to $14,812 today, almost ready to cross the $15k mark with 12 days to go... We'll see...
If you know other places where PCE fans tend to congregate, by all means, spam away... I handled most of the Facebook groups I know already. Only thing else I was thinking of was maybe that French PCE forum (or whatever French PCE groups are out there), might be worth a visit to their #utopiasoft chatroom as well.
We're gonna clear it. :) HE will be a reality. :D
Quote from: NightWolve on 09/23/2016, 07:32 PMUp to $14,812 today, almost ready to cross the $15k mark with 12 days to go... We'll see...
If you know other places where PCE fans tend to congregate, by all means, spam away... I handled most of the Facebook groups I know already. Only thing else I was thinking of was maybe that French PCE forum (or whatever French PCE groups are out there), might be worth a visit to their #utopiasoft chatroom as well.
Does necstasy still exist?
I haven't been there in years.
Finally got my small pledge in for this and can't wait to see the project reach the funding goal! :)
Thanks to Gamester81's push on youtube, the campaign broke $16k. We're literally down to the last few hundred to make goal. :D Even Larry Bundy Jr, the Larry Bundy Jr, aka Guru Larry, showed up on Gamester81's video comments section. :D
It's funded--congratulations, guys!
GOAL IS MET!! =D> =D> =D> =D>
253
backers
$16,474
pledged of $16,400 goal
Congrats, Saru!... And great job guys!
You will now be property of the PC Engine until christmas! :mrgreen: :mrgreen: :mrgreen:
Quote from: OldRover on 09/24/2016, 11:11 PMThanks to Gamester81's push on youtube, the campaign broke $16k. We're literally down to the last few hundred to make goal. :D Even Larry Bundy Jr, the Larry Bundy Jr, aka Guru Larry, showed up on Gamester81's video comments section. :D
I like Guru Larry! :)
EDIT, AFTERTHOUGHT: congrats on successful kickstarter (jk about it being an afterthought)
:)
It's now broken $17k... looks like there is a push for that DC version after all. :)
Congrats on reaching the kickstarter goal. I cant wait to get my copy.
Congratulations guys! :D
I'm so excited i could pewp!.... oh, too late. :-&
Gamester81 has done a video on this game
Edit. seen it's already been mentioned. http://youtu.be/_Lhqpdyqhuk
Gamester81 scares me. :)
Quote from: HailingTheThings on 09/25/2016, 09:23 PMGamester81 scares me. :)
You're silly.
He's just a big, huggable, baby gorilla. :)
He has a kind of charm about him... like Lou Ferrigno... a simple, but sincere, growth-hormone-ingesting kind of charm.
I'm serious.
Quote from: esteban on 09/25/2016, 10:16 PMQuote from: HailingTheThings on 09/25/2016, 09:23 PMGamester81 scares me. :)
You're silly.
He's just a big, huggable, baby gorilla. :)
He has a kind of charm about him... like Lou Ferrigno... a simple, but sincere, growth-hormone-ingesting kind of charm.
I'm serious.
By comparing him to Lou Ferrigno, I believe you're breaking the lost eleventh commandment, "Thou Shalt Not Compliment Gamester81! Ever!"
I think that's how it goes anyway.
In other news, I brought my NES over to a friends' house this weekend because he's racist against the TurboGrafx. Well that, or he just simply was like "Hey man, bring over your NES so we can play toytles."
Next weekend Imma hafta try to get him into that good sh*t, though. Yah.
*Updated to fix quotation?
It's over $18k now and there's still 10 days to go. Congrats!
Very awesome! Glad they made it!
Congrats on the success fellers, and good luck on the rest of the campaign - I hope your stretch goals meet the point you hope they do :P
Yeah, it's great to see them succeed and possibly head towards a stretch goal, though I personally don't care about the Dreamcast. A hearty congrats to all involved!!
Sarumaru's had some kind of marketing background if I'm not mistaken ? Between his established store, brand, contacts, and promotional travels to conventions, etc. you can understand how this got off the ground and made it to this point.
Well, first Kickstarter that I backed, I trust I won't be disappointed, right guys ?? ;)
Quote from: esteban on 09/25/2016, 10:16 PMQuote from: HailingTheThings on 09/25/2016, 09:23 PMGamester81 scares me. :)
You're silly.
He's just a big, huggable, baby gorilla. :)
He has a kind of charm about him... like Lou Ferrigno... a simple, but sincere, growth-hormone-ingesting kind of charm.
I'm serious.
Well put!
Quote from: Gredler on 09/26/2016, 12:56 PMI was not able to weigh in this morning, I'll have to follow up tomorrow, but it's not looking/feeling good from the amount of beers and food I had over the weekend. The weekdays are easy for me to not eat at work and be careful when I get home, but the weekends are rough to say the least - gluttonous fun -but rough on the diet.
Wrong thread, gomer. :P
But here's a free Yuki:
:yuki:
:lol: :lol: :lol:
I quickly glanced at his post and wondered what the deal was, but moved on to other threads.
Quote from: NightWolve on 09/26/2016, 01:16 PMSarumaru's had some kind of marketing background if I'm not mistaken ? Between his established store, brand, contacts, and promotional travels to conventions, etc. you can understand how this got off the ground and made it to this point.
Not just Sarumaru... Jesse Hernandez is the marketing and promotional magician behind-the-scenes, and the campaign had the backing and directorial expertise of Pyre Productions. Saru's connected af and that did indeed help a ton.
Congrats on reaching the goal. I'm spreading the word as much as I can. There is a Spanish FB group I frequent and just told them about it. Either secure your copy or why not, make the Dreamcast version happen.
Quote from: NightWolve on 09/26/2016, 01:16 PMWell, first Kickstarter that I backed, I trust I won't be disappointed, right guys ?? ;)
Same here - don't let my first KS backing go to waste! :P
Quote from: guest on 09/26/2016, 01:22 PMQuote from: Gredler on 09/26/2016, 12:56 PMI was not able to weigh in this morning, I'll have to follow up tomorrow, but it's not looking/feeling good from the amount of beers and food I had over the weekend. The weekdays are easy for me to not eat at work and be careful when I get home, but the weekends are rough to say the least - gluttonous fun -but rough on the diet.
Wrong thread, gomer. :P
Thx, tabbed browsing before coffee and is not recommended! :)
Finally backed. Have been busy and away doing stuff. Can't wait to play the game and I'm so excited that it's already reached its goal! Congrats!!!!!! =D> =D> =D> =D> =D>
This is my first Kickstarter as well, so hope this is worth it.
Congrats on meeting the goal!
I started a thread for the kickstarter on sega-16. A lot of people there support kickstarters and homebrew, so hopefully they can help reach some of the stretch goals for Sega ports.
(https://web.archive.org/web/20190509210418im_/https://www.superpcenginegrafx.net/misc/he_castlevampirez_promo1.png)
Quote from: esteban on 09/25/2016, 10:16 PMQuote from: HailingTheThings on 09/25/2016, 09:23 PMGamester81 scares me. :)
You're silly.
He's just a big, huggable, baby gorilla. :)
He has a kind of charm about him... like Lou Ferrigno... a simple, but sincere, growth-hormone-ingesting kind of charm.
I'm serious.
Except for love he showed the Retro VGS/Chameleon.
Quote from: guest on 09/26/2016, 08:34 PMExcept for love he showed the Retro VGS/Chameleon.
That's not necessarily a bad thing though... a lot of people were hoping that that would actually happen, and CollectorVision was working on an exclusive game for it to support it and raise interest. Sadly, the game in question was... very subpar, to put it mildly... and didn't help its perception at all. Anthony and I tried to steer them in the right direction but I think it fell on deaf ears in the end.
Quote from: The Old Rover on 09/26/2016, 09:31 PMQuote from: guest on 09/26/2016, 08:34 PMExcept for love he showed the Retro VGS/Chameleon.
That's not necessarily a bad thing though... a lot of people were hoping that that would actually happen, and CollectorVision was working on an exclusive game for it to support it and raise interest. Sadly, the game in question was... very subpar, to put it mildly... and didn't help its perception at all. Anthony and I tried to steer them in the right direction but I think it fell on deaf ears in the end.
I dunno, Gamester81 held on even after the incontrovertible proof ended up on AtariAge.
Not really trying to talk smack about the guy, he does come across like a genuinely nice guy in his videos, and I don't think he deliberately tried to fool people, but did he even ever really apologize for how long he kept up the love? I didn't see anything on his website indicating that.
Some people are just stubborn, I guess... yours truly included. Just ask esteban. :lol:
Quote from: guest on 09/26/2016, 08:34 PMQuote from: esteban on 09/25/2016, 10:16 PMQuote from: HailingTheThings on 09/25/2016, 09:23 PMGamester81 scares me. :)
You're silly.
He's just a big, huggable, baby gorilla. :)
He has a kind of charm about him... like Lou Ferrigno... a simple, but sincere, growth-hormone-ingesting kind of charm.
I'm serious.
Except for love he showed the Retro VGS/Chameleon.
Heh-heh, yeah, he bought the hype pretty good...
https://www.pcengine-fx.com/forums/index.php?topic=18831.msg424244#msg424244 (https://www.pcengine-fx.com/forums/index.php?topic=18831.msg424244#msg424244)
Don't be that guy: "ctophil"...
See, when enough "ctophiles" are in a forum saying the same thing, there are those that would foolishly think it's some sort of "representative poll" of thousands of other people... I've seen many a good people fall into this trap...
Sometimes, if it's just a dozen people in a thread saying the same thing, you probably should ONLY just count those 12 people instead of thinking their voices represent thousands of other people that didn't have a damn thing to do with the thread or the idea conveyed therein, etc. Don't set the stage up for another knucklehead like Mike Kennedy to come along with his Atari Jaguar shells hoping to cash in...
P. S. NEVAH FORGET!!!
http://youtu.be/jIOpto-v5dk
and.. back to the topic at hand.
284 backers
$18,967 pledged of $16,400 goal
9 days to go
HENSHIN ENGINE!
Quote from: OldRover on 09/26/2016, 10:31 PMSome people are just stubborn, I guess... yours truly included. Just ask esteban. :lol:
Ha! I'm just as stubborn. :)
HATERS:
Anyway, about gamester81: I never said he was intelligent, but he seems sincere. I think gamester81 was betrayed by Mike Kennedy... So, we can judge gamester81 for his intelligence (or lack thereof), but I do not believe gamester81 would knowingly deceive people.
Again, I like the Lou Ferrigno-element of gamester81: simple, hairy, dedicated
For the record, I am irked by 99% of YouTube video game personalities, including gamester81.
Quote from: guest on 09/26/2016, 08:26 PMI started a thread for the kickstarter on sega-16. A lot of people there support kickstarters and homebrew, so hopefully they can help reach some of the stretch goals for Sega ports.
(https://web.archive.org/web/20190509210418im_/https://www.superpcenginegrafx.net/misc/he_castlevampirez_promo1.png)
I hope this is put on the Kickstarter, because this is a slam dunk. Looks amazing, great job!
Dat CastlevampireZ!
The revised stage 2 is almost complete. Hopefully these images show up... they're hotlinked from FB. :P
Stage2a.jpg
facebook.com/photo/?fbid=10209652317532035
Stage2b.jpg
facebook.com/photo/?fbid=10209655415049471
...and we're now up to $19,348. :D
Looks good Rover, thanks for sharing the updates!
so it's also a shooter! sweet! Is it March yet?
Quote from: Gredler on 09/27/2016, 05:45 AMI hope this is put on the Kickstarter...
lolwut?
Oh, add the images to the campaign page.
I'm slow.
Yeah, how did Yuki fly on over to "Lucretia - Demon Princess" ??? Is there a working storyline for how this happens or just a case of throwing sprites around, adding more witch sprites to Lucretia ?? ;)
Quote from: guest on 09/26/2016, 09:39 PMI dunno, Gamester81 held on even after the incontrovertible proof ended up on AtariAge.
Not really trying to talk smack about the guy, he does come across like a genuinely nice guy in his videos, and I don't think he deliberately tried to fool people, but did he even ever really apologize for how long he kept up the love? I didn't see anything on his website indicating that.
Yeah, he apologized on Youtube and explained his relationship with Mike Kennedy, how he was approached, etc. Clear apology in the description, "
I'm very sorry to the Atari Age community" and stating RetroVGS was beyond defending at that point. Guilty of being purty gullible/ignorant/naive (says so himself, same 3 words), buying into "the
scheme dream of retroland," sure, but a deliberate scammer/con-man, no/nah.
Of course there's always a reluctance given pride to admit how badly you got egg on your face till the very end, many are guilty of this, but yeah... On the flipside, he kind of has it both ways in the video, he's angry with Pat the NES Punk who called it like it is, tries to give weasel counter-points/thoughts in his defense (what it is) - it's iffy...
http://youtu.be/xgl2fzHjy84
We here at PCEFX BTW grew to love Mike Kennedy and his "winning team..." (https://www.pcengine-fx.com/forums/index.php?topic=18831.msg454164#msg454164) No other man has ever generated so much lulz at his expense and we thank him for the experience! I can't think or know of a more entertaining thread in the history of this forum than the RetroVGS one! :lol:
#RetroVGS! #ColecoChameleon! #NEVAH FORGET!
QuoteYeah, how did Yuki fly on over to "Lucretia - Demon Princess" ??? Is there a working storyline for how this happens or just a case of throwing sprites around, adding more witch sprites to Lucretia ?? ;)
That Lucretia stage was a placeholder. The pics that Rover posted last are what the same stage looks like now, although some elements from that Lucretia stage have been used with different palettes. As you can see in the first pic, it's inspired by Cotton.
Here is a new build video with the revised stage graphics. It's not perfect just yet but it's getting close to completion. http://youtu.be/wJqvJPab9GQ
Is that what they call a "fake parallax" effect implemented that I see ??? ;)
Another nice, interesting sound track for this stage BTW! :)
Gorgeous!
Yeah, and something else that is striking, the video is so smooth, clear, crisp, etc. I must know how it was recorded!!!
Very cool. Can't wait.
Kind of makes me wonder if they could have ported Cool Spot over to PC-TG.
* 295 backers
* $20,030 pledged
* 8 days to go
Wow, they just crossed over the $20,000 mark!! Welcome to the big leagues, Rover! =D>
Out of 295 backers, that averages ~$68 bucks per person.
Quote from: NightWolve on 09/27/2016, 08:41 PMIs that what they call a "fake parallax" effect implemented that I see ??? ;)
This is indeed the "fake parallax" you speak of. :D Six layers of scrolling on the first part... made possible by using all four scroll() zones plus dynamic tiles and sprite overlays. Not too shabby for a system with only one background layer, eh? :)
The second part of the stage isn't 100% done yet... it will have gravestones similar to the ones in stage 1 of Lucretia. The second part is only three layers but due to sprite overlays, it'll look like typical multilayer parallax. :)
Quote from: NightWolve on 09/27/2016, 10:52 PMYeah, and something else that is striking, the video is so smooth, clear, crisp, etc. I must know how it was recorded!!!
mednafen has built-in video recording. I never use anything else. :)
Quote from: MotherGunner on 09/27/2016, 11:22 PMVery cool. Can't wait.
Kind of makes me wonder if they could have ported Cool Spot over to PC-TG.
Yeah, right after they ported fuckin' Chester Cheeto.
lol, dork.
Though, the effect isn't "fake parallax", it's "fake layering". As line scrolling at different rates is what parallax really is.
Everyone combines layers + parallax into one concept when that's not 100% accurate.
Achieving layering on PCE is effort. Parallax itself is not. It's balls easy.
anyway, good to see people are paying attention to PCE finally instead of the goddamn Sega, and Watermelon's stupid nonsense.
Quote from: guest on 09/28/2016, 04:34 AMAchieving layering on PCE is effort. Parallax itself is not. It's balls easy.
^^^ this. :D
yo rover, the updated stage 2 graphics look awesome and they've almost reached their dreamcast port stretch goal!!! so stoked for saru studios!!!
Dreamcast version is unlocked.
Saru should've kept it as a vote for a disc based system. I wanted to vote for PC-FX.
Is the Dreamcast version going to be any different (aside from graphics/sound) than the PCE version?
Quote from: guest on 09/29/2016, 03:20 PMIs the Dreamcast version going to be any different (aside from graphics/sound) than the PCE version?
I'm assuming that the graphics and sound will be the same, upscaled to 480p.
Not only did we smash the stretch goal for the DC conversion, but someone actually took the top tier reward! I never expected that to actually go... but someone's gonna get a very awesome custom PC Engine. :)
The DC version is based on the PC version but as far as I know, it will have at least one exclusive feature in it.
Stretch goal has been smashed! Now that's what I like to hear! ;)
Quote from: OldRover on 09/29/2016, 08:45 PMNot only did we smash the stretch goal for the DC conversion, but someone actually took the top tier reward! I never expected that to actually go... but someone's gonna get a very awesome custom PC Engine. :)
The DC version is based on the PC version but as far as I know, it will have at least one exclusive feature in it.
The DC version will feature a cameo from ______________.
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
Hmmm... :-k
$24,488...
6 days to go...
2nd stretch goal is $28,000...
Will we see another stretch goal smashed, that is the question ??
Oh, the suspense! I like! :)
PCE4EVAH, BRUTHA!!!!
341 backers
$24,534 pledged of $16,400 goal
5 days to go
To pledge go here:
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
I bet you guys will be too busy buying Ferraris to finish the game, congrats!
Das gud nooz.
Hm, noticed that 1 backer backed out, it went back down to 340 backers, and $24,488 (what's in my previous post) after sirhcman's post... Good jinxing job, sirhcman... ;)
:lol:
That's ok though, we're still WAY over goal for the initial game and the DC conversion. :D
How hard would it be to Port over to the pc fx ?
PC-FX homebrew is still in its infancy so it'll be awhile before such an option is viable. It's definitely something we've talked about before though.
344 backers
$24,853 pledged of $16,400
5 days to go
QuoteUpdate #11
Sep 30 2016
DC STRETCH GOAL MET!
Like
6 likes
So in the last post I mentioned that we were well passed our funding goal and now we've even passed the DC stretch goal! THANKS EVERYONE! So I also re-iterated that the DC version would be coming later next year (also stated in the stretch goals section). However, I worded it in such a way that it has confused people who pledged for the PCE/Turbo and PC CD versions. These versions are still projected to be released by the end of March. and the DC version should be available right around Christmas time! Sorry for any confusion to those folks backing the original version of the game and thanks for your continued support! Remember to share! :)
- Saru
Considering all the trolling over the DC conversion, the only reason I'm sticking it out is because of the actual fans who want the conversion made. It will be my first, last, and only DC project. If we didn't have so many people wanting a DC version, I'd vote to scrap it right now.
And now Mike, aka Professor, has decided to go on the same smear campaign against me as he always has. What the fuck.
Quote from: The Old Rover on 10/01/2016, 10:34 AMAnd now Mike, aka Professor, has decided to go on the same smear campaign against me as he always has. What the fuck.
Just ignore him, he's a pitiful loser. PCEFX has been worlds better since he left. No one should care what he thinks, ever.
Henshin is great, and everything else is just bitter jealousy.
Addressing critic(s) of the DC port, they're bothered by inflated Likes on Sarumaru's Facebook store/presence for one. Saru had a store/brand that sells shirts, pins, posters, artwork, etc. BEFORE this videogame project and you have to advertise to get noticed, which is being unfairly maligned here! I got a reasonable explanation on the regional ad system of Facebook, a balance between budget and exposure, so I'm satisfied on that.
It's no secret this is a small team, but of passionate fans that got off the ground pretty quickly, that many of us have an unfavorable past we'd prefer to move on from, etc. so I can understand some concerns... Just tread carefully not to let these issues escalate any further (take it from me, I didn't have the wisdom in times' past when I was in similar situations *cough* XSEED *cough*!)...
As for the comic being simple, as mentioned, it's playing off Johnny Turbo nostalgia (https://www.pcengine-fx.com/forums/index.php?topic=21466.msg472232#msg472232) which was just as simple, silly, "lamey," but holds a certain type of charm, and that's what Saru is trying to capture. No new episodes are, I dunno, maybe due to the grand idea of a videogame taking higher priority naturally ?? Heaven forbid something more ambitious and far more useful to fans such as a game take higher priority... Not that hard to find reasonable explanations if you care to look!
Anyway, I hope this doesn't dispirit anybody on the team... :/ Oddly enough, I wondered and questioned how Dreamcast even got on your radar given that we're all PCE guys here, but I'm not privy to whatever the team was that sensed worthwhile demand from Sega fans, etc.
The reason the DC got on the radar is because Saru was listing off possible port ideas and the DC was in that list.... people saw it and said "yeah, DC port!" and here we are.
In any event, I can only tolerate so much bullshit before it gets to me, and this went way beyond my threshold, so I'm taking some time away from this. Saru did nothing wrong and we more than adequately proved it. It didn't actually get nasty until Mike showed up, and now shit's gotten out of control. As of right now, I don't even care what happens. We all need a break from this anyway, as Saru has been working so hard on this that he's lost both online and IRL friends over it. That's not how shit is supposed to work.
Sorry man, I feel ya... :/
P. S.
Very competent defense/replies at that site, John/Nulltard!! Good looking out, I am impressed!
Wait where was the smearing? And where was Nulltard's response to this? I can't believe he'd shit all over something like this. You just can't please that guy
The best way to deal with detractors is keep quiet and make a badass game. The last Kickstarter update email showing the new background looks awesome, and the music is perfect. This game is shaping up quite well and if this level of quality is maintained it will get noticed. Keep up the good work.
Alright guys, I had an idea, and talked it over with Aaron since I gained admin rights and can help out a little more than just being a bystander. One last helpful marketing push is now being executed!
This forum has a newsletter feature, and I've used it before for my own SMF Forum install which afforded me some experience with it. I asked Aaron if I could send out an email blast about this Kickstarter project, at first he declined, because he said the last time he used it the PCEFX server crapped out on him... I remembered years ago having this problem, and explained that he must not have activated the email queue and configured it to email 10 accounts/per minute, to slow the process, and give the server breathing room while it serves pages as it normally does.
In short, I convinced him to let me activate the email queue, configure it 6 emails/per minute, and let it ride with this basic write-up:
Subject: pcengine-fx.com: Henshin Engine PCE Homebrew Kickstarter - 4 days left to back!
QuoteGreetings fellow PCE brethren, if you're unaware, there's a Kickstarter project running for a new PC Engine/TG-16 homebrew CD game called Henshin Engine! We'd love to have your support/backing for it, the link is below, so check it out!
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
Regards,
The pcengine-fx.com Team.
Now, I asked Sarumaru if he wanted to write something up better, but he was fine with this (AKA "NightWolve-style"), and so that's what we went live with. ;)
So yeah, the server is now busy running its email queue, everyone in this thread will/should eventually notice an email from pcengine-fx.com.
At 6 emails/per minute, that's 6*60 = 360 emails per hour, and there are 5,486 PCEFX members, so it'll take 15 hours for everyone to get this email...
That's slow, but it calmed Aaron's fears of causing any server overload trouble. Anyway, hopefully this informs some of our PCE brethren that don't stop by as often and helps counteract any negative press, etc.
My thought process was, it's a feature that's here, might as well use it for the registered PCEFX membership for something that doesn't happen as often as this!
Anyway, I think that about covers it, lemme know if you get the email, just to confirm the email queue is doing its thing proper.
:)
NightWolve, it was a good idea to utilize the pcefx info... there are *certainly* a bunch of folks who would be interested in this, but who no longer (or rarely) check the forum.
Even if only a small percentage actually consider pledging, your effort was well worth it because pcefx mailing list = core audience!
:)
Yep, got confirm on that, Aaron just told me somebody replied back to one of these newsletter emails and pledged $140!!!
Unfortunately, while we have 350 backers now (we have the most that there ever was!), the pledged amount is less than yesterday's... If you look at sirhcmans' last update versus now:
Then: 344 backers at $24,853
Now: 350 backers at $24,211
We gained more backers, but some existing ones lowered their amounts, and/or left and were replaced by backers with lower amounts, etc...
I dunno that we'll see the 2nd stretch goal achieved, but yeah, whatever helps! We don't know how many of the 5,486 PCEngineFX member accounts have valid emails versus spam or expired ones, though. So, it's not a guaranteed ~5K email marketing list, but it IS something if at least half are valid and win-win for whatever support that can be found!
The $1100 pledge backed out and so did at least 2 others today.
Despite that, we are now at $24,607. It appears that the smear campaign may have actually worked in our favor... funny how that works sometimes.
Quote from: The Old Rover on 10/02/2016, 12:37 AMDespite that, we are now at $24,607. It appears that the smear campaign may have actually worked in our favor... funny how that works sometimes.
And rising — so screw the haters! DC or not, I'm excited for this!
NightWolve
QuoteAlright guys, I had an idea, and talked it over with Aaron since I gained admin rights and can help out a little more than just being a bystander. One last helpful marketing push is now being executed!
Did you also change the text on the main screen?
(It used to advertise cases.)
If so, you might want to fix it....
I know my little PVM doesn't do it justice but absolutely loving the game.
tinypic.com/wuihdh.jpg
Krimstah: mini-PVM = intimacy—we get nose oil on the screen. It's all good. :)
I like the banner on the home page :)
Quote from: NightWolve on 10/01/2016, 08:10 PMAlright guys, I had an idea,
Great idea, Nightwolve. This will really help the team make their goal, and also put it on blast to every member here. You couldn't pay for this kind of advertising anywhere; especially considering that it is the EXACT target audience they are looking for. :D Well done!
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
370 backers
$25,655 pledged
4 days to go
That's better!! So after I finished my movie last night around midnight, I did one last check on the server before going to bed, saw that it finished its email blast, backers were at 350, BUT when I checked this morning around at ~8am, I saw it was up 368, now 370, so
+20 people (as of this post)!!! :mrgreen:
SMF's email queue configuration is quirky though... I started the email blast at ~7pm, and it finished at ~midnight, so that was only 5 hours, not 15! Looks like it ran at a rate of 18 emails/per minute, so ~1080 emails/per hour went out!
I actually had an email listserver project for a freelance IT consultant job eons ago for my former CTO when he went independent. He had a client at like the 40th floor of the Sears Tower, so I got to do a little work there for a day, though while I had the gig, I mostly worked from home. About 7 weeks into it though, my father died, and we decided to honor his wishes to bury him in his home village in Greece. I had to be quickly replaced for the month that I'd be gone, so I lost further work with 'em... :/
But I remember from that work, you'd be surprised the money involved in listserver projects for companies, the pricey software packages, nickel'n'diming based on amount of email addresses, like if you have 10,000, 20,000 ... or 60,000 emails, there's a different rate for each case. Other companies just outsource the whole issue i.e. let their customer emails be handled that way! The project was mainly in good hands though, a former coworker/friend we called/nicknamed "Hitech" (rewrite of his real name Hitesh) because he was so good at just getting projects done without much fuss! He's the guy companies pay $120/hr for IT consultant work, doesn't bullshit around, gets the job done! I was just the extra, cheaper pair of hands... ;)
Another tangent note given my understanding, I suspect we lost some PCEFX emails to SPAM folders... Aaron's admin email address is: aaron.nanto {at} outlook.com - that's a slight problem because our email blast was executed from a server behind the "pcengine-fx.com" domain... What you write in the "From:" header when constructing an email to send should have an address that matches the server's domain name, like "aaron.nanto@pcengine-fx.com" preferably. If not, email clients may feel you're falsifying credentials, and that's part of basic SPAM detection... In other words, if the server sending the email is behind yahoo.com, but I put a gmail.com in the "From:" header, email clients receiving such an email will find that suspicious...
I forgot about this issue, though, as I would've temporarily changed Aaron's admin email address, but oh well. Obviously a good % of emails went through and it seems to work for me with my yahoo.com address regardless!
Quote from: TheOldMan on 10/02/2016, 01:24 AMNightWolve ... Did you also change the text on the main screen? (It used to advertise cases.) If so, you might want to fix it....
Was already ahead of ya, that was the easiest thing to do. Did you not check it before posting ? :mrgreen:
The ~5K member email list was far more valuable of course. If the average visits here are 12 to 30 people a day or whatever, and 4 days left, it's unlikely that it would've made any dent in getting this project noticed and the effort translating to pledges, etc. But if it maybe at least gets one or two pledges, why not!
Anyway, this was my additional donation to the project. The rest is up to anyone else for these final days! If somebody is friends with those Youtube channel folks, that's where the real marketing value is, I'd pull some strings there! One last promotional video, that sort of thing. They're fans, they're not "objective" journalists or whatever, it's not unethical to ask for marketing help, etc.
Even the shitty videogame journalism industry is just fanboys/girls being mouthpieces for the shit that they like, by and large... And companies buy favoritism with goodies or "honor" credits all the same, e.g. good ole XSEED Games credited a reviewer in the Special Thanks section, Michael Cunningham, just for letting them borrow the SegaCD copy of "Lunar: Silver Star Story." While he avoided reviewing XSEED's Lunar localization upon release for this very reason, you think they didn't "buy" him (curry favor) for future positive reviews, as he's done for other games of theirs in the past ??
Be shameless, who cares...
FYI - I didn't get an email... mine is a gmail account.. not in spam folder either.
EDIT: I got your test email... just now...
Thanks for reporting that. I just sent you a test email right now.
Can you check your profile settings to see if you have unchecked receiving notifications/announcements ?
There was a feature to veto people who set their accounts not to receive any email notifications. I don't remember if I checked it again when I got things to work... I had trouble several times with the feature before it finally worked, so I wouldn't be surprised at failed or skipped attempts, etc.
QuoteOverride Notification Settings
Send this to members even if they have chosen not to receive announcements.
That's the feature's text, and that might be a reason you didn't get an email, if not, it's just not that great a system and oh well...
EDIT: Your account has "Allow users to email me" unchecked AKA 'off' AKA 'No!'... Yeah, I forgot to check that box to veto your decision not to allow yourself to be emailed by anyone here... :P Most likely, anyway. This might explain why the email blast took 5 hours, and not the 15 hours I predicted. Ah well!
Ok - that makes sense - there were probably a lot fewer notices sent out then...
Maybe on the last day of the Kickstarter, I'll do it once more, make sure that particular box is checked, etc. People who already got an email might be annoyed at a second one, but I figure it's easily forgivable for a good cause as fan homebrew CD productions for a retro system like this don't happen every other day, so... They are registered with PCEngineFX, it's right up their alley in principle.
Quote from: NightWolve on 10/02/2016, 02:03 PMMaybe on the last day of the Kickstarter, I'll do it once more, make sure that particular box is checked, etc. People who already got an email might be annoyed at a second one, but I figure it's easily forgivable for a good cause as fan homebrew CD productions for a retro system like this don't happen every other day, so... They are registered with PCEngineFX, it's right up their alley in principle.
I think that this is one instance where you shouldn't feel bad about spamming people. We've got 3-4 days left!! and like you said its not like this opportunity comes around every day. The team has been working their asses off on this and they deserve as much help as they can get...
And that treasure box!.. TREASUREBATHH!!!!
http://youtu.be/f8vOxDK-3Uc
QuoteQuoteNightWolve ... Did you also change the text on the main screen? (It used to advertise cases.) If so, you might want to fix it....
Was already ahead of ya, that was the easiest thing to do. Did you not check it before posting ?
I saw it. Not what I meant.
I'm gonna go play BonkE now....
Henshine Engine's the sequel.
Hm, I don't get it, I cheated and went ahead for another email blast, but...the email queue says there are only 2,473 addresses which contradicts the full 5,488 member count that is shown prior to the final screen... I dunno what the explanation is, that notify-all option was checked for sure, but anyway, I won't be using it again. :/ But Lost Monkey, keep an eye out if it includes you this time.
Yeah, but I guess it's a bug, the override option for a mod/admin doesn't work (I *tried* to veto ya!)... I double-checked this time, but anyway...
Stop sending out announcements from the forum about this damn game! 3 in the last 24 hours! Enough is enough!
Quote from: Joe Redifer on 10/02/2016, 04:44 PMStop sending out announcements from the forum about this damn game! 3 in the last 24 hours! Enough is enough!
I responded more over here to his drama queen thread (https://www.pcengine-fx.com/forums/index.php?topic=21513.msg472642#msg472642) since he's gone off into temper tantrum land... :roll:
The admin/mod group, about a handful of us (Necro, me, him/GameSack Joe, Aaron, etc.) will have seen 3 emails, as I tested things after activating the email queue feature for the first time (so only us mods/admins got the first test email)... The real email blast to everyone failed, left out 2,500 emails, so I tried a 2nd time, but it's a bug and I didn't reach the other 2,500 emails that were excluded the first time around. Yeah, ZOMG, let's get REALLY REALLY angry about this and start other threads over it!!
Summary: Regular members got 1-2 emails, the 2nd WITH apology if repeated was trying to reach the excluded half of the member list due to a bug. IF I had a technical means, I would've targeted just the half that was excluded, but it wasn't possible!! A mod/admin (YOU) got an initial test email, so yeah, ZOMG, we mods/admins got 3 EMAILS TOTAL!!! I'M MAD, NOT GONNA TAKE IT ANYMORE!!!
Yes how dare I speak up about lots of spam going out. Silly me. Start your circle jerk now, everyone.
Quote from: Joe Redifer on 10/02/2016, 05:50 PMYes how dare I speak up about lots of spam going out. Silly me. Start your circle jerk now, everyone.
It was already explained to you that *only* 2 emails went out to our members, the 2nd attempt was to overcome a bug/issue that excluded half/2,500 email addresses the first time around! You got a first test email being part of the mod/admin groups when I was learning the system, so stop characterizing this as "lots of spam" as if I emailed you 1000 times... I'm very sorry it was 3 for just you, me, NecroPhile, etc. but you can be very sure I'll avoid touching your account again... I hope you didn't break a nail in the laborious process of having to delete 3 emails... ONCE AGAIN, VERY SORRY!
Oh shit - I just got my first email about Henshin Engine...
Everyone just calm down, we can get through this as a community!
Christ enough with the e-mails. :P Joking, pledged $46. Hope that helps.
Just got emailed/spammed by Kickstarter about your pledge since I followed ya! Thanks, brutha!! :) We're up to 381 at present.
I did break a nail today having to delete 5 other spam emails, but such is life... Nobody knows my pain... :/
edited
I am a douche and a cumbag, sorry fr donations and uprating vids. I am on both of your guys sides..........
So I see that this game will be featured at PRGE this year. Do you guys know where you will be having your booth?
Moving on from the latest distraction... Downward trend averted, upward and onward since!
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
383 backers
$26,089 pledged
3 days to go
Any bets on if the $28k stretch goal can be reached ? I'm not confident in taking such a bet either way, but this is a very respectable outcome so far however it finishes off!
I really hope the music composer can bring more top notch tracks like his first one (https://youtu.be/KOgPuhysfZ0), I really enjoyed listening to it. Big reason I backed the project.
If we hit the next goal before the limit is up. I will donate a PCE Duo in a raffle.
I might raise my pledge to next level...
Never noticed this thread before... but I got 2 emails earlier today and just pledged.
Why this game does not use chip music instead redbook audio ?
Quote from: Dr.Wily on 10/03/2016, 04:39 AMWhy this game does not use chip music instead redbook audio ?
Because Henshin Engine is awesome.
The only time I was OK with an *exclusively* chip (PSG) soundtrack on a CD-ROM was when (1) all the data was used for Red Book audio accompanying cinemas and/or (2) all the data was used for compressed video...
Otherwise, I was always disappointed when a developer didn't take advantage of the opportunity for Red Book soundtrack.
Now, many games used a variety of methods to overcome data constraints...mixing some PSG tunes (for towns, menus) and saving Red Book for "more important" stages...Ys Book I & II immediately comes to mind—an excellent blending of chiptunes (towns, passwords) and Red Book (for bumping death action). Sadly, some ADPCM voice samples in Ys I & II are much lower quality than Red Book audio accompanying the cinemas...a testament to how much data is squeezed on to the disc. But would I sacrifice any of the Red Book songs from Ys I & II?
HELL NO.
In short, the Henshin Engine soundtrack blends the best of both worlds—PSG "inspired" songs that have the chiptune aesthetic at their core, but with composer free to be more creative than a purely PSG soundtrack.
I hear you, though... It would be amazing to have a complete Red Book *and* PSG soundtrack that could be switched back and forth "on the fly" (see Vasteel)... But that would be placing a *ridiculous* additional burden on an already-burdened development team.
ALSO: The reason why Vasteel offered two soundtrack options was *fundamentally* PRACTICAL: PSG tunes sped up gameplay (turn-based war simulation), which was a concern. Yes, it also offered some variety (some battles were very long, it's nice to change tunes) and finally, not everyone digs Vasteel's "space jazz" Red Book soundtrack.
I apologize for my brief response.
:)
SUMMARY: Henshin Engine soundtrack is reason *alone* to get this game.
If you use Redbook, you can record whatever sound you want, you could even make sound like a PSG track if you wanted, inefficient as it is.
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
We're up to 393 today, crossing over 400 backers could happen! Betting on the next stretch goal appears a safer bet now too!
The real bummer is not that poor Joe and me as mods/admins got 3 emails, but that 2500 members (half of 5000) here got 0, they are inaccessible to the newsletter email system for whatever reasons...
Before I was rudely interrupted, I was looking into the problem, and had another idea to export all email addresses and write a custom email script in PHP. SMF doesn't have an export option for that and I don't feel like bothering for workarounds now anyways... So, that's too bad, 2500 people can't be emailed, might've translated to another 20-25 pledges...
Quote from: NightWolve on 10/03/2016, 09:53 AMWe're up to 393 today, crossing over 400 backers could happen! Betting on the next stretch goal appears a safer bet now too!
We?
What, I can't be proud of 'em and think of this as a team effort by us PCE fans ?? ;)
As a $65 backer, I'm technically an investor of the project, and will receive an "investor" credit essentially for helping to fund it. I didn't predict I would also help with marketing, I got the idea partly to help counteract the sabotage effort by that DreamCast UK site...
I sense balance returning to the force.
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
401 backers
$27,206 pledged
71 hours to go (72 = 3 days)
"We" as proud PCE backers are now 401 strong! That better, DarkKo ?? Although, subtract a % off who only care about some DreamCast port.
I'm more willing to take that bet on crossing over the 2nd stretch goal! :P
Quote from: NightWolve on 10/03/2016, 09:53 AMIf you use Redbook, you can record whatever sound you want, you could even make sound like a PSG track if you wanted, inefficient as it is.
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
We're up to 393 today, crossing over 400 backers could happen! Betting on the next stretch goal appears a safer bet now too!
The real bummer is not that poor Joe and me as mods/admins got 3 emails, but that 2500 members (half of 5000) here got 0, they are inaccessible to the newsletter email system for whatever reasons...
Before I was rudely interrupted, I was looking into the problem, and had another idea to export all email addresses and write a custom email script in PHP. SMF doesn't have an export option for that and I don't feel like bothering for workarounds now anyways... So, that's too bad, 2500 people can't be emailed, might've translated to another 20-25 pledges...
I don't have the option to "allow others to email me" ticked and only got the second email. So your efforts might have worked.
Yeah, turns out that option wasn't the problem though.
That just protects your email address from other members. My account had the same setting, I had it off too - I did that when guest viewing was enabled here because when you click somebody's profile, the email address is in cleartext on a HTML page, which easily allows your email to be picked up by spambots...
But anyway, the email queue still showed me ~2500 members being processed instead of 5000, so there was still an issue/bug.
btw "We", basically only need someone to buy that gorgeous limited edition PC Engine console to meet the next stretch goal.
Maybe "dinner with the development team" should have also been part of the ultimate reward.
Honest question here from someone who is still trying to decide whether to back or not:
What happened to Lucretia?
Lucretia is still in development. The code is done, just working towards finishing the graphics now. Sarumaru is working on it when he can but most of his time has been spent on HE since it's his baby. :D I could release LDP right now and it'd be totally playable... it just wouldn't look too good, as half the levels would have large colored blocks for enemies rather than proper sprites. :lol:
Quote from: glazball on 10/03/2016, 02:39 PMHonest question here from someone who is still trying to decide whether to back or not:
What happened to Lucretia?
Still in development, still awesome, still gonna be absolutely amazing.
:)
Quote from: esteban on 10/03/2016, 03:16 PMI have to say a lot of people have been asking this question. No, really. A lot of people come up to me and they ask me. They say, 'What happened to Lucretia'? And I tell them look, we know what's up with Lucretia. We've had almost eight years of the worst kind of games you can imagine. Oh my God, I can't believe it.
Lucretia is a game with sprites and background tiles. Look, if you want to know what Lucretia is, do you want to know what Lucretia is? I'll tell you. First of all there's witches, by the way, I love witches. It's probably my favorite slutty halloween costume, no it is my favorite slutty halloween costume (no fatties). You know what, it's probably more like slutty nurse but with a hat. A pointed hat.
So it's gonna be YUGE?
:lol:
At first I was like, wait a minute, when did esteban go for that kind of joke ? No way!!!
hahahahaha! :)
http://youtu.be/Ls8DrGw-bFg BLOODGOOD FOREVER
Quote from: esteban on 10/03/2016, 04:57 PMhttp://youtu.be/Ls8DrGw-bFg
BLOODGOOD FOREVER
That's not half bad for Christian folksy music... Typically it's kind of hokey/embarrassing.
Nightwolve, my attempts to get Rover to compose a Christian Metal song to be included in Henshin Engine have failed.
:)
Yeah, sure, but we know that would never happen between the two of you... :lol:
Quote from: NightWolve on 10/03/2016, 07:05 PMYeah, sure, but we know that would never happen between the two of you... :lol:
Yeah :)
Quote from: esteban on 10/03/2016, 04:57 PMhttp://youtu.be/Ls8DrGw-bFg
BLOODGOOD FOREVER
To hell with that
http://youtu.be/RsNhNdnwgZg
(?action=dlattach&topic=21471&attach=4096&image)
Quote from: esteban on 10/03/2016, 09:22 AMThe only time I was OK with an *exclusively* chip (PSG) soundtrack on a CD-ROM was when (1) all the data was used for Red Book audio accompanying cinemas and/or (2) all the data was used for compressed video...
An other way to think : keep the feeling of the platform. Redbook audio does not uses specifics audio abilities of the hardware. It's just audio CD.
Quote from: esteban on 10/03/2016, 09:22 AMOtherwise, I was always disappointed when a developer didn't take advantage of the opportunity for Red Book soundtrack.
Because sound devellopers kept the feeling of the soundchip. Recent example like Pier Solar. It uses Mega-CD's soundchip or Genesis' YM2610. (Sonic CD or Popful Mail are also good examples) On PC-Engine you can use PCE's sound chip + IFU's PCM sound chip. Redbook is an easiness.
Quote from: esteban on 10/03/2016, 09:22 AMIn short, the Henshin Engine soundtrack blends the best of both worlds—PSG "inspired" songs that have the chiptune aesthetic at their core, but with composer free to be more creative than a purely PSG soundtrack.
The quality is not the "purity" of the sound but the arrangements, by using abilities of the sound chip. There no good or low quality between redbook and hardware produced music. Just a different approach.
Listen at Magical Chase BGM Magical Chase (http://wellby.dyndns.org/dnl/gk/mc_end.mp3),
Street Fighter II
SSF2 (http://wellby.dyndns.org/dnl/gk/snd/sf2-staf-pce.mp3)
or Snatcher Snatcher (http://wellby.dyndns.org/dnl/gk/Snatcher.wav).
These games have wonderful soundtrack only using sequenced music with the HU6280.
Quote from: esteban on 10/03/2016, 09:22 AMI hear you, though... It would be amazing to have a complete Red Book *and* PSG soundtrack that could be switched back and forth "on the fly" (see Vasteel)... But that would be placing a *ridiculous* additional burden on an already-burdened development team.
That is a best argument than "
I was always disappointed when a developer didn't take advantage of the opportunity for Red Book"
At the time, redbook was used by the devolopers because it more simple to compose music for than to program directly a sound chip.
But nowadays, the chiptune became acceptable. It's no more a gap between "real audio" and "electronic rendered audio". For preserve the authenticity of the support, you may use real chiptune, not a fake BGM simply recorded on audio CD.
A few things about using PSG music...
-More CPU time required
-More work required to get sound effects working; music channels have to be cut temporarily to allow sound effects to play
-More space in RAM required that could be better-used for other things
These are all important details when using HuC, of which Henshin Engine's code is about 90% (about 10% assembly). On top of that, the overwhelming majority of CD-based games back in the heyday of the PCE used Redbook audio. Also, "nowadays" is irrelevant; we are still using the same technology as they used "back then"... it's not like the PCE has been upgraded. ;)
Also, the KS broke $28k with authority. :D
To me, Redbook audio is what captures the true feel of a Turbo/PC Engine CDROM game, as you were getting only chiptune music from every other game console you owned growing up in that era like NES, SNES, N64, Genesis, etc. all the portables, etc.
The legendary soundtracks that are remembered and beloved such as Ys I-IV and Gate of Thunder would not have the historical status that they do had they been programmed and limited to PSG... The lure of the CD was precisely due to allowing any kind of music to play, no limits.
With more than half the games on CD (most of which using at least some redbook tracks if not all), it's stupid to say redbook is 'fake'. Good music is good music, regardless of whether it's chip generated or not.
Quote from: guest on 10/04/2016, 09:26 AMWith more than half the games on CD (most of which using at least some redbook tracks if not all), it's stupid to say redbook is 'fake'. Good music is good music, regardless of whether it's chip generated or not.
Amen. I'm curious on how the parallax was achieved through HUC? Or was that the 10% assembly part?
Quote from: OldRover on 10/04/2016, 07:26 AM-More CPU time required
irrelevant, many game especially shooters use PSG with a lot of scrolling and sprite + BGM music with sometime PCM sounds.
Quote from: OldRover on 10/04/2016, 07:26 AM-More work required to get sound effects working; music channels have to be cut temporarily to allow sound effects to play
More work to develop sound engine OK. Channels cut it's not a problem with 6 channels + IFU's PCM. Don't forget that the limitations is a part of the chiptune feeling. If you make a retro game on real hardware push the trip to the bitter end.
Quote from: OldRover on 10/04/2016, 07:26 AM-More space in RAM required that could be better-used for other things
Hey, I feel here not be honest with yourself. Which System Card Henshin Engine uses ? The System card 3.0 I suppose. There is 2 Megabits of RAM in there + internal RAM, this is not enough to put few kilobyte of sound code ?
Quote from: OldRover on 10/04/2016, 07:26 AMThese are all important details when using HuC, of which Henshin Engine's code is about 90% (about 10% assembly). On top of that, the overwhelming majority of CD-based games back in the heyday of the PCE used Redbook audio.
The overwhelming majority of CD-based games used redbook only because it's new and surprising at this time compare to chip music + easier to develop than coding music on metal.
Quote from: OldRover on 10/04/2016, 07:26 AMAlso, "nowadays" is irrelevant; we are still using the same technology as they used "back then"... it's not like the PCE has been upgraded. ;)
You don't understand, it's not tech speaking but historical context speaking. At this time, the majority of music was hardware produced with electronic feeling with beep and blop. When a sound designer chose to put BGM using redbook he uses "real" instruments to make the diference versus "primitive" chiptune. This is a step forward for the gamers side "the music is more realistic" and they understand advantage of audio CD VS chip music.
But nowadays there is no advantage for using CD VS chip music and the fake progress of redbook in video game became irrelevant.
And today, you put chiptune on redbook whereas at the time, nobody would have thought to put chip music on redbook. Because chip music is produced by a chip and "real" music is recorded on redbook. There is a nonsense here no ?
Quote from: NightWolve on 10/04/2016, 08:47 AMTo me, Redbook audio is what captures the true feel of a Turbo/PC Engine CDROM game, as you were getting only chiptune music from every other game console you owned growing up in that era like NES, SNES, N64, Genesis, etc. all the portables, etc.
Redbook has no feeling. Is just a medium. And if you want the true feeling of PC-ENgine CD you must record some 90' synth, not chiptune.
Quote from: guest on 10/04/2016, 09:26 AMWith more than half the games on CD (most of which using at least some redbook tracks if not all), it's stupid to say redbook is 'fake'. Good music is good music, regardless of whether it's chip generated or not.
Yes your right, good music is good music regardless of whether it produce. But I prefer a singer in live compared to a guy who sings in playback. Redbook is playback and does not use all PC-Engine hardware.
QuoteHey, I feel here not be honest with yourself. Which System Card Henshin Engine uses ? The System card 3.0 I suppose. There is 2 Megabits of RAM in there + internal RAM, this is not enough to put few kilobyte of sound code ?
Unless you've coded a game in HuC for the system card 3.0, homebrew no less, then you have no platform to speak on this issue. Old Rover is no stranger to coding on the PCE. Can things always be compressed further - usually, sure - but Old Rover's priority is
making a game first and foremost. I'm sure there are a lot of things he's already considered. A chiptune engine (software) and song (data) are not inherently free - they do require system resources as well as talent and familiarity with the hardware.
You simply have a bias for chiptune sounds of the core system. That's fine, but that doesn't mean you get to ignore the vast library that used Redbook audio (with some of the most memorable tunes regardless of not being huc6280). Or invalidate Redbook audio with some revisionist perspective or such; it's part of the system and a valid choice for homebrew. End of debate.
Better start planning that documentary, guys! We've passed the second stretch goal! :D
Quote from: Dr.Wily on 10/04/2016, 10:34 AMQuote from: NightWolve on 10/04/2016, 08:47 AMTo me, Redbook audio is what captures the true feel of a Turbo/PC Engine CDROM game, as you were getting only chiptune music from every other game console you owned growing up in that era like NES, SNES, N64, Genesis, etc. all the portables, etc.
Redbook has no feeling. Is just a medium. And if you want the true feeling of PC-ENgine CD you must record some 90' synth, not chiptune.
Redbook allows for any "feeling" you want. It "just" allows for the best possible music, and that's all I care about and what MOST care about...
I'm not interested in lost causes like purposefully grinding down great music to the blips and beeps of chiptune standards for the sake of capturing the "retroness" of carts or HuCards, etc. It's a CD game and will take full advantage of CD standards, including Redbook audio tracks.
Whatever floats your boat though. The composer and developer are likely not interested in ruining their music, so there's your simple answer. You think Ryo Yonemitsu would've appreciated great Ys tracks like "The Boy Who Had Wings" getting grinded down to PSG style ? I doubt it...
It's funny though you wanna passionately argue over this in a senseless argumentative fashion, but at least it's a better distraction than Joe Redifer's hissy fit.
Quote from: Dr.Wily on 10/04/2016, 10:34 AMRedbook is playback and does not use all PC-Engine hardware.
Oh noooo, what a crime! Heh. The trade-off is the user will get the best possible music the human ear can process, but less challenge for the hardware... :-({|= So the "problem" is what exactly ?? ...
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
420 backers$28,270
49 hours to go
Thanks everyone!
=D> =D> =D> =D> =D>
Despite the fact that we have saboteurs registered here in our own PCE forum family that have an ax to grind with PCEFX as a whole, or members on this development team, along with the issues externally, the project has done amazingly well from when it looked like it wouldn't even cross the first goal and end in embarrassment!!
Quote from: NightWolve on 10/04/2016, 11:52 AMhttps://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
420 backers
$28,270
49 hours to go
Thanks everyone!
Make that 421 backers. :D
Dr Wily, when people reference things like "HuC", the point they're making is that homebrew PC Engine development is very challenging and the dev kits licensed developers used bitd are unavailable. Elaborate chiptunes are particularly difficult to do still, but there are also very few people available who can make them with the existing tools.
Unlike HuCard games, Henshin Engine actually does make use of all of the hardware, as it features WSG, adpcm and redbook sound.
Henshin Engine is also on track to provide the most bang for the buck as far as aesthetics proportionate to development time. The game is also using 16 x 16 pixel tiles instead of 8 x 8, in order to achieve this balance.
If you and some friends are capable of churning out a PC Engine game within a year on the same level of overall production value as the top quality CD games from bitd, we'd all be happy to play it.
Personally, redbook audio is one of the main reason I fell in love with the PCE BITD, that's what made it so unique back then, and that's why I always preferred CDs above HuCards. And that's probably why I couldn't play MD or SNS, I didn't find any excitement playing them.
I'll always remember my first experience with my first CD game:
Spriggan, stage 1 >> Hyper fast scrolling + the fantastic CD audio track = BOOM!!! instant Obey for life.
Quote from: guest on 10/04/2016, 01:29 PMDr Wily, when people reference things like "HuC", the point they're making is that homebrew PC Engine development is very challenging and the dev kits licensed developers used bitd are unavailable. Elaborate chiptunes are particularly difficult to do still, but there are also very few people available who can make them with the existing tools.
Unlike HuCard games, Henshin Engine actually does make use of all of the hardware, as it features WSG, adpcm and redbook sound.
Henshin Engine is also on track to provide the most bang for the buck as far as aesthetics proportionate to development time. The game is also using 16 x 16 pixel tiles instead of 8 x 8, in order to achieve this balance.
If you and some friends are capable of churning out a PC Engine game within a year on the same level of overall production value as the top quality CD games from bitd, we'd all be happy to play it.
This is exactly right, Mr Wooly needs to read any of the Catastrophy threads (and new line of huc thread) and you'll see plenty of struggles trying to get a talented musician to work within the confines of the platform. If you or someone you know is able to and wants to make good chiptunes on the platform please let me know, because a it stands there are no musicians "stepping up to the mic" for making PCE homebrew tunes.
I'd like to point out that while there is a lot of talent in the chiptune music scene, across a lot of system, the tools they use are NOT meant for dev purposes - only make music on the system itself. PCE has very little tools, the most popular one at the moment in the "scene" is DefleMask. That is NOT a valid option for homebrew because the "cooked" output, disregarding some bugs, is waaaayyy too large for hucard or CD rom projects (won't fit in CD ram). On Famicom, Famitracker is popular, but even that has ~serious~ limitations for homebrew - to the point were devs just don't use it. I could go on and on - but the point is that these new development tools aren't geared towards practical music solutions for homebrew or just game development in general.
Squirrel exists, but it's not a WYHISWYG or whatever type of tool. There's no sample support, which I feel it part of the PCE chiptune sound (with either directly via each channel or the ADPCM channel). So it's limited as well. It's a realistic and practical option, but there needs to be more mature toolset surrounding it to be effective (IMO, which is why most people shy away from it). Most people develop the music on another platform, and down convert it to generic mml. Even with a mature toolset surrounding it, I'd still argue that the system card PSG player is only average. But outside of writing everything from scratch - this is your best bet for chiptune development on PCE. And honestly, outside of Arkhan's awesome examples who seems to intuitively know his way around sound/instrument generation in PCE MML, I haven't seen anything worth getting excited over for PCE mml stuff (apologies to the chiptuners out there have produced stuff).
So saying something like PCE homebrew should have chiptunes, is kind of a tall order.
I love using Squirrel, but I found that it causes some issues with straight-up HuC. Whenever I would use it for music playback in a program that makes use of multiple scroll() regions, it would introduce a lot of flicker issues. I am not sure if this is a CPU load issue or just a "gimme all teh timer!" thing but because of it, I don't use it for any kind of action game unless I am only planning to use a single scroll(). For RPGs that don't go too crazy with the graphical effects, it's great... in fact, Mysterious Song II uses Squirrel for its PSG effects playback. You simply couldn't ask for a more robust sound system in this case. Henshin Engine, on the other hand, would have numerous issues if I used it, so instead, I use a heavily modified version of Bt Garner's snd.c, which is a lot less demanding, though obviously a lot less feature-packed than Squirrel. I cannot recommend Squirrel enough to anyone making a hucard game, as there is literally nothing better and it does a great job in most circumstances.
If you use Vblank IRQ timing instead of TIMER IRQ timing for the sys card PSG player, then it shouldn't interfere with scrolling. Maybe that was part of the problem? (PSG player using TIMER instead of V_INT) Unless HuC is doing something else (something weird), and/or PSG player is extremely slow.
I can definitely see using the syscard PSG player for just sound FX type of setup, as long as it didn't use the TIMER interrupt routine. Kind of strange that the PSG TIMER interrupt doesn't set a flag and immediately re-enable interrupts to keep VDC interrupts from being delayed. I would have thought that would be standard design for a multi-interrupt driven system. I mean, this is what a lot of hucard games do when using both interrupts (Air Zonk for example; music on the TIMER int, samples on TIMER int, line scrolling on VDC H-int). Does Squirrel not allow the setting the PSG player of which timing mechanism to use? I.e. V-int vs TIMER-int?
psgOn() allows you to set either vsync or timer as its argument. I have only ever used the timer argument, as the example file states that using vsync limits the speed.
Take a look at the HuC scroll function some time. If I remember right, it doesn't run on VSync, it runs on HSync. And I seem to remember it sorting the scroll areas on every call.
I could be wrong, though. It's been a while.
I am pretty sure you're right on that one.
Quote from: Dr.Wily on 10/04/2016, 05:59 AMIt uses Mega-CD's soundchip
What?
also, you don't need to just use "90s synths", as games back then also used studio rock bands.
Unless you think I'd need to go buy strictly 1980s musical gear to record a studio rock soundtrack for a game, in order for it to be authentic?
Also, anyone who says they'd be able to tell the difference between most of that stuff is probably lying.
Also, the Henshin Engine soundtrack isn't chiptunes.
It's "chiptunes".
It's that stuff people started doing recently that sounds chip inspired but is full of all kinds of non-chip things.
EDIT:
Quote from: The Old Rover on 10/04/2016, 03:34 PMI love using Squirrel, but I found that it causes some issues with straight-up HuC. Whenever I would use it for music playback in a program that makes use of multiple scroll() regions, it would introduce a lot of flicker issues. I am not sure if this is a CPU load issue or just a "gimme all teh timer!" thing but because of it, I don't use it for any kind of action game unless I am only planning to use a single scroll(). For RPGs that don't go too crazy with the graphical effects, it's great... in fact, Mysterious Song II uses Squirrel for its PSG effects playback. You simply couldn't ask for a more robust sound system in this case. Henshin Engine, on the other hand, would have numerous issues if I used it, so instead, I use a heavily modified version of Bt Garner's snd.c, which is a lot less demanding, though obviously a lot less feature-packed than Squirrel. I cannot recommend Squirrel enough to anyone making a hucard game, as there is literally nothing better and it does a great job in most circumstances.
Try using VSYNC. The only problem is, if your game is slowing down, the audio is going to slow down too. I believe that's what the example means. I'd have to look again because it's been awhile.
and yeah, the scrolls use HSYNC, not VSYNC.
but, I am using the timer mode for Atlantean, with more scrolling regions than your game, so I am curious what flickering you are experiencing.
Quote from: guest on 10/04/2016, 08:29 PMbut, I am using the timer mode for Atlantean, with more scrolling regions than your game, so I am curious what flickering you are experiencing.
I don't do hucard productions very often, but when I do, I use Squirrel for all the audio. My first test was a simple two-region parallax that didn't do any kind of map loading, VRAM uploading, or any of the other fancy-pants tricks I use a lot. While playing the music, the lower part of the screen would flicker all over the place, often disappearing completely. Sometimes it would be drawn too high and sometimes drawn too low. The top part never flinched though. (My intention was to make a "garbage storm" game, like China Warrior or Gladiator... :lol:) My second test was a full-on four-region scroll with map loading, lots of VRAM uploading, and multiple sound effects being played on command. The background was flicker city up and down. Keep in mind though that this was pure HuC, no assembly used on my end. I reasonably concluded that there must have been something in Squirrel that is in conflict with HuC's scroll() timing. So from then on, I never used more than one scroll() region at a time when using Squirrel. When I was working on Sydney Hunter, it didn't use any horizontal scrolling at all, so it wasn't an issue.
That's odd, because Pyramid Plunder has 2 scroll regions and VRAM updating for the radar, but it uses chiptunes and works fine.
What does your code look like? It shouldn't interrupt things like that.
Quote from: NightWolve on 10/04/2016, 08:47 AMRedbook allows for any "feeling" you want. It "just" allows for the best possible music, and that's all I care about and what MOST care about...
As I told, redbook has no feeling. It's just a medium to put what you want on it. There no best possible music. Redbook is not better than PSG, it's just another way to play music for video game.
PSG can't reproduce real instruments, but it has his own feeling. Redbook have it's cons too. Music looping problem, it take full CD drive access and your are unable to load data during playback. Each loading shutdown the music...
Like Bonknuts said "
these new development tools aren't geared towards practical music solutions for homebrew or just game development in general"
Or Gredler "
Elaborate chiptunes are particularly difficult to do still, but there are also very few people available who can make them with the existing tools."
These is valid points. Making chiptune is dificult thing, I understand that. But do not tell me that the redbook audio is the best way to "make" music on PC-Engine, this totally wrong. Redbook has been dropped even on platforms who used a lot, like Mega-CD or Saturn. The streaming took place over impractical redbook.
Quote from: NightWolve on 10/04/2016, 08:47 AMI'm not interested in lost causes like purposefully grinding down great music to the blips and beeps of chiptune standards for the sake of capturing the "retroness" of carts or HuCards, etc. It's a CD game and will take full advantage of CD standards, including Redbook audio tracks.
You not grinding down the music when you start to develop on chip directly. I do not speak about possible conversion from redbook to PSG. But make the BGM directly from PSG and use the pro and cons of the chip. ANd you can also use redbook too. One does not prevent the other.
Quote from: NightWolve on 10/04/2016, 08:47 AMWhatever floats your boat though. The composer and developer are likely not interested in ruining their music, so there's your simple answer. You think Ryo Yonemitsu would've appreciated great Ys tracks like "The Boy Who Had Wings" getting grinded down to PSG style ? I doubt it...
Nonsense ! First, if it's too tricky to develop sound engine to play music through PC-Engine audio processor, the best way still the redbook. Second, PSG does not ruin music if your whole composition is dedicated for it. Your example with Ryo Yonemitsu is not valid, YS use both PSG and redbook. Redbook is used because it offers a good deal at a time where sound synthesis rules the vidéo game music.
Quote from: NightWolve on 10/04/2016, 08:47 AMOh noooo, what a crime! Heh. The trade-off is the user will get the best possible music the human ear can process, but less challenge for the hardware... :-({|= So the "problem" is what exactly ?? ...
Ok ok... for you the same tune is better on CD than PSG... so the same tune is better on DVD than CD ? And better on bluray than DVD... hummm, and it's me that passionately argue over in a senseless argumentative fashion... :roll:
Quote from: guest on 10/04/2016, 01:29 PMDr Wily, when people reference things like "HuC", the point they're making is that homebrew PC Engine development is very challenging and the dev kits licensed developers used bitd are unavailable. Elaborate chiptunes are particularly difficult to do still, but there are also very few people available who can make them with the existing tools.
Good point ! I prefer this argument that approaches the truth.
Quote from: guest on 10/04/2016, 08:29 PMWhat?
also, you don't need to just use "90s synths", as games back then also used studio rock bands.
Unless you think I'd need to go buy strictly 1980s musical gear to record a studio rock soundtrack for a game, in order for it to be authentic?
You don't understand. When I told about "90s synths" this was in response to :
"
To me, Redbook audio is what captures the true feel of a Turbo/PC Engine CDROM game"
The redbook captures nothing. The real true feel of a PC Engine CDROM game came from japanese video game music style of this time. The vast majority of PC-Engine CD soundtracks are made from typical synth sound from nineties. THIS is the feeling of PC-Engine CD BGM not redbook. Redbook is just a "container".
Quote from: guest on 10/04/2016, 08:29 PMAlso, the Henshin Engine soundtrack isn't chiptunes.
It's "chiptunes".
It's that stuff people started doing recently that sounds chip inspired but is full of all kinds of non-chip things.
It's an ersatz. You can make food with chemical components or you can make it with natural products. Same thing for chiptune.
Dr.Wily, you are literally making a mountain out of a molehill here. This is just crazy. You have your opinion, others have theirs. We all get it. Sarumaru designed this game to be the way it is for his own reasons.
Quote from: guest on 10/05/2016, 01:27 AMWhat does your code look like? It shouldn't interrupt things like that.
I'll dig up some code for ya, maybe you know something I don't (wouldn't be the first time, me is le dumbsauce).
EDIT: relevant code:
for(;;)
{
psgMainStatus = psgMStat();
psgSubStatus = psgSStat();
j1 = joy(0);
j2 = joytrg(0);
princess_state_machine();
princess_animation();
update_scroll();
put_number(scrollspeed,2,16,0);
satb_update();
vsync();
}
and
update_scroll()
{
if (scrolldirection == 1)
{
if (scrollspeed < 40) scrollspeed++;
} else {
if (scrollspeed > 0) scrollspeed-=2;
}
scroll1tics+= scrollspeed;
scroll2tics+=scrollspeed*2;
if (scroll1tics > 79)
{
scroll1tics -= 80;
scroll1++;
if (scroll1 > 511) scroll1 -= 512;
}
if (scroll2tics > 79)
{
scroll2tics -= 80;
scroll2++;
if (scroll2 > 511) scroll2 -= 512;
}
if (scrollspeed < 1) return; /* no need to update 0 movement */
scroll(1, scroll1, 16, 16, 175, 0xC0);
scroll(2, scroll2, 176, 176, 223, 0xC0);
}
and actually, I was wrong... this particular game engine
was using VRAM uploading. I have not worked on this in like... 2 years... so I will see what happens if I remove said load_vram() functions and rebuild.
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
Looking great!
Up to 450 backers, over $30k, one day to go.
Let's collectively refrain from responding to the "anomaly" above until the Kickstarter is over... Just one more day for this to be wrapped up.
For a game who's soundtrack consists of this "no feeling" redbook audio, the music in it sure gets a lot of attention :D
It also appeals to the masses and not just hardware purists. That can be seen as a marketable option for going red book.
But the real reason? I simply wanted it that way. When the Turbografx CD first came out, my draw to it was the limitless capabilities of CD audio over chiptunes, something no other system had done at the time. Many like that gritty sound that chiptunes have, and much of it is very good, it's just not what I wanted. ^__^
I think Dr. Wily is hung up on vernacular.
redbook has come to basically just mean "CD audio" or "real instruments".
Rover: What does all of your other code do? If those state machine/etc. functions are too slow, that's probably part of the problem.
Just wanted to drop in and say good luck with the game! I just backed it for a physical Turbo disc. Just in time too seeing as it's in the final hours of the Kickstarter.
I really like the concept of the game having the main protagonist represent NEC and the antagonist / rival represent Sega. That will be a lot of fun to see how that story plays out.
I came up with a similar concept for a game I wanted to work on for MSX one day, but life got in the way. It was going to be a Mega Man style game for MSX 2+ called naturally, MSX Man. But instead of robot masters, they would be Computer Masters and it was MSX Man's mission after being created by a "pair" of doctors, Dr. Nishi and Dr. Gates, to show them all who was boss. He was going to fight against Atari Man, Commodore Man, NEC (PC-88) Man, Spectrum Man, BBC Man, and others ultimately getting upgrades to make the MSX Man the most powerful 8-bit machine ever built. This would of course parody the actual MSX history some having Dr. Gates go on to "Do his own thing" and you'd have to fight him and his computer robot armies in a Windows fortress before he could give full power and support to... dun dun dun, the International Business Machine, which would be MSX Man's final boss. MSX Man ultimately cannot win against IBM's power, but MSX Man is later found years later and resurrected to live on and fight for "Great Justice!"
-Thomas
Tom!!!!!!!! Hey buddy! Good of you to join us, thanks!! :)
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam
Over $31k, 460 backers strong, 20 hours left!!
That storyline actually sounds pretty badass.
Indeed. That's sounds like a cool game, Sky.
Only a couple hours to go and she's at $33,433. Go, Yuki, GO!
Damn, so close to the SNES/Genesis/GB port possibility!
I didn't think that tier was even going to get close, based on various predictions. I'd suggest emailing Joe Redifer 16 times to see if he'll make up the gap.
Quote from: guest on 10/06/2016, 10:10 AMDamn, so close to the SNES/Genesis/GB port possibility!
I didn't think that tier was even going to get close, based on various predictions. I'd suggest emailing Joe Redifer 16 times to see if he'll make up the gap.
SNES version got the chop. Too much trouble. Not realistic on that budget. MD/GEN/CD versions are within our means as well as a GB version (but we doubt anyone will care about a de-make on that). Sega-CD version would be the best choice for us as the dev, but I feel the GEN/MD cart would win that poll over the CD version.
Congrats to Saru and Co, for a super successful Kickstarter!
$35,276 from 511 backers! Guess the DC drama didn't really effect much!
Congrats to the team, glad you guys were supported so well - now time to deliver! Good Luck finishing out!
Oh yeah this is happening! Keep up the good work!
My name on the credits "No! It says Betty. Betty Symington"
Not sure if I am really a fan of what started as a PCE game ending up on more non PCE machines than PCE machines really.
But, congrats on the goal, and good luck with everything.
Has Watermelon or The CobbWeb(TM) bothered you guys about anything yet?
I know Rover told Cobbinator to fuck off at least once before.
Quote from: guest on 10/06/2016, 02:43 PMNot sure if I am really a fan of what started as a PCE game ending up on more non PCE machines than PCE machines really.
Yeah, where was the stretch-goal for the PC-FX port? :lol:
Congratulations, guys! Now you've just got to finish the darned thing. :wink:
Quote from: elmer on 10/06/2016, 02:55 PMYeah, where was the stretch-goal for the PC-FX port? :lol:
Yeah.
Except the target audience would be 6.5 people, so there'd be little point in advertising and asking for all that money for give us a game when we already will end up with basically the same game on PCE, I figure.
I have a PC-FX with a geek-y CD drive (pretty much doesn't work).. so do I contribute as .2 to that total number?
Old Rove and team; congrats!
Quote from: guest on 10/06/2016, 02:43 PMHas Watermelon or The CobbWeb(TM) bothered you guys about anything yet?
An ex-WM guy did, but not Brandon.
Quote from: guest on 10/06/2016, 02:43 PMI know Rover told Cobbinator to fuck off at least once before.
And I'll tell him to fuck off again if need be.
https://www.kickstarter.com/projects/sarumaru/henshin-engine-the-game-pc-engine-tg-16-pc-steam/description
Well, in other news...F*CKIN'-A!!! Can NOT believe the outcome...
Base funding, plus 3 stretch goals reached ???
In some sense, only 511 people joined, so we're kind of dying off as PCE fans willing to back projects like this, and from that amount you have to subtract off the Sega fans... It's the generosity that put this over the top, of course! But yeah, another way of looking at it.
Wanted to wait till the KS was over on this one... Sadly, we have a bit of a dysfunctional PCE forum family, to say the least...there was some jealousy, envy, sour grapes, bad blood that came to the surface, etc. but worst of all, somebody registered here who hates this forum/us/whoever, in a despicable act of intimidation, floated a FCC legal threat to Aaron given the 1-2 newsletters that went out to our members...
Part of me, stupid me, thought us PCE fans would stick together, we'd put most differences aside, and could never have predicted something like that happening, but all it takes is one angry, bitter heckler with a grudge against whoever, so that's how it went... Suffice to say, I won't make that mistake again with this place...
I was very hurt that a zen soul such as Aaron was subjected to this, getting caught in the crossfire, feeling responsible, and yeah, he'll *never* use the newsletter system again as a result... But, hey, it did reach a respectable amount of PCE people, it helped somewhat reverse the downward trend after the DreamCast UK site began its attacks/criticisms, so I'm glad it helped in whatever way that it could, even though some friendships/respect will have been lost in the process...
Anyway, I debated whether or not to get that negativity out of the way so soon, still not sure it was wise one way or another, but yeah... I'm still really pissed about it, more than I care to express in this thread publicly...
Rest of today, despite all the unbelievable bullshit to get here, is technically for celebrating! So congrats again guys, now it's just time to get to work with "laser-like focus," deliver a kickass product, move forward, etc.! The butthurt the saboteurs are feeling right now must be considerable, so there's that!!
P. S.
Gonna again avoid the "anomaly" with his PSG-obsession until say manana or so... There's been a little too much drama lately...
He who dings the Nanto plays foolishly with the fires of hell.
I'm one of the elite 3 $5 backers, yo.
Quote from: Gredler on 10/06/2016, 09:08 PMI'm one of the elite 3 $5 backers, yo.
Even the smallest pledges help in the long run. :D
THANK YOU TO EVERYONE WHO SUPPORTED THIS EFFORT! :D
Quote from: Nulltard on 10/06/2016, 09:02 PMI wasn't a backer. I waited too long and then got busy and missed the deadline. Glad to see the 35k stretch was made without me!
I think John is just joshing on that one. ;)
Quote from: NightWolve on 10/06/2016, 10:35 PMQuote from: Nulltard on 10/06/2016, 09:02 PMI wasn't a backer. I waited too long and then got busy and missed the deadline. Glad to see the 35k stretch was made without me!
I think John is just joshing on that one. ;)
Pretty sure he is serious, lol
What a bit of a rollercoaster this has kind of been, wow... I do not think I myself would ever wanna even try to run a Kickstarter project... :/
Haters gonna hate. Btw, Ross decided to post more garbage on the DCJY FB group, going after Saru for cutting the SNES port possibility out of the equation. I swear this guy is lovesick or something.
Nice use of the size tags, dumbass.
lol.
also wtfchatroomareyoutalkingabout
Quote from: Psycho Arkhan on 10/07/2016, 01:29 AMNice use of the size tags, dumbass.
lol.
also wtfchatroomareyoutalkingabout
I have been hounding null to change the DoxPhile chat name to devophile but he is resistant. Considering one game won a gamejam and the other got a 35k kick-start would insinuate that at least a bit of development chat spawns from the filth that passes through that nasty chat room ;) gotta stop posting after drinking, but y'all are enticing to conversate with
Meh.
Quote from: NightWolve on 10/06/2016, 08:30 PMIn some sense, only 511 people joined, so we're kind of dying off as PCE fans willing to back projects like this...
I wouldn't say that. Based on sales of other homebrew games, few of which have sold 500+ after being available for sale for
years, the support has
never been all that great. It's a pretty small niche, and factoring in people's unwillingness to pre-order and/or give money to kickstarter and methinks Yuki did really well.
Create first, worry about audience later. If you're making time to do what you love, at the very least you'll end up loving some of what you do.
This was a triumph.
I'm making a note here:
HUGE SUCCESS
It's hard to overstate my satisfaction.
(sorry, had to) :lol:
Yay! :)
Yuuuuge
Quote from: Nulltard on 10/06/2016, 11:14 PMWell, like many of us, I've seen this dream of saru's from the start (at least the start in chat) to the point it started becoming reality and rover got involved. I met Saru at MGC (thanks again for the booze run!) and while I haven't met rover, I know his generosity and character. I fucking know beyond doubt that both of their intentions are true and their commitment to this project is beyond scrutiny[size=78%].[/size]
When some fucker comes along and tries to shit on that party? Yeah... Fuck them.
Yes to all of this. I can confirm exactly what Nulltard is saying. I also started speaking to Saru when he first joined, and started talking to him about comics when he first joined. He gave me tips on what tablet to buy if I wanted to go digital and actually sent me a video review he had done to show me exactly what I would be getting into. Not only can I vouch for his character, but I remember when he started on the Henshin Engine digital comic last year. So if that makes me a hipster, then fine.
And how the fuck do you have more posts than me null? lol.
Been spamming that website of yours, I guess. If you send me
one more email about it, I will report you to the mods and write to the admin at DoxPhile (http://www.doxphile)
Congrats, team, in a decisive Kickstarter victory. Now comes the hard part, delivering the finished game ; )
Woot.
The scene is unfinished but here's a work-in-progress.
/10209752381113562_lost.jpg
/10209752589638775_lost.jpg
Arches added.
FUCKING GORGEOUS. YOU HAVE TO HAVE BONUS LEVELS THAT REUSE ALL THESE ASSETS. FUCK ME, I AM IN LOVE.
Meanwhile, in the hallway...
14591793_10209752915686926_4447077710043729793_lost.jpg
Seriously, this looks like the best Castlevania game that never was.
Quote from: seieienbu on 10/08/2016, 02:36 PMSeriously, this looks like the best Castlevania game that never was.
But *WHERE* are the MODE7 chandeliers?!?!?!?
:)
DISCLAIMER: I actually like the SNES/SFC installments, so don't harass me. :)
Quote from: esteban on 10/08/2016, 03:03 PMQuote from: seieienbu on 10/08/2016, 02:36 PMSeriously, this looks like the best Castlevania game that never was.
But *WHERE* are the MODE7 chandeliers?!?!?!?
:)
DISCLAIMER: I actually like the SNES/SFC installments, so don't harass me. :)
I played through Rondo of Blood and Super Castlevania for the first time last year. As someone who looks back at each game without nostalgia glasses, Rondo of Blood is the superior game.
Back on topic: Going around showing a playable demo is a hell of a lot better than how most kickstarters....ummmm.....kick off. They had a working game BEFORE they started asking for money.
Quote from: esteban on 10/08/2016, 03:03 PMQuote from: seieienbu on 10/08/2016, 02:36 PMSeriously, this looks like the best Castlevania game that never was.
But *WHERE* are the MODE7 chandeliers?!?!?!?
:)
DISCLAIMER: I actually like the SNES/SFC installments, so don't harass me. :)
Rover brings a bucket of awesome to the thread, and you ask about chandeliers?
In the middle of all of this you want him to decorate the MF?
I suppose that you want candles and shit too. And a pony.
Yeah those chandeliers in Castlevania were pretty dope.
Quote from: technozombie on 10/08/2016, 04:07 PMBack on topic: Going around showing a playable demo is a hell of a lot better than how most kickstarters....ummmm.....kick off. They had a working game BEFORE they started asking for money.
...and yet we still have idiot motherfuckers saying that our game is a scam and doesn't exist. Figure
that one out. This would have to be the most elaborate scam ever devised... which wouldn't be possible in the first place if I'm as inept as the haters claim I am.
Quote from: OldRover on 10/08/2016, 04:32 PMQuote from: technozombie on 10/08/2016, 04:07 PMBack on topic: Going around showing a playable demo is a hell of a lot better than how most kickstarters....ummmm.....kick off. They had a working game BEFORE they started asking for money.
...and yet we still have idiot motherfuckers saying that our game is a scam and doesn't exist. Figure that one out. This would have to be the most elaborate scam ever devised... which wouldn't be possible in the first place if I'm as inept as the haters claim I am.
I hear your frustration.
INSANITY.
On a more positive note, I heard that this stage of Henshin Engine will feature *skeletons riding motorcycles* as an *homage to Castlevania 64*
Now *that* was the peek of Castevania, IMHO. 64Xthe awesome. 64Xmotorcycleskeletons.
:)
I finished the outside part of the castle... this was more work than I anticipated but since I am so dedicated to the art of scamming coding, it's all done.
/14572223_10209755272305840_5852061493604401388_lost.jpg
And just so people don't think I'm trying to show off mockups as actual ingame screencaps, here's a video that proves that we're working hard.
http://youtu.be/EyOce2e97lI
That video was awesome! I love the bats, the chain on the drawbridge, and Yuki's squat-punch.
Quote from: The Old Rover on 10/08/2016, 01:25 PMNote that my scummy, incompetent ass, who cannot even make a master CD without assistance (nevermind the fact that the only thing I actually needed were CDRs that didn't have holes in them... my technique was correct the whole time), still has to add the arches, the bats, and the drawbridge chains... new shots soon.
Rover, I am only going to say this one time:
Stop parading through the development process of this game, drawing attention to things said negatively about you in nearly every post you make.
You do not need to constantly bring up all the heckler/skeptic speech that you've attracted. In just two pages of this thread, you've already overdone it. It's giving people a reason to say more. You don't need to play the self-defeatist pity card to the PCEFX forum. Everyone here knows you have good intentions with getting this game done.
Now, on the topic of that CD assistance thing: Your technique might have been "correct" when building and generating the stuff for MSR in terms of producing a bin/cue or iso/cue, but, you definitely had audio track issues and other alignment issues that needed to be sorted out.
We
*definitely* had to assist you, and you came to us for the help. You even said you didn't know what was up. We didn't either, and had to dig in to sort it out. It was interesting, and a good learning experience for everyone involved.
Please do not lie and act as if none of that actually happened, because it did. You had some issues, we gladly helped you sort them all out and get your game pressed, and that's that.
Also, please don't insult people's intelligence with such made up excuses so far after the fact. It wasn't "holes in your CDRs". If the CDRs had physical integrity issues, they would not even try to go as far along as you got before data errors popped up.
Want to know how I know this?
I eat alot of chips. OldMan was chain smoking at the time. They have a cat. I excitedly launched a CD into a case at his house without really being careful, at like 4AM. It got a little scuff probably from my chipfingers, some cat hair that ended up on the tray, or a little cigarette ash.
They refused to even TRY to use this CD, as it didn't pass their FIRST wave of checks. Had your CDRs "just had holes in them", you would have been stopped at that point as well. One slight imperfection in the physical checking process will make them not even waste time proceeding. Spotting a hole is one of the easiest things to do. Even a small pinhole.
You know this. I know this.
This is why when you pressed MSR, I said to be super careful when sending a disc. I already went through them saying "this disc is physically unfit. send a better one.".
This is really not cool.
I imagine that the reason some people still bring it up as a flame point is because you sort of arrogantly talked about how stupid the pressing house was, and how you knew better.
...and yet, the entire time, you did in fact have some data issues, and now here you are deflecting and even making up absurd excuses for why you had issues.
Back then, I even *asked* you why you were being so arrogant about it, while asking us for help. Your reply on IRC was "because I can.".
The people are not flaming you because you needed help. Nobody actually cares if someone needs assistance.
It's because of how you went about it, and how you now are sort of downplaying it and acting like you were all set. Just admit you had some pressing issues and needed some help. That's going to do more to shut up the hecklers than drawing attention to their words while effectively throwing us under the bus. It makes their attempts to make fun of you no longer valid via accepting the actual truth of what happened, instead of giving them more things to laugh at when you come up with such goony ass excuses for what was wrong.
I personally don't appreciate that shit. Don't make people regret helping you.
We helped because making the PC Engine dev scene kick back into overdrive was one of Aetherbyte's goals.
Don't put a sour taste in people's mouths.
I was pretty irritated. I'm pretty much over it now. Ranting is how I deal with shit sometimes. You do plenty of ranting too, so... yeah. :P
The past is the past. I'm fine with letting sleeping dogs lie.
EDIT: I deleted my comment. Yeah, I was pissed. I apologize.
(https://web.archive.org/web/20190510081526im_/https://i.imgur.com/TGexayv.gif)
(https://web.archive.org/web/20170406180858im_/http://forgifs.com/gallery/d/245456-2/Cats-fight-standoff.gif)
Why would you being pissed at other people cause you to completely lie about something like that, and go as far as making up a terrible excuse instead of stating what really happened?
Color me pissed.
When I rant, I don't lie. Don't conflate your heckler dodging, and me laying into people that do stupid things.
Quote from: guest on 10/08/2016, 11:25 PMWhy would you being pissed at other people cause you to completely lie about something like that, and go as far as making up a terrible excuse instead of stating what really happened?
Despite the fact that what I said wasn't a complete lie, nor was it a "terrible excuse", I'm willing to just drop this and move along. I never denied the fact that I reached out for help.
Quote from: The Old Rover on 10/08/2016, 11:34 PMQuote from: Psycho Arkhan on 10/08/2016, 11:25 PMWhy would you being pissed at other people cause you to completely lie about something like that, and go as far as making up a terrible excuse instead of stating what really happened?
Despite the fact that what I said wasn't a complete lie, nor was it a "terrible excuse", I'm willing to just drop this and move along. I never denied the fact that I reached out for help.
You said you didn't screw up, and blamed it on bad CDRs. That's ... pretty false, and pretty insulting to the amount of time and effort we, especially OldMan, put into helping you get your stuff working so everyone could finally get their game.
You need to take a step back and cut the bullshit. This is *precisely* why you have this squadron of people always at the ready to start firing shots at you. You practically hand people ammo when you do this.
"holes in the CDRs" is nonsense. It doesn't even add up with what actually happened at pressing time when you had issues. Don't insult everyone, including the group of people who helped you out.
Anyone watch the ball game?
Nah, too busy sorting tiles to make the new maps. :D
Peace, Love and Harmony
(https://junk.tg-16.com/images/peace_harmony_pcefx.png)
Quote from: esteban on 10/09/2016, 12:03 AMPeace, Love and Harmony
(https://junk.tg-16.com/images/peace_harmony_pcefx.png)
Well said estebinz
Quote from: esteban on 10/09/2016, 12:03 AMPeace, Love and Harmony
Everyone just needs to calm down and to realize the truth ... there is no PC Engine! :wink:
http://youtu.be/SBiwLibZqfw
Quote from: Sarumaru on 10/08/2016, 11:54 PMAnyone watch the ball game?
Giants Lost &^%$ the Cubs
/10209765254195381_lost.jpg
New frames for Yuki's jumping attack, since we were initially just using the standing attack frames... that works alright when in motion but when you take stills, it looks like she's standing in mid-air. She also has a new walk animation, which will be shown off in the next video, which will be out in a few days. Saru is doing up the Castlevampire Z enemy set right now. :D
Das Goot.
HallwayParty.jpg
facebook.com/photo/?fbid=10209776644240125
I love MR BONES and the AIRBORNE CARROT that is an homage to "Flying Medusa Head"
:)
Well, I got my vote in for the Genesis version.
Quote from: technozombie on 10/12/2016, 12:19 AMWell, I got my vote in for the Genesis version.
I am torn. Hmmmm.... how will I vote?
UPDATE: I HAD TO VOTE Sega CD when I saw it was losing to CART (48 -22)
I was surprised that the GB port was only a few votes shy of Sega CD!
Quote from: esteban on 10/12/2016, 12:56 AMQuote from: technozombie on 10/12/2016, 12:19 AMWell, I got my vote in for the Genesis version.
I am torn. Hmmmm.... how will I vote?
Since the PC engine version will be on CD, I thought it would be nice to have an FM synth soundtrack. And, I'm not particularly interested in a Gameboy version.
Quote from: technozombie on 10/12/2016, 01:00 AMQuote from: esteban on 10/12/2016, 12:56 AMQuote from: technozombie on 10/12/2016, 12:19 AMWell, I got my vote in for the Genesis version.
I am torn. Hmmmm.... how will I vote?
Since the PC engine version will be on CD, I thought it would be nice to have an FM synth soundtrack. And, I'm not particularly interested in a Gameboy version.
FM is still available with a CD game. Just like how PSG is still used with PCE CD games
Quote from: guest on 10/12/2016, 01:17 AMQuote from: technozombie on 10/12/2016, 01:00 AMQuote from: esteban on 10/12/2016, 12:56 AMQuote from: technozombie on 10/12/2016, 12:19 AMWell, I got my vote in for the Genesis version.
I am torn. Hmmmm.... how will I vote?
Since the PC engine version will be on CD, I thought it would be nice to have an FM synth soundtrack. And, I'm not particularly interested in a Gameboy version.
FM is still available with a CD game. Just like how PSG is still used with PCE CD games
Didn't we already have this discussion Dr. Wily.
Quote from: technozombie on 10/12/2016, 01:20 AMQuote from: Psycho Arkhan on 10/12/2016, 01:17 AMQuote from: technozombie on 10/12/2016, 01:00 AMQuote from: esteban on 10/12/2016, 12:56 AMQuote from: technozombie on 10/12/2016, 12:19 AMWell, I got my vote in for the Genesis version.
I am torn. Hmmmm.... how will I vote?
Since the PC engine version will be on CD, I thought it would be nice to have an FM synth soundtrack. And, I'm not particularly interested in a Gameboy version.
FM is still available with a CD game. Just like how PSG is still used with PCE CD games
Didn't we already have this discussion Dr. Wily.
No. I'm saying that a Sega CD game can still access and use the FM hardware in the Megadrive for music... so CD doesn't mean there's no FM soundtrack.
You can toggle between PSG and CD music in a bunch of PCE CD games, including one I made.
It's a thing.
I voted sega CD but I am looking to a mega drive version, for ultimate fekashin action
Quote from: guest on 10/12/2016, 01:48 AMQuote from: technozombie on 10/12/2016, 01:20 AMQuote from: guest on 10/12/2016, 01:17 AMQuote from: technozombie on 10/12/2016, 01:00 AMQuote from: esteban on 10/12/2016, 12:56 AMQuote from: technozombie on 10/12/2016, 12:19 AMWell, I got my vote in for the Genesis version.
I am torn. Hmmmm.... how will I vote?
Since the PC engine version will be on CD, I thought it would be nice to have an FM synth soundtrack. And, I'm not particularly interested in a Gameboy version.
FM is still available with a CD game. Just like how PSG is still used with PCE CD games
Didn't we already have this discussion Dr. Wily.
No. I'm saying that a Sega CD game can still access and use the FM hardware in the Megadrive for music... so CD doesn't mean there's no FM soundtrack.
You can toggle between PSG and CD music in a bunch of PCE CD games, including one I made.
It's a thing.
I knew what you meant. I was refering to the discussion about the fact that at the time CD audio was a big selling point and that using CD audio was as much about the feel of the PCE as PSG music. I feel that the Sega Cd would be the same and it would be counter intuitive to put an FM soundtrack on a CD game. Honestly, from a cost perspective I would have never give the option for a cartridge version and only did the CD. An option for CD audio(original PCE audio) or an arranged FM soundtrack could have been a selectable option.
It just seems wrong to have Henshin on a feka device. I guess if Sega can put Sonic on a Nintendo...
My 3 favorite consoles of all time are NES, TG16/PCE and Genesis. While I like Sega CD, I totally had to vote for a cart version of the game and voted Feka Genocide. In any event, I had backed a package including the PCE/TG16 version but I plan to purchase all 3.
I refuse to vote because the options suck and don't match the campaign.
Even though I know it wouldn't win, I wanted to vote for PC-FX.
Quote from: guest on 10/12/2016, 10:08 AMEven though I know it wouldn't win, I wanted to vote for PC-FX.
The PC-FX is getting a conversion anyway, on my dime... the PC-FX needs more love so I am going to make it happen. This is in the future, of course.
Quote from: OldRover on 10/12/2016, 02:36 PMQuote from: guest on 10/12/2016, 10:08 AMEven though I know it wouldn't win, I wanted to vote for PC-FX.
The PC-FX is getting a conversion anyway, on my dime... the PC-FX needs more love so I am going to make it happen. This is in the future, of course.
I will pay for PC-FX version.
:)
Quote from: esteban on 10/12/2016, 06:03 PMQuote from: OldRover on 10/12/2016, 02:36 PMQuote from: guest on 10/12/2016, 10:08 AMEven though I know it wouldn't win, I wanted to vote for PC-FX.
The PC-FX is getting a conversion anyway, on my dime... the PC-FX needs more love so I am going to make it happen. This is in the future, of course.
I will pay for PC-FX version.
:)
Same here
I will pay for PC-FX version and promise to rub it on my taint.
Quote from: guest on 10/13/2016, 05:54 PMI will pay for PC-FX version and promise to rub it on my taint.
I will pay to watch a video of that.
On loop.
At the local deli.
I voted for the GB version, since I'm a huge fan of back ports. I doubt it will get made, though.
New video footage. Stage 3-1 is playable but not complete. Yuki has a new running animation that makes the game somehow seem a little bit faster (it's not, honest). Zombies rise out of the floor and the mountains are way off in the distance. With any luck, the whole stage will be done by the next expo... though I am not sure how feasible this is.
http://youtu.be/P75jpyMAxZg
Damn! This game looks more legit than half of the official releases for the system. Looks nice.
GORGEOUS.
Simply gorgeous.
Needs to work in a cart-pulled-by-horses scene though, and preferably with kickass music with a sense of urgency. :P http://youtu.be/ZT_56tzv4ZI
/10209830083696078_lost.jpg
I altered the Skeleton's colors so it blends in better with the rest of the stage. The white and blue kind of "pops" and makes it look a bit out of place.
/10209830498786455_lost.jpg
After a hard battle, Yuki reaches the end of stage 3-1. However, the door is locked... for now.
Don't make the skeleton blend in too well or he'll be too hard to see. Also, those zombies seem to pop up a hair too close for the main character's walking speed. (I'm a real gameplay mechanics wonk, so stuff like this is ALWAYS the stuff I pay attention to first.)
Looks gorgeous, though, absolutely.
Here are a couple alternate palettes.
(https://web.archive.org/web/20190510093342im_/http://superpcenginegrafx.net/misc/skelld1.png)
(https://web.archive.org/web/20190510093340im_/http://superpcenginegrafx.net/misc/skelld2.png)
I'd prefer enemies (at least the zombies) moving faster than the player. But I like challenge.
In Hard difficulty, the Zombies and Bats both move faster.
Awesome!! Looks great guys!
Red skeleton that gets back up
Red skeleton that gets back up
Red skeleton that gets back up
Red skeleton that gets back up
Red skeleton that gets back up
A red skeleton would stand out better in the later sections.
It would also add an element of "oh shit" to the levels. :twisted:
/10209830083696078_lost.jpg
I am *eagerly* awaiting MR.BONES.MOTORBIKE as an homage of Castlevania 64!!!!!
I am serious.
Ok, the "fake" parallax behind the windows is really impressive. I'm guessing its just a set of sprites that is the top of the mountain/faded blue border, set behind the background. Seriously, I'm super impressed. It'd be cool if you did some thunder, because you'd have to change the background palette and the sprites palettes.
My second string guess is animated tiles like they did in stage 00. 6 frames or so of a tile that shifts the pixels of the mountains within the window frame. Tge animation plays in relation to player positions so the mountains appear to shift as the player moves left or right. The effect does look great!
Latest public video: http://youtu.be/4wl5Qf7K0Bw Intro dialogue, animated candles, and all regular enemies are now added. This level is taking shape nicely, though there's still much to do.
You don't have to show us your progress but it is super appreciated. I really like what I'm seeing.
that stage is shaping up nicely
Quote from: OldRover on 10/16/2016, 11:26 PMLatest public video:
http://youtu.be/4wl5Qf7K0Bw
Intro dialogue, animated candles, and all regular enemies are now added. This level is taking shape nicely, though there's still much to do.
Holy FUCKING awesome.
:)
When is CrackTiger going to finish animation frames for MR.Bones.motorbike (http://castlevania.wikia.com/wiki/Skeleton_Biker)? I can't wait. Homages to Castlevania II, X and 64... fantastic. Add a guitar (https://en.m.wikipedia.org/wiki/Mr._Bones_(video_game)) and I'll be in Heaven.
:)
Quote from: esteban on 10/17/2016, 06:49 PMQuote from: OldRover on 10/16/2016, 11:26 PMLatest public video:
http://youtu.be/4wl5Qf7K0Bw
Intro dialogue, animated candles, and all regular enemies are now added. This level is taking shape nicely, though there's still much to do.
Holy FUCKING awesome.
:)
When is CrackTiger going to finish animation frames for MR.Bones.motorbike (http://castlevania.wikia.com/wiki/Skeleton_Biker)? I can't wait. Homages to Castlevania II, X and 64... fantastic. Add a guitar (https://en.m.wikipedia.org/wiki/Mr._Bones_(video_game)) and I'll be in Heaven.
:)
So what IF... we put him in a dress instead. And instead of bones, he throws flowers~
^ I would love that!
Where have all the flowers gone? Long time passing...long time ago... http://youtu.be/55FZnYhCM-Y
Looking good! :D
This games coming along nicely. Good job
Played the demo at PRGE this year. Really, really catchy music and you guys set the new bar for homebrewn PCE games. I can't wait to play the full version. :)
Sorry for the compressed image... it'd be a bit too large otherwise (plus it's coming from Facebook because reasons)
/10210216297751188_lost.jpg
This is just another sample of the upcoming finished version of the Castlevampire Z stage. It's the largest stage in the game so far.
YukiZ.jpg
facebook.com/photo/?fbid=10210232270830505
Quote from: OldRover on 11/27/2016, 01:59 PMYukiZ.jpg
facebook.com/photo/?fbid=10210232270830505
Now that looks good! :D
GORGEOUS. :)
that looks damn fine
finger lick'n fine.
This gives away one of the new features of this stage so don't watch it if you don't want to see what happens next. :)
http://youtu.be/oUcEQgMaYKM
I am not watching. But I think I know what it is. But I'm not gonna spoil it. :)
Quote from: esteban on 11/29/2016, 11:44 PMI am not watching. But I think I know what it is. But I'm not gonna spoil it. :)
"Impossible on PCE" dual layer overlapping multi-directional parallax with a layer of "transparency" inbetween, which has multiple levels of translucency at the same time?
I wish more devs spoiled us like this
/10210272731842005_lost.jpg
More platforming fun here.
Oh, so you thought Stage 01 was easy? Well then, chew on this... the stage has been doubled in size, and part of the new final stretch is this challenge...
Yuki12-2016.jpg
facebook.com/photo/?fbid=10210286103456287
Remember those falling rocks between the columns in the cave? Well, they're back in the extended version of the stage, only now instead of jumping between stationary columns, you have to dodge them while on fast-moving platforms. Still think this game is a breeze? :lol:
Any particular reason the text is right-side aligned in the text boxes?
Because the wrong-side would be..... wrong?
:cook:
Quote from: TurboXray on 12/06/2016, 02:25 PMAny particular reason the text is right-side aligned in the text boxes?
The characters are all Japanese?
Quote from: TurboXray on 12/06/2016, 02:25 PMAny particular reason the text is right-side aligned in the text boxes?
Depends on who's speaking. When Yuki speaks, it's left-aligned... when anyone else speaks, it's right-aligned. Notice that anyone other than Yuki has their face also appear on the right.
Ahh.. I figured it was something purposeful.
Quote from: OldRover on 12/06/2016, 04:43 PMQuote from: TurboXray on 12/06/2016, 02:25 PMAny particular reason the text is right-side aligned in the text boxes?
Depends on who's speaking. When Yuki speaks, it's left-aligned... when anyone else speaks, it's right-aligned. Notice that anyone other than Yuki has their face also appear on the right.
I love the attention to detail. :)
Quote from: esadajr on 11/30/2016, 01:39 PMI wish more devs spoiled us like this
yeah this is unreal
Hey everyone! Just to update everyone on Henshin Engine's progress, here's an update video that was first made available to the backers some weeks ago;
http://youtu.be/phvK8oKw-kg
Many changes are being made which will all be explained in this video. For backers, this is old news :P
So far, all the reactions from the backers and the comments from the original update video have been positive and that's great! I'd love to hear what you all think or comment on the video :)
Thanks guys! I will try to remember to update this thread.
YAAAAY~ You fixed the moving platforms~ \o/
I've played the demo a while back, and the moving platforms were my one real issue with the game, but now that they're fixed I don't think I have anything to complain about, and the new moves sure do look nice ^^
It's looking really, really nice! :D
Congratulations to everyone involved. =D>
Thanks for the positive feedback y'all! I made a cool Yuki design for a shirt that I put up on Neatoshop (along with some other obey related designs) that I wanted to share here: https://www.neatoshop.com/product/Henshin-Engine-Goddess-YUKI
I'm sure you guys get the reference ;)
(?action=dlattach&topic=21471&attach=6944&image) (?action=dlattach&topic=21471&attach=6946&image)
Quote from: Sarumaru on 03/01/2017, 01:22 PMThanks for the positive feedback y'all! I made a cool Yuki design for a shirt that I put up on Neatoshop (along with some other obey related designs) that I wanted to share here: http://www.neatoshop.com/product/Henshin-Engine-Goddess-YUKI
I'm sure you guys get the reference ;)
(http://image-cdn.neatoshop.com/styleimg/56100/tshirt/black/default/343632-19.jpg?v=b&1487563923)
That right there is shit-nifty...
Such an Ys'y reference >w>
Cool design though!
Bithead's gonna buy 10 of those
Quote from: Michirin9801 on 03/01/2017, 01:45 PMSuch an Ys'y reference >w>
Cool design though!
Y's'y.
That shirt is great.
Grrrreat.
:)
Quote from: Michirin9801 on 03/01/2017, 01:45 PMSuch an Ys'y reference >w>
Cool design though!
Yeah, nice rip on their part. ;) I approve.
Oh yeah, what ever happened with this project? Rover really spoiled us with all the footage :)
Damn music is stuck in my head too. lol
Imma speedrun the fuck out of this game when it gets released. Stop making such easy games Saru.
Quote from: guest on 04/13/2017, 06:43 PMImma speedrun the fuck out of this game when it gets released. Stop making such easy games Saru.
You didn't even make it past the 1st level on stream..
Quote from: guest on 04/13/2017, 06:50 PMQuote from: DildoKKKobold on 04/13/2017, 06:43 PMImma speedrun the fuck out of this game when it gets released. Stop making such easy games Saru.
You didn't even make it past the 1st level on stream..
Shots fired!
There is now an easy mode for casuals.
Quote from: guest on 04/13/2017, 10:13 AMQuote from: esadajr on 04/12/2017, 01:37 PMOh yeah, what ever happened with this project? Rover really spoiled us with all the footage :)
Vaporware. Total Kickstarter moneygrabbin' scam.
Reported to FCC, BBB, and NAMBLA.
NAMBLA XD
The only thing anyone's grabbin' is your pussiiiiii
:lol:
Pussy GrabGate continues working its way into pop culture.
Grabbed by something that is supple and pink. Only DoxPhile kids will remember this!
By the way I need to stop slacking on the comic translation, please forgive me saru senpai.
We've been busy working on the game so I've been holding back new screenies and whatnot. However, since you insisted...
eponasoft.com/yuki-0463.png, yuki-0464.png, yuki-0465.png, yuki-0466.png
Looks great
Whoa! Nice grafx ;3
Excellent work, guys! :D
Quote from: OldRover on 04/15/2017, 09:42 AMWe've been busy working on the game so I've been holding back new screenies and whatnot. However, since you insisted...
yuki-0463.png
Bonk's Revenge/PC Genjin 2 :)
Sweetness.
Ha!
I love how the game homages Bonk without outright copying tilesets from it, this is awesome.
Awe, new Badonk's Adventure pics, nice! Looking forward to seeing it in motion, as well as hearing the tune for it, can't wait!!!!
Looks like there will be parallax on the PC Genjin 2 level... SWEET!
Damn, awesome job guys. The visuals on that level look great.
Mmmm, dem Yuki Bonks. 8)
It keeps getting better and better.
SPIN, Yuki, spin.
Images released to the dev team last night.
eponasoft.com/yuki-0467.png
eponasoft.com/yuki-0468.png
:) ...or should I say: :pcgs:
Yes.
Looks awesome, but is the background in this section gonna be just that plain blue and nothingness? Or are you gonna put sprites behind the BG to decorate it and add some parallax? Maybe decorate it with some dynamic tiles?
(https://web.archive.org/web/20190510130656im_/http://www.sarumaru.com/wp-content/uploads/2015/09/output_mev6VM.gif)
There is supposed to be a more complex sky but it had to be cut out of the first section due to it running way over available memory. It might fit in the tree area, but it might break consistency if added in there. No way to know for sure unless I add it in, so that is on my todo list for this week's work. Its absence is especially visible when you reach the areas with moving platforms, as seen below.
eponasoft.com/yuki-0469.png
The pain of cutting Cloud.
Quote from: OldRover on 04/24/2017, 11:20 PMThere is supposed to be a more complex sky but it had to be cut out of the first section due to it running way over available memory. It might fit in the tree area, but it might break consistency if added in there. No way to know for sure unless I add it in, so that is on my todo list for this week's work. Its absence is especially visible when you reach the areas with moving platforms, as seen below.
eponasoft.com/yuki-0469.png
I see... Would it be a bad idea to cut down just a little bit on whatever is taking up that much memory so that you can add in detail in that sky?
I don't mean to be picky or anything, but all the other areas in the game I've seen thus far have had such luscious detail on the BGs that they're kinda sorely missed in here >w>
Well, take this scene, for example...
eponasoft.com/yuki-0466.png
There is supposed to be a complex sky here. However, the number of unique tiles in this area required me to remove it to fit in the normal background details. Here, it wasn't such a big deal to remove it, as there is still plenty of detail. But these are two different areas... the volcano section and the part with the 45 degree slopes are one area, this tree section is the next area. There should be still space in the tree section to add in the sky and clouds, but even as such, it's going to require a lot of additional unique tiles to fill in said level of detail. We do what we can to make things as detailed as is feasible, but when you're dealing with a system with only one background plane and have graphics clearly intended for more than one, you have to do a lot of additional work to make things go together properly. A single variation change on something as seemingly simple as a tree branch will cost you numerous additional tiles, and that's for just one variation... the sky has numerous potential variations in it, meaning that the tile count will multiply.
If you don't mind making the volcano symmetrical, couldn't you just flip the tiles for the other side? You could assign a different palette to it to still try for different shading.
Quote from: guest on 04/25/2017, 04:48 PMIf you don't mind making the volcano symmetrical, couldn't you just flip the tiles for the other side? You could assign a different palette to it to still try for different shading.
PCE only flips sprites.
Is it possible to use the same tile multiple times with different palettes? If so you could use a single tile to make the background gradient from bottom to top which would eliminate that solid color look you have now, which might satiate Michirin's concern?
Quote from: Gredler on 04/25/2017, 06:01 PMIs it possible to use the same tile multiple times with different palettes? If so you could use a single tile to make the background gradient from bottom to top which would eliminate that solid color look you have now, which might satiate Michirin's concern?
Not with HuC. You'd have to have your own mapper routine for that.
Quote from: OldRover on 04/25/2017, 06:06 PMNot with HuC. You'd have to have your own mapper routine for that.
(https://i.giphy.com/sIE0hveuiwCNG.gif)
Well darn, it'd be a lot cooler if you could! ;)
I didn't realize that palette variants couldn't be done in HuC and had been pushing them to save on space.
I take it that fade-to-black type stuff is done using custom mapper routines?
Quote from: guest on 04/25/2017, 07:54 PMI didn't realize that palette variants couldn't be done in HuC and had been pushing them to save on space.
I take it that fade-to-black type stuff is done using custom mapper routines?
I may be speaking out of place here, but I assume it's related to multiple instances of the same tile - I think you can shift a tile's palette but all instances of that tile update at that time in the current HuC mapper code.
That's how the lights flicker on the background of level one in your game ;)
Quote from: OldRover on 04/25/2017, 04:24 PMWell, take this scene, for example...
eponasoft.com/yuki-0466.png
There is supposed to be a complex sky here. However, the number of unique tiles in this area required me to remove it to fit in the normal background details. Here, it wasn't such a big deal to remove it, as there is still plenty of detail. But these are two different areas... the volcano section and the part with the 45 degree slopes are one area, this tree section is the next area. There should be still space in the tree section to add in the sky and clouds, but even as such, it's going to require a lot of additional unique tiles to fill in said level of detail. We do what we can to make things as detailed as is feasible, but when you're dealing with a system with only one background plane and have graphics clearly intended for more than one, you have to do a lot of additional work to make things go together properly. A single variation change on something as seemingly simple as a tree branch will cost you numerous additional tiles, and that's for just one variation... the sky has numerous potential variations in it, meaning that the tile count will multiply.
I understand, but as you said, the sky detail isn't missed there because there are loads of other background details in there, but if I may suggest something:
http://youtu.be/P6mCDkcO8cg?t=9m44s
^Like what New Adventure Island does here, just one 32 x 16 sprite of a cloud repeated here and there passing by behind the BG layer, that alone would already go a long way! It doesn't have to be
that detailed, it just has to be 'something'...
But you don't have to listen to me, if you can't put anything in there then don't worry, it's fine ^^';
I'm not exactly clear on what you guys are talking about, but...
QuoteIs it possible to use the same tile multiple times with different palettes?
Yes. Provided you have extra palettes to use.
QuoteYou'd have to have your own mapper routine for that.
What mapper routine?
QuoteI think you can shift a tile's palette but all instances of that tile update at that time in the current HuC mapper code.
Yes, you can shift a tile's palette as well. All instances of the tile using that palette will change.
But that has nothing to do with HuC. That's how the vdc/vce operate.
....................................................................................
The BAT determines which tiles are displayed, and which palette they use.
So, for example, if you have the tile data at 0x2000 in vram, then a BAT entry of 0x1200 and a BAT entry of 0x2200 will use the same tile data, but different palettes. (The high 4 bits of the BAT entry specify the palette, the low 12 bits are the vram address / 16 )
You could then shift/change palette 2 without affecting the display of the 0x1200 entries.
I can see that there would be problems if you are loading the BAT to do scrolling and such, and it would definately be a pain to generate a background where two tiles have different palettes, but that doesn't mean it can't be done.
I think the real problem is they're running out of VRam for tile/sprite data.
Quote from: TheOldMan on 04/26/2017, 01:42 AMI think the real problem is they're running out of VRam for tile/sprite data.
Thanks for the information, and I think this is the thing Rover was talking about. I for some reason thought there could be a screen full of tiles at any given time, and the blue area was a blank tile - but could be switched to the same tile that gradates in color from the bottom row to the top.
Quote from: OldRover on 04/25/2017, 06:06 PMNot with HuC. You'd have to have your own mapper routine for that.
You've actually managed to implement all of the lovely stuff that you guys have done within the limits of HuC's tile and map library functions??? :shock:
Congratulations! =D>
A quick look at the library code suggests that that's 8x8 or 16x16 tiles (1 or 4 VDC hardware-tiles), max 256 tiles per map, max 256x256 map size, with palette defined by the tile number.
Is that right, or have I missed something?
At one point, I was playing around with what you could do with tiles, just to see what was possible...
Assuming you know where the tile is in the BAT, you can read it's value via n=vram[addr], and re-write it via vram[addr] = n. All in HuC.
So, if you mask off the upper 4 bits, then or in an adjusted palette #, it is possible.
Probably slow, but possible.
I haven't played with the HuC map functions, though. I haven't needed to. I basically set up the standard screen layout, load 2 screens to start, and then as things need to scroll fill in the new edges.
As always, please excuse my ignorance but I love hearing and clarifying this stuff.
Quote from: elmer on 04/26/2017, 04:26 PM8x8 or 16x16 tiles (1 or 4 VDC hardware-tiles),
This for sure is what I've been told and stuck to
Quote from: elmer on 04/26/2017, 04:26 PMmax 256 tiles per map,
Is this the conflict with vram limitations? My next question could answer this one, but is this why there could be no room in the vram for a single tile additional in the screenies of question?
Quote from: elmer on 04/26/2017, 04:26 PMmax 256x256 map size,
Does that mean 4096 is the max size for a mappy (256x256 16x16 tiles)?
Quote from: elmer on 04/26/2017, 04:26 PMwith palette defined by the tile number.
So to my previous question, there's not a practical/fast way to flood a screen with a single tile, then change each row's color to create a gradient for a background?
Quote from: TheOldMan on 04/26/2017, 05:50 PMAssuming you know where the tile is in the BAT, you can read it's value via n=vram[addr], and re-write it via vram[addr] = n. All in HuC.
So, if you mask off the upper 4 bits, then or in an adjusted palette #, it is possible.
Probably slow, but possible.
Slow in time to code, or slow in how long it takes to display each frame?
QuoteQuotemax 256 tiles per map...
Is this the conflict with vram limitations?
Probably not. It's probably due using a register as an offset to load the tiles.
QuoteDoes that mean 4096 is the max size for a mappy
Using the HuC functions, probably. Note that 4096 tiles works out to 8K, and I'm not sure if the map functions support crossing pages....
Quotethere's not a practical/fast way to flood a screen with a single tile, then change each row's color to create a gradient for a background?
Practical, yes. Fast, not so much, unless you go to assembler.
...
Using a temp array to hold 1 row of tile data (dependant on the BAT size), you can use
vram_read() to read in a row, then fix the tile palette, write it back (vram_load(), iirc), and bump the address as needed. Loop for however many rows you need.
Just for the record: If you do it in assembler, you can take advantage of the auto-increment
mode of the vdc, and loop using X and Y. It's actually pretty fast to do the transfer, if things are
set up right.
...
QuoteSlow in time to code, or slow in how long it takes to display each frame?
Neither. Slow in time to fill in the BAT. Assuming you don't change the BAT, its a one-shot cost.
It's slow if you have to replace BAT values for scrolling, for example. The vram[] array stuff sets the read/write address every time, which negates any advantage gained from auto-increment mode :(
And we know HuC is slow on array accesses (because of the address calculation it has to do)
If you're really interested in doing this, check out the vram_read() / vram_load() functions (macros?). If you can spare the space for a temp buffer, you can fill a row from vram quickly, make your changes, and then re-write it quickly. Not hard to code at all.
But much quicker in assembler....
fill_vram() { / #asm / ....asembler code here ... / #endasm / }
we do things like that quite a bit; the function is callable from HuC, and runs at assembler speed (because it is assembly)
Keep in mind, though, this is assuming you are not using the HuC map functions, and will handle scrolling / re-writing the BAT yourself.
Quote from: Gredler on 04/26/2017, 06:29 PMSo to my previous question, there's not a practical/fast way to flood a screen with a single tile, then change each row's color to create a gradient for a background?
I don't know if it's possible in HuC (I assume not), but in Magical Chase on Stage 1 they actually use scanline interrupts to change the solid background colour that goes behind everything in order to do a gradient, I've seen this being done in a few other games too, such as Asuka 120% Maxima Burning Fest in the dialogue screens where they change not only the solid BG colour but at least one of the palettes as well, (see the dialogue box near the bottom of the screen) and on Metamor Jupiter on that rotating tube background...
So yeah, you don't even need tiles to make a gradient in the sky, and if you did it that way the gradient wouldn't move together with the BG if it moved vertically, thus making a bit of parallax, but again, I don't know if HuC supports that...
Quote from: TheOldMan on 04/26/2017, 05:50 PMAssuming you know where the tile is in the BAT, you can read it's value via n=vram[addr], and re-write it via vram[addr] = n. All in HuC.
It's a cool programming-metaphor, but it's actually (slightly) slower than the dedicated __fastcall functions that do the same thing, so FYI, I removed those vram[] arrays in the new HuC.
Quote from: TheOldMan on 04/26/2017, 08:59 PMBut much quicker in assembler....
fill_vram() { / #asm / ....asembler code here ... / #endasm / }
we do things like that quite a bit; the function is callable from HuC, and runs at assembler speed (because it is assembly)
Keep in mind, though, this is assuming you are not using the HuC map functions, and will handle scrolling / re-writing the BAT yourself.
Yep ... HuC is OK, as long as you're using the built-in library functions (written in assembly-language) to do stuff ... but anything that it doesn't directly support is only going to run fast if you write your own optimized assembly language code for it.
Arkhan and TheOldMan have spent a long time learning just what does, and does not, need that kind of optimization in their games. =D>
Quote from: Gredler on 04/26/2017, 06:29 PMAs always, please excuse my ignorance but I love hearing and clarifying this stuff.
There's never anything wrong with asking questions! :wink:
Quote from: Gredler on 04/26/2017, 06:29 PMQuote from: elmermax 256 tiles per map,
Is this the conflict with vram limitations? My next question could answer this one, but is this why there could be no room in the vram for a single tile additional in the screenies of question?
It's because the map in HuC uses a byte to store the tile number, rather than a 16-bit word/int.
That halves the amount of space needed for the map ... but it means that you're limited to 256 tiles.
And there's no room in the map to store a palette number either, so the palette number to use is looked-up from the tile number, instead of just being a part of the map-data.
It's a design trade-off ... reducing the size of stuff in RAM/HuCard, but causing a limitation in the graphics.
Consider ... 256 16x16 tiles take up 32KB of VRAM ... that probably seemed like a sensible limit when HuC was written.
OTOH ... 256 8x8 tiles only take up 8KB of VRAM, and severely limits the graphic-quality.
Design trade-offs are like that ... there's no one-size-fits-all solution! :(
Quote from: Gredler on 04/26/2017, 06:29 PMQuote from: elmer on 04/26/2017, 04:26 PMmax 256x256 map size,
Does that mean 4096 is the max size for a mappy (256x256 16x16 tiles)?
As-in 4096x4096 pixels maximum map size? Well yep ... kind-of.
Except that HuC also has a secondary mechanism for using multiple 256-tile-x-256-tile maps within a 16384-tile-x-16384-tile area.
But that's getting really complicated, and I suspect that you'd be better-off writing your own map functions if you needed large maps like that.
The low-RAM (i.e. HuCard) 4th-gen stuff that I've done used the tile/block/map design.
There the map is still byte-per-entry, but the byte is a block number (0..255).
Each block is then a 4-word 2x2 tile entry, allowing up to 1024 tiles, and allowing each tile in each block to specify its own palette.
Still limited ... but it allows for the reuse of tiles with different palettes, and it allows for more tiles (i.e. better graphics).
But again, it has its own design trade-offs.
BTW ... if you get sneaky, you can use certain map codes to trigger the loading/swapping of the block definitions to work around the 256-block limit. :wink:
When you have more RAM, like on the PCE CD, you can use 16-bits per entry in the map, with up to 4096 tiles, and full palette usage ... and then sectorize and compress everything and just decompress the sectors that are close to the player.
That gives you the greatest flexibility ... but it comes at the cost of complex art-tools and runtime code.
Quote from: Gredler on 04/26/2017, 06:29 PMQuote from: elmer on 04/26/2017, 04:26 PMwith palette defined by the tile number.
So to my previous question, there's not a practical/fast way to flood a screen with a single tile, then change each row's color to create a gradient for a background?
I can't think of a *simple* way, within the design of the HuC library, particularly if you're scrolling the screen.
If you drop down into ASM, you could do a nasty hack ... but if you're writing in ASM, then you'd just redesign the map functions and avoid the limit altogether.
Quote from: Michirin9801 on 04/26/2017, 09:55 PMSo yeah, you don't even need tiles to make a gradient in the sky, and if you did it that way the gradient wouldn't move together with the BG if it moved vertically, thus making a bit of parallax, but again, I don't know if HuC supports that...
Good point! =D>
That might be the sane way to do something with little cost, but it might need custom assembly-language code and, if so, could easily cause lots of problems with HuC's existing split-screen hblank-interrupt code.
IMHO, it would be a risky thing to try to add to Henshin Engine at this point.
Thanks so much for the break down Elmer and Old Man, your concise and clear explanations register somewhat. I appreciate you guys taking the time to elaborate; even if some of the specifics are Greek to me I think I understand the ideas.
Even with solid color bg's the art shines through and Henshaw continues to look great, keep up the good work fellers!
So whilst swimming about, Yuki gets the point.
eponasoft.com/yuki-0471.png
And yeah elmer, the visuals have all been done within the limits of stock HuC 3.21 thus far.
TheOldMan, as far as I know, HuC's tile mapper thingo assigns each tile to a specific palette when you load everything in, and there's no direct way to monkey with it without haxoring the mapper code, which is beyond my meager code orangutan skills.
EDIT: Interesting observation as soon as I posted that pic... I forgot to fill in the appropriate edge tiles along the barrier. Dangit. :lol:
Quote from: OldRover on 04/28/2017, 01:13 AMSo whilst swimming about, Yuki gets the point.
eponasoft.com/yuki-0471.png
Looks pretty good ^^
(Please tell me those tiles are dynamic)Quote from: elmer on 04/26/2017, 10:42 PMQuote from: Michirin9801 on 04/26/2017, 09:55 PMSo yeah, you don't even need tiles to make a gradient in the sky, and if you did it that way the gradient wouldn't move together with the BG if it moved vertically, thus making a bit of parallax, but again, I don't know if HuC supports that...
Good point! =D>
That might be the sane way to do something with little cost, but it might need custom assembly-language code and, if so, could easily cause lots of problems with HuC's existing split-screen hblank-interrupt code.
IMHO, it would be a risky thing to try to add to Henshin Engine at this point.
I'm not saying they should do it in Henshin Engine but...
I wonder if it's possible for a future version of HuC to support this feature ;3
You can use the same tile with a different palette if you do it ahead of time.
See: Atlantean.
Same tile, different (darker) palette was used for the back row of buildings. Once it's loaded however, you're sort of fucked with the built ins, IIRC. Or there was a way to do it but it was sort of goony.
I honestly haven't touched much PCE stuff in a few years because of MSX, outside of noodling with music, and talking to old man about random stupid ideas and how-tos.
I don't want to 6502 my brain in the middle of z80ing a game. lol
Well, hurry and wrap that up so we can get you back over here in 6502-land!
Quote from: guest on 04/28/2017, 02:30 PMWell, hurry and wrap that up so we can get you back over here in 6502-land!
He's got two months to finish up Saber Rider. That's plenty of time. :lol:
Quote from: guest on 04/28/2017, 02:30 PMWell, hurry and wrap that up so we can get you back over here in 6502-land!
It's basically done. we're just finalizing production stuff at this point.
There is probably a way to mess with the combined map+palette data, but I don't know how to do that. If that could be done, then it would help out a lot, but I dunno how to do it. What would help more than just the basic map import stuff is to have an option to import a file that contains both the tile index and the palette index at once rather than having to #incbin a map and #inctile/#inctile_ex the tileset... just have one single #incmyawesomemapfileyo or waddat that contains both the palette index and the tile index, so that way the same tile in VRAM could be used with multiple palettes. But alas, no such fun stuff. *sadface* That would have helped a lot for stage 3's parallax... it's loading the same data multiple times. It doesn't hurt the efficiency at all but it just seems redundant and could be done a lot cleaner if HuC allowed ya to do said things natively without goony hacks.
This is not a screenshot but a fragment of the map of 4-2. Some tiles were redesigned so more background detail could be added.
eponasoft.com/badonkredesign.png
It still plays the same as before, it just looks a bit different. No more big empty spaces.
Cool, reminds me of Super Air Zonk with the lil wavey's in the skyline.
Quote from: OldRover on 05/04/2017, 11:31 PMThis is not a screenshot but a fragment of the map of 4-2. Some tiles were redesigned so more background detail could be added.
badonkredesign.png
It still plays the same as before, it just looks a bit different. No more big empty spaces.
♥~YAAAAAAYYYYY~♥
Magnifique.
Quote from: OldRover on 05/04/2017, 11:31 PMThis is not a screenshot but a fragment of the map of 4-2. Some tiles were redesigned so more background detail could be added.
badonkredesign.png
It still plays the same as before, it just looks a bit different. No more big empty spaces.
Looks like this was copied straight from Catastrophy! ;)
Quote from: OldRover on 05/04/2017, 11:31 PMThis is not a screenshot but a fragment of the map of 4-2. Some tiles were redesigned so more background detail could be added.
...
It still plays the same as before, it just looks a bit different. No more big empty spaces.
That looks so much better! Excellent work! :D
Quote from: OldRover on 04/29/2017, 06:46 PMWhat would help more than just the basic map import stuff is to have an option to import a file that contains both the tile index and the palette index at once rather than having to #incbin a map and #inctile/#inctile_ex the tileset... just have one single #incmyawesomemapfileyo or waddat that contains both the palette index and the tile index, so that way the same tile in VRAM could be used with multiple palettes. But alas, no such fun stuff. *sadface*
You can already do stuff like that just by creating/using a separate conversion step, and some custom assembly-language code, and just #incbin the resulting data.
I could be wrong, but I thought that Arkhan was already doing that in his projects.
HuC itself can also be improved, there's nothing magical about it ... but people have to actually be willing to push-the-envelope and use new tools in order for it to be worth some third-party spending their time to make improvements.
Now is absolutely the wrong time to do that for Henshin Engine, you guys are far-too-far along.
But when/if you start the next project ... that's something for you all to think about.
Quote from: guest on 05/05/2017, 09:54 AMLooks like this was copied straight from Catastrophy! ;)
You must be privy to some screenshots I've not seen, because that looks gorgeous and much further along than any Catastrophy stuff; a massive improvement from previous iterations - great job henshin team!
Quote from: Gredler on 05/05/2017, 01:40 PMQuote from: guest on 05/05/2017, 09:54 AMLooks like this was copied straight from Catastrophy! ;)
You must be privy to some screenshots I've not seen, because that looks gorgeous and much further along than any Catastrophy stuff; a massive improvement from previous iterations - great job henshin team!
That section on its own with a 4 - 6 screen view looks like one of those cat platform towers.
The final public demo of the game will be on display this weekend at the Lvl Up Expo in Las Vegas, NV. I won't be attending this year, but Sarumaru will be there. The release of the finished game is just a few months away. The finished game will be available for play at the Game On Expo in Phoenix, AZ in August. I will be there. :D
=D>
Quote from: OldRover on 05/11/2017, 09:59 PMThe final public demo of the game will be on display this weekend at the Lvl Up Expo in Las Vegas, NV. I won't be attending this year, but Sarumaru will be there. The release of the finished game is just a few months away. The finished game will be available for play at the Game On Expo in Phoenix, AZ in August. I will be there. :D
Maravilloso.
:)
eponasoft.com/yuki-0481.png
Can't see it on this screenshot, but the water is now animated... so it really looks like Yuki is underwater.
If it's using the tiles I made for the effect, it looks like this:
(https://web.archive.org/web/20190510142218im_/http://superpcenginegrafx.net/misc/underwater_animation_test.gif)
But the timing may be different, as everything I look at gifs with runs them at slightly different speeds.
Goddamn, this is gorgeous.
The timing looks pretty similar here. In-game, the animation runs at 7.5fps, or every 8 vsyncs.
Looks nice but... Umm... Those are animated tiles right? I think they could look a bit better...
Uhh, are these tiles final? Would you mind if I gave it a shot at making a better animation within the same amount of frames? I'll do it for free, I'm not asking for anything!
Here's a couple of examples of my pixel art for the Mega Drive:
(https://web.archive.org/web/20190510022459im_/http://orig04.deviantart.net/68dd/f/2016/175/e/b/retile_3_by_michiharuruko-da6unbz.png)
(https://web.archive.org/web/20190510142219im_/http://orig14.deviantart.net/057b/f/2016/301/4/1/stage_3_bg___fg_by_michiharuruko-damk60s.png)
For the GBC:
(https://web.archive.org/web/20190510142218im_/http://orig05.deviantart.net/85a2/f/2017/037/4/1/valkyrie_the_power_beauties_on_gbc__mockup__by_michirin9801-dakcsrn.png)
And one with only 16 colours:
16_color_sunset_by_michiharuruko-d8ixh2q.png
Nice pixels! :D
The above animation was a mockup and is not exactly what is in the actual game... the frame sequence is different and looks nicer in-game.
Quote from: OldRover on 05/13/2017, 12:09 AMNice pixels! :D
The above animation was a mockup and is not exactly what is in the actual game... the frame sequence is different and looks nicer in-game.
Thanks ^^
Ooh I see...
*sighofrelief*That's good to know, I'll be looking forward to seeing it in action ;3
/yuki-0500.png
Geni went too far this time. Now it's on 4realz. :lol:
Looks very nice ^^
Does it parallax though? ;3
Quote from: Michirin9801 on 05/13/2017, 05:00 PMLooks very nice ^^
Does it parallax though? ;3
Ha, I think you have the same obsession I have with paralax!
So Nod, will she be tinted blue while in the water? Also, on another note, can't wait to hear the Badonk tunes, I'm curious to see how much they might resemble my own Bonk tunes I did. So far, there's a halfway retro sound in the tunes, & that's what I did as well. I expect an eargasm from Badonk's Misadventures! :D
There is no parallax in any part of stage 04. The original Bonk games really didn't have any anyway aside from the tower in the very distant background in like... one stage. :lol: Bonk's always been pretty straightforward and utilitarian in its visual presentation, relying more on gameplay than glitz.
So the general consensus from the Lvl Up Expo is that the game is pretty challenging... it's way too hard for your garden-variety casual but the experienced gamers are having a good time with it. :D
Quote from: OldRover on 05/13/2017, 11:19 AM/yuki-0500.png
Geni went too far this time. Now it's on 4realz. :lol:
God.
Damn.
Gorgeous.
Quote from: ParanoiaDragon on 05/13/2017, 06:28 PMQuote from: Michirin9801 on 05/13/2017, 05:00 PMLooks very nice ^^
Does it parallax though? ;3
Ha, I think you have the same obsession I have with paralax!
Oh I do xD
Especially when I know the system only has 1 BG layer ;3
Quote from: OldRover on 05/13/2017, 07:00 PMThere is no parallax in any part of stage 04. The original Bonk games really didn't have any anyway aside from the tower in the very distant background in like... one stage. :lol: Bonk's always been pretty straightforward and utilitarian in its visual presentation, relying more on gameplay than glitz.
I see... Oh well, it still looks nice anyway ^^
Good job!
There will likely be a couple dozen scenes with parallax.
The next stage is certainly loaded with parallax...
Quote from: OldRover on 05/15/2017, 10:33 PMThe next stage is certainly loaded with parallax...
~YAAAAYYYYY~
(https://web.archive.org/web/20200814211628im_/https://media3.giphy.com/media/qlbcqVraSMEak/giphy.gif)
I like the bonky looking tank/car.
This might not be be the right place to ask but...
In the store is the download version a ROM, ISO or intended as a PC download?
I dunno if Saru is going to do a download version for the original (I think this is going to be CD only, not 100% sure though) but the PC version will definitely be a download version. I think he also wants to do a retail package with a CD as well though.
Release date has been delayed to August 2017 per unnamed sources
A mysterious individual has delayed your release... Vexing. I hope things are going well, otherwise.
There was an update video that I believe is in this thread, which talked about the delay to greatly expand the game. The new date should just be official, as opposed to what was said earlier which I believe was an estimation.
I think that anyone who is already interested in the game will still be blown away and appreciate the revamp as well as the unrevealed content.
Perhaps they've received an offer from PCEWorks for the publishing rights! :wink:
Quote from: elmer on 05/23/2017, 03:26 PMPerhaps they've received an offer from PCEWorks for the publishing rights! :wink:
LOL!
Tobias has already stated that he can only afford to spare $1 per set, as he doesn't make any profit from his releases and is simply doing it for the love of it.
Quote from: elmer on 05/23/2017, 03:26 PMPerhaps they've received an offer from PCEWorks for the publishing rights! :wink:
Yuki panties edition? *snort*
You're leaving money on the table ... I tell you, thar's gold in them thar panties! :wink:
Ba, da, boom! :roll: :oops:
http://dlg.galileo.usg.edu/dahlonega/history.php
If it gets delayed again (which is unlikely), it'll be my fault. We're all working hard on this but most of the focus on completion is on my shoulders now. THANKS OBAMA!
Get back in the dungeon you!
Quote from: GohanX on 05/24/2017, 02:02 PMGet back in the dungeon you!
We let him out to play every now and again for the sake of his sanity, but then this happens...
frozenutopia.com/skeledance.gif
HOLY SHIT YOU PUT OBAMA IN A DUNGEON?
Quote from: guest on 05/24/2017, 08:10 PMHOLY SHIT YOU PUT OBAMA IN A DUNGEON?
And then someone paid $400k to spring him. :lol:
So I'm guessing there won't be any progress on Lucretia until this gets released? Any ETA on that? I've already pre-paid for both so I'll be happy to receive something, just wondering where that game stands.
Same situation as roflmao, prepaid for both games. Willing to wait (obviously) but also curious of the status.
Quote from: incrediblehark on 06/04/2017, 11:29 AMSame situation as roflmao, prepaid for both games. Willing to wait (obviously) but also curious of the status.
Quote from: guest on 06/04/2017, 01:53 AMSo I'm guessing there won't be any progress on Lucretia until this gets released? Any ETA on that? I've already pre-paid for both so I'll be happy to receive something, just wondering where that game stands.
I am holding both of your copies of Lucretia.
I will send them out when I finish tasks #1-69 on my to-do list.
Thank you.
Quote from: esteban on 06/04/2017, 08:00 PMQuote from: incrediblehark on 06/04/2017, 11:29 AMSame situation as roflmao, prepaid for both games. Willing to wait (obviously) but also curious of the status.
Quote from: guest on 06/04/2017, 01:53 AMSo I'm guessing there won't be any progress on Lucretia until this gets released? Any ETA on that? I've already pre-paid for both so I'll be happy to receive something, just wondering where that game stands.
I am holding both of your copies of Lucretia.
I will send them out when I finish tasks #1-69 on my to-do list.
Thank you.
What is the last task on your to-do list?
^ Jajajhahahhahaha.
Indeed.
OK so here's the deal on Lucretia... since the code is already at 100% and just requires sprites, Sarumaru is going to work on those as soon as the PCE version of Henshin Engine comes to a close. It will take approximately one month to complete. In the interim, I will be finishing off the PC conversion of Henshin Engine. Thus, Lucretia and the PC build of Henshin Engine will be finished at roughly the same time, approximately one month after PCE HE goes off to the pressing house. From there, Lucretia goes off to press and the source code to the PC build of HE goes off to the various other developers who will be converting the game to other platforms.
There will also be a PC build of Lucretia, using the same game engine as the PC build of Henshin Engine. ERGE, as it's called, is a very flexible game engine built in-house at Eponasoft over the past few years and can accommodate a wide variety of game systems. It will likely be used for all future PC conversions of Saru Studio titles, including Oni Island and Gods Of Lightning. Speaking of Gods Of Lightning...
HenshinEngineStage5-mockup.png
https://www.facebook.com/photo/?fbid=1421686867869343
I was actually using that pic to test which palettes work best in that scene.
(https://web.archive.org/web/20190510160852im_/http://superpcenginegrafx.net/misc/gol5122.png)
Godz o' Lightening
Quote from: OldRover on 06/05/2017, 11:00 PMOK so here's the deal on Lucretia... since the code is already at 100% and just requires sprites, Sarumaru is going to work on those as soon as the PCE version of Henshin Engine comes to a close. It will take approximately one month to complete. In the interim, I will be finishing off the PC conversion of Henshin Engine. Thus, Lucretia and the PC build of Henshin Engine will be finished at roughly the same time, approximately one month after PCE HE goes off to the pressing house. From there, Lucretia goes off to press and the source code to the PC build of HE goes off to the various other developers who will be converting the game to other platforms.
There will also be a PC build of Lucretia, using the same game engine as the PC build of Henshin Engine. ERGE, as it's called, is a very flexible game engine built in-house at Eponasoft over the past few years and can accommodate a wide variety of game systems. It will likely be used for all future PC conversions of Saru Studio titles, including Oni Island and Gods Of Lightning. Speaking of Gods Of Lightning...
HenshinEngineStage5-mockup.png
https://www.facebook.com/photo/?fbid=1421686867869343
Thanks for the update!
Feel free to use my likeness as a God of Lightning sprite.
Woo! Thanks for the update!
Quote from: TheClash603 on 06/06/2017, 08:02 AMThanks for the update!
Feel free to use my likeness as a God of Lightning sprite.
Here ya go:
(https://web.archive.org/web/20190510160852im_/https://www.superpcenginegrafx.net/misc/clash.png)
Quote from: guest on 06/06/2017, 08:13 PMQuote from: TheClash603 on 06/06/2017, 08:02 AMThanks for the update!
Feel free to use my likeness as a God of Lightning sprite.
Here ya go:
(https://web.archive.org/web/20190510160852im_/https://www.superpcenginegrafx.net/misc/clash.png)
That's damn good!
Quote from: esteban on 06/06/2017, 06:51 AMGodz o' Lightening
WRONG! It's Godz o' Lightnin'! Thank you very much! :P
Quote from: The Old Rover on 05/13/2017, 11:19 AM/yuki-0500.png
Geni went too far this time. Now it's on 4realz. :lol:
Nice T-rex skull.
I love every screenshot posted in this thread.
Quote from: guest on 06/07/2017, 03:54 AMQuote from: OldRover on 05/13/2017, 11:19 AM/yuki-0500.png
Geni went too far this time. Now it's on 4realz. :lol:
Nice T-rex skull.
That's no mere T-rex, that's the remains of King Droll!
Just so everyone knows... there will likely be no more screenie postings or updates on this until we are finished with the PCE build, as we are on the final stretch of development right now and any such postings will just be a distraction. The deadline is rapidly approaching and we still have plenty to do, but we'll make it in time.
Good luck. :)
I don't mind waiting.
I'll play some Shubibinman in the interim.
:)
Good luck. :)
I don't mind waiting.
I'll play with myself in the interim.
:)
Good luck. :)
I don't mind waiting.
I'll procrastinate on my own work a little more in the interim.
:)
Quote from: guest on 06/05/2017, 11:27 PMI was actually using that pic to test which palettes work best in that scene.
(https://web.archive.org/web/20190510160852im_/https://www.superpcenginegrafx.net/misc/gol5122.png)
Sorry for my ignorance, but are you working on this for the PC engine? Never heard of this project but it looks awesome!
Quote from: Jester82 on 07/03/2017, 09:04 PMSorry for my ignorance, but are you working on this for the PC engine? Never heard of this project but it looks awesome!
Here's a video featuring footage from a variety of stages:
http://youtu.be/yy_8rnVeJ80
http://www.henshinengine.com/
Oh sorry, I meant God of thunder. I already have Henshin Engine pre ordered! :dance:
Quote from: Jester82 on 07/07/2017, 08:02 PMOh sorry, I meant God of thunder. I already have Henshin Engine pre ordered! :dance:
In henshin engine the character plays through a variety of levels which are each a parody of a TG16 game. The screenshot in your quote is an image of the Lords of Thunder parody level.
BTW BT - shit's look great! Good luck finishing out, I am sure you guys will glide this sucker in smooth!
oh ok gotcha! Looks awesome :D
I know I said I wouldn't likely show off any more pics of development but oh well.
eponasoft.com/yuki-0580.png
Now, back to work.
I knew it would be well worth the wait.
Quote from: OldRover on 07/12/2017, 10:50 AMI know I said I wouldn't likely show off any more pics of development but oh well.
eponasoft.com/yuki-0580.png
Now, back to work.
VHD STG
It's looking great! =D>
Ladies of Thunder much? ;3
Just a thing, a couple of extra tiles to make it look nicer would be very welcome! Something kinda like this:
deviantart net/./yuki_edit_by_michirin9801-dbg45bc.png
Quote from: Michirin9801 on 07/12/2017, 10:54 PMLadies of Thunder much? ;3
Just a thing, a couple of extra tiles to make it look nicer would be very welcome! Something kinda like this:
deviantart net/yuki_edit_by_michirin9801-dbg45bc.png
The tiles are just in the wrong order. This is how they were designed to be arranged:
(https://web.archive.org/web/20190510160854im_/http://superpcenginegrafx.net/misc/goldt1.png) (https://web.archive.org/web/20190510160858im_/http://superpcenginegrafx.net/misc/goldt2.png)
And although that particular short stretch is literally the plainest scene in the stage, those specific tiles and the lowest number of unique shades are used to squeeze in dual layer parallax with shading. You can see what it looks like in motion at the 22 second mark in this video:
http://youtu.be/oUcEQgMaYKM
If everything makes it into the Gods of Lightning stage as planned, there should be around 8 different scenes/types of parallax and only brief periods when none is currently happening. There are also at least as many unique scenes visually, while many popular PCE shooters only have have a single type of scene used for an entire stage. In order to potentially pack in that much variety, things were streamlined considerably from what I had originally planned and assets are reused in different ways as much as possible.
So you can point out little additions that could be added to any particular scene out of context, but there are reasons for why things were designed the way they were. I'm still expecting cuts to happen and am just hoping for a good balance in the end.
Oh okay, that explains a lot (and looks a lot better)
The only cuts that have happened per se are in a few of the transitions. It wasn't possible to do the proper layering required for a couple of them, and 5-3 (shown above) is no exception. Despite easily being the most complex of the stage 5 regions, 5-1's layout favors seamless layered transitions through careful usage of scroll zones, dynamic tiles, and sprite overlays.
Can you still pre-order this? KS link is dead, and official website seems to just take you back to main page
Quote from: The Old Rover on 07/13/2017, 04:37 PMThe only cuts that have happened per se are in a few of the transitions. It wasn't possible to do the proper layering required for a couple of them, and 5-3 (shown above) is no exception. Despite easily being the most complex of the stage 5 regions, 5-1's layout favors seamless layered transitions through careful usage of scroll zones, dynamic tiles, and sprite overlays.
If that means what I think it does for the first stretch of the stage, it's definitely going to balance out cuts in other places and will be a very impressive experience. :)
Lords of Thunder stages only feature around 4 scenes of parallax each and no matter how short any branch/section of the Gods of Lightning stage might end up being, it's still going to be a massive level overall.
Quote from: guest on 07/13/2017, 06:21 PMCan you still pre-order this? KS link is dead, and official website seems to just take you back to main page
THEY RAN OFF WITH THE MONIEZ!
All kidding aside, Saru said copies would be available once the pre-orders are fulfilled
eponasoft.com/yuki-0586.png
The biggest difference between LoT and HE's GoL stage is that LoT uses a scheme where the level tiles are compressed, then decompressed on-the-fly to build the level as it goes. HE's GoL stage doesn't do this and just loads all the tiles for the stage at once. There isn't enough time to implement LoT's technique, though for the real GoL, that will be done.
I guess the explosion isn't making it in? :(
(https://web.archive.org/web/20190510160855im_/http://superpcenginegrafx.net/misc/expl%20test2.gif)
The large explosion looks out of place for 16x16 enemies. It is better-suited to enemies 32x32 or larger, such as the crusty bug, and larger composite enemies, such as the winged dude with fireballs around him. Smaller enemies like the bug, or smaller composites like the worm, are better suited to the smaller 16x16 explosion frames.
eponasoft.com/yuki-0589.png
Quote from: OldRover on 07/14/2017, 07:23 PMyuki-0589.png
Whoa, this scene looks pretty friggin' amazing!
...and yes, that has parallax scrolling there.
Wow, what a relief. :D I'll send you a 16 x 16 small explosion sprite in the large explosion's colors, so it all ties together. :)
Seriously this is looking amazing. Is there a release window for the PC Engine Version? Take your time, will be worth the wait. Just curious...
And so it was written... and so it was done.
eponasoft.com/yuki-0590.png
Quote from: OldRover on 07/15/2017, 12:52 AMAnd so it was written... and so it was done.
eponasoft.com/yuki-0590.png
(https://junk.tg-16.com/images/now_turbo.png)
Quote from: Michirin9801 on 07/12/2017, 10:54 PMLadies of Thunder much? ;3
Wait until you see the bosses.
Quote from: Jester82 on 07/15/2017, 12:51 AMSeriously this is looking amazing. Is there a release window for the PC Engine Version? Take your time, will be worth the wait. Just curious...
Saru said it would be mid August
this is quite possibly the best PCE homebrew project to date, keep up the good work!
One thing I am actually quite proud of is the fact that the game has an attract mode, with actual demo gameplay.
yuki-0610.png, yuki-0612.png
Quote from: OldRover on 07/15/2017, 12:52 AMAnd so it was written... and so it was done.
yuki-0590.png
Just out of curiosity, what kind of parallax we talkin' on that liquid hot magma at the bottom? There gonna be h-int, like Air Zonk's first level(at least, I think that would be called h-int/horizontal interrupt)?
Quote from: ParanoiaDragon on 07/17/2017, 02:24 AMQuote from: The Old Rover on 07/15/2017, 12:52 AMAnd so it was written... and so it was done.
/yuki-0590.png
Just out of curiosity, what kind of parallax we talkin' on that liquid hot magma at the bottom? There gonna be h-int, like Air Zonk's first level(at least, I think that would be called h-int/horizontal interrupt)?
With HuC you can only have 4 sliding strips. Everything beyond that would be dynamic tiles. Since some of the dynamic tile parallax was already cut to give some to a much more elaborate scene, it's safe to say that this section will only have 4 strips of parallax.
What sucks is that there is apparently still available space for content and it's just the tile limit that's the bottleneck again.
DAT ENGRISH DOE
yuki-0658.png
Sweet.
But how does medina get this before me?
:)
...I have no idea what you just said. :P :lol:
I haven't been on here for a long time, but when I saw this I was blown away. To everyone involved in this, kick ass work. I will be picking up a copy. BTW are the levels set in stone? Maybe you should do a Splatterhouse level...
Yeah everything is looking great, guys. Well done!
Unfortunately, there is not enough time to add any more levels to this game. :( It would mean planning, designing, drawing, and coding in a new level in the course of a mere 10 days, plus an additional soundtrack (the disc is already full so this wouldn't even work) on top of the work that still needs to be done in the next 10 days before the unveiling of the complete game at Game On Expo.
Yes, I know. Just a little humor there. Glad to see you working on this awesome project.
While finishing up one of the GoL stages, I found the most hardcore flaw in the compiler that I think I've ever seen. I am amazed that the compiler did not catch this blatant error:
enemyy(enemyy);
That is supposed to be
spr_y(enemyy);
and yet HuC did not catch this, and compiled it normally. When the code ran, I got this:
yuki-0684.png
and it started playing the entire ADPCM buffer at 8k. Phenomenal fail. :lol:
DAS ist "GSOD" und "horizontal hold"
10 days! wow! It looks like it was yesterday when the campaign was just a dream.
Yup, the reveal of the complete game will be on August 11th... just ten days from now. :) Obviously we will have to have it finished before then... the 9th is the last day I'll be able to do anything for it here so it has to be done by then, as I'll be traveling to Phoenix on the 10th with the final build in hand. :)
Das ist "good" und "news", comrade.
:)
Quote from: OldRover on 08/01/2017, 09:31 AMYup, the reveal of the complete game will be on August 11th... just ten days from now. :) Obviously we will have to have it finished before then... the 9th is the last day I'll be able to do anything for it here so it has to be done by then, as I'll be traveling to Phoenix on the 10th with the final build in hand. :)
On my wife's birthday no less, awesome!
Quote from: OldRover on 08/01/2017, 09:31 AMYup, the reveal of the complete game will be on August 11th... just ten days from now. :) Obviously we will have to have it finished before then... the 9th is the last day I'll be able to do anything for it here so it has to be done by then, as I'll be traveling to Phoenix on the 10th with the final build in hand. :)
Best wishes for the big reveal/launch at the Game-On expo this weekend! I hope that you guys will be posting photos.
Eagerly waiting for photos ](*,) [-o< :P
:)
I don't have many pics to spare as I didn't take a lot but here's a few. We did not actually finish the game as planned but our display version was very close to finished. I met with quite a few backers and not a single one of them complained that it wasn't done yet, all sharing the same sentiment: it's better to come out late but complete than to come out on time but rushed and unfinished. Anyway...
Here is Jesse and Chris setting up and doing some camera work:
frozenutopia.com/0apic1.jpg
Jesse hanging out at our booth as the show starts up:
frozenutopia.com/0apic2.jpg
The legendary Kiyoshi Okuma playing the game while his wife Che looks on and Saru and Chris speak with a KS backer:
frozenutopia.com/0apic3.jpg
Us hanging out with some of the CollectorVision guys... I'm the fat, uninspired dumbass in the middle:
frozenutopia.com/0apic4.jpg
Finally, right after the show ended, all of our team present went to dinner with the Hitsparks team; Kiyoshi and Che along with Chris Tang:
frozenutopia.com/0apic5.jpg
It was a pretty good event overall. I'm sure Saru has more pics than I do; I don't tend to take a lot of them.
Splendid. Thanks for the update + pics.
:)
Crack/Hack/Fap_Tiger didn't go for the big reveal?
Quote from: guest on 08/15/2017, 01:10 PMBlack Tiger didn't go for the big reveal?
It was in Arizona. :P
If I can swing it at the time, I'll be at the PGRE.
Quote from: guest on 08/15/2017, 01:20 PMQuote from: guest on 08/15/2017, 01:10 PMBlack Tiger didn't go for the big reveal?
It was in Arizona. :P
If I can swing it at the time, I'll be at the PGRE.
Out of curiosity what is the PGRE?
Prince Rupert Gaming Expo
Quote from: haightc on 08/15/2017, 06:34 PMOut of curiosity what is the PGRE?
I believe it's the portland retro gaming expo
Quote from: haightc on 08/15/2017, 06:34 PMQuote from: guest on 08/15/2017, 01:20 PMQuote from: guest on 08/15/2017, 01:10 PMBlack Tiger didn't go for the big reveal?
It was in Arizona. :P
If I can swing it at the time, I'll be at the PGRE.
Out of curiosity what is the PGRE?
PRGE (Portland Retro Gaming Expo)
PGRE Is portland retro gaming expo, I think.
Quote from: guest on 08/15/2017, 08:09 PMPrince Rupert Gaming Expo
Quote from: Gredler on 08/15/2017, 08:25 PMQuote from: haightc on 08/15/2017, 06:34 PMOut of curiosity what is the PGRE?
I believe it's the portland retro gaming expo
Quote from: guest on 08/15/2017, 08:45 PMQuote from: haightc on 08/15/2017, 06:34 PMQuote from: guest on 08/15/2017, 01:20 PMQuote from: guest on 08/15/2017, 01:10 PMBlack Tiger didn't go for the big reveal?
It was in Arizona. :P
If I can swing it at the time, I'll be at the PGRE.
Out of curiosity what is the PGRE?
PRGE (Portland Retro Gaming Expo)
Quote from: Gredler on 08/15/2017, 08:59 PMPGRE Is portland retro gaming expo, I think.
I want to say it's maybe the Portland Retro Gaming Expo......but it's also possible that it's the Prince Rupert Gaming Expo......just not sure.
Quote from: ParanoiaDragon on 08/16/2017, 04:20 AMI want to say it's maybe the Portland Retro Gaming Expo......but it's also possible that it's the Prince Rupert Gaming Expo......just not sure.
Wouldn't that be the Prince Rupert Glass Expo?
Quote from: guest on 08/15/2017, 08:45 PMQuote from: haightc on 08/15/2017, 06:34 PMQuote from: guest on 08/15/2017, 01:20 PMQuote from: guest on 08/15/2017, 01:10 PMBlack Tiger didn't go for the big reveal?
It was in Arizona. :P
If I can swing it at the time, I'll be at the PGRE.
Out of curiosity what is the PGRE?
PRGE (Portland Retro Gaming Expo)
Yeah we missed him last year he when he was there. I do plan to go again this year, hung out quite a bit by the Henshin Booth at the last convention. :)
I think it is for Portland Retro Game Expo, but I can't say for certain.
So, is every level in this game a parody of something else? Are there any original levels or mechanics?
Quote from: guest on 08/16/2017, 03:21 PMSo, is every level in this game a parody of something else? Are there any original levels or mechanics?
Mechanics are not really based on the games they parody. Two of the eight'ish stages are entirely original.
I usually go to SRGE (Seattle Retro Gaming Expo), but bought tickets the PRGE (Portland Retro Gaming Expo) when I thought we were going to see Tool (same weekend). I but the a full pass, but I am not sure if I'll go down for more than a day. So I am assuming Henshin Engine will be on exhibit, it'll be nice to try it if that is the case and I don't already have the game by that point. I wasn't sure if PGRE was another retro expo in Canada or something that I wasn't familiar with.
If I don't make it to the PGRE, I'll likely be in Prince Rupert instead, but they don't have any game conventions that I'm aware of.
Quote from: OldRover on 08/01/2017, 09:31 AMYup, the reveal of the complete game will be on August 11th... just ten days from now. :) Obviously we will have to have it finished before then... the 9th is the last day I'll be able to do anything for it here so it has to be done by then, as I'll be traveling to Phoenix on the 10th with the final build in hand. :)
So now that we know that the game wasn't completed when should we expect the new release date to be? (I don't see any of this information on the Kickstarter page)
We just need a little more time to finish it. Saru is going to Japan very soon, it should be done by the time he gets back.
Quote from: OldRover on 08/18/2017, 08:26 PMWe just need a little more time to finish it. Saru is going to Japan very soon, it should be done by the time he gets back.
I can't wait. :) Though I would love a Supergrafx Arcade Card version! LOL
It may be delayed slightly longer due to my illness. We're still working though. I have not been able to really work on it much since I got home from AZ, but now my illness is mostly under control and I have been able to focus.
We all got some form of sick after the show. I had gotten a bad case of kidney stones while still in AZ, this was the day after the show. When I was getting better, Rover started to get sick. Sometimes real life happens. At this point, I would feel more comfortable saying that the game will likely be out closer to the 1 year anniversary of the kickstarter. On the brighter side, reception at the show for the latest build was great. So far though, our backers have been very understanding with us putting our health first right now. Because even with everything that's going (and there is a LOT going on that I wish I could go into detail about right now) we're still moving closer to finishing this awesome game. We just ask that you bare with us just a wee-bit longer, we promise it'll be worth the short wait. :)
I know this is the HE thread. But this game Mysterious Song was also put on this system by Rover so it's worth mentioning I think here.
I literally just beat ex mode on Mysterious Song. Tuesday August 29th 2:13am
All three characters were level 61. I farmed the dragons a bit on that dragon island.... Several hours. :)
The maze areas going through the different realities were definitely tough. Once I got to the dragon area part of it I was like dang..... Grinding time to get levels.
I did the entire treasure chest puzzle to get the Herr boss and cocophany was pretty hard at level 61. Fun fact... Marty Friedman was in a band called cocophany.
Anyways... Excellent game. People that play just the normal mode don't know what they are missing out on. And even the normal game is solid in presentation albeit a bit short for those not in the know about ex mode.
I just wanted to say thanks to Rover for bringing these games to us. Overall, all home brew people that are putting out games and translations for this system are simply amazing.
Even delayed, Yuki will probably ship before Saber Rider and Omar Sharif is even started. No worries. :mrgreen:
Just reading this. Take it easy guys, health comes first.
I was already sick before the show started but like an idiot, I chose to ignore it so I could focus all of my time and energy on the project. That was a stupid move on my part, and my health crashed a few days after the show. I had developed hyperglycemia (due to the stress) a few weeks before the show, which has now become type 2 diabetes.
On the bright side... well, some recent changes to the game code made it a bit better than before. Some of the functions that were written in a hurry in the early days have now been rewritten for better performance. Also, progress has been made on the PC version.
Sucks to hear that, Rover. Don't push yourself so hard! Take your time and maintain your health and sanity :)
I think Saru got hit much harder. He had way more health problems over this past year. Even Jesse got hit with health problems that seem related. Black Tiger has health issues as well and I'm sure the stress of this project didn't help. This kind of work seems to be riskier than most would expect. We'll all live though, somehow. :D We have many more games to make after this one. :D
Get well you guys, we can wait. Will be worth it!
It goes without saying: I don't care how long it takes.
:)
I'll bottle some of the water from the Passaic River (near my house) and send it out to you guys. It leaves a "tingling" feeling on the tip of your tongue, so you know it rejuvenates more than the soul.
It might be difficult to ship it to Crack/Hack/Fap_Tiger, though. Canada has strict rules about sending toxins in the mail.
Quote from: The Old Rover on 08/31/2017, 06:39 PMI think Saru got hit much harder. He had way more health problems over this past year. Even Jesse got hit with health problems that seem related. Black Tiger has health issues as well and I'm sure the stress of this project didn't help. This kind of work seems to be riskier than most would expect. We'll all live though, somehow. :D We have many more games to make after this one. :D
Yuki is trying to kill y'all! :shock:
You guys feel better soon. Willing to wait until its ready.
Just a quick update... production is about to wrap up on this game. We made some last-minute improvements to the end to make things better, but they will not extend dev time by very much (maybe 6 hours, we can afford it :lol:). Final beta testing will begin very soon.
Quote from: OldRover on 10/06/2017, 05:14 PMJust a quick update... production is about to wrap up on this game. We made some last-minute improvements to the end to make things better, but they will not extend dev time by very much (maybe 6 hours, we can afford it :lol:). Final beta testing will begin very soon.
Excellent news! Will we see this by Halloween?
It won't be released by Halloween, as there's a lead time of about a month to get it pressed, but it will certainly be done before then and in testing to iron out anything we missed. What's kind of interesting is that the PCE and PC versions will probably come out at about the same time because of the lead time to have the discs manufactured; it will only take about a month to code up the PC version, as over 75% of the PCE game code is portable and I have already accounted for the ~25% that isn't (mostly display code, and I've already coded the framework for that).
Woo hoo, this is all great news! 8)
Congratulations on battling through the process of pulling everything together.
Yes.
Yes.
Yes.
no.
yes.
shitpost.
also very glad.
To see.
The game.
Come out.
yes.
Also bento boxes on Instagram.
eponasoft.com/yuki-0747.png
Looks great can't wait to order it Rov.
That kinda reminds me of the first stage from Megaman X, and that can only be a good thing ;3
plz parallax!!
The stage has layered parallax.
Quote from: Michirin9801 on 10/08/2017, 07:07 PMQuote from: OldRover on 10/08/2017, 05:23 PMThe stage has layered parallax.
♥~Yaaay~♥
And there was much rejoicing! :)
First thing I actually thought of, was Shockman. For whatever wierd reason, I didn't even think of Mega Man.
*and there was much rejoicing*
The stage is based on Shockman... it's called Electric Cyber Troopers Zapman. :D
Quote from: OldRover on 10/09/2017, 12:48 AMThe stage is based on Shockman... it's called Electric Cyber Troopers Zapman. :D
I figured it was, given how much Megaman influence was there in Shockman/Shubibinman 2...
Still, it looks really nice ^^
Hah, Zapman, awesome, love it!
So the plan is to have this game finished by October 30th, which will be the PC Engine's 30th anniversary. Nothing could be a better tribute to the console we love. :)
Quote from: The Old Rover on 10/10/2017, 10:46 PMSo the plan is to have this game finished by October 30th, which will be the PC Engine's 30th anniversary. Nothing could be a better tribute to the console we love. :)
Awesome. Congrats to you guys! Can't wait to buy and play it[emoji3]
:)
Will you guys be showing this off at PRGE this year? It was definitely one of the highlights for me last year.
Quote from: Michirin9801 on 10/08/2017, 03:27 PMThat kinda reminds me of the first stage from Megaman X, and that can only be a good thing ;3
plz parallax!!
That particular section is modeled to look and work similar to the opening stage of Megaman X. It was designed so it could also have included the curving overpasses, but it's kinda lame having all the action take place near the top of the screen.
If it all makes it in, there are a few more background types for the stage, all designed to have parallax.
The boss is a console porn take on one of the Shockman bosses.
Quote from: guest on 10/12/2017, 01:48 PMIf it all makes it in, there are a few more background types for the stage, all designed to have parallax.
I thought the PC Engine/Turbografx-16 couldn't do parallax?
Quote from: guest on 10/12/2017, 03:04 PMI thought the PC Engine/Turbografx-16 couldn't do parallax?
It can't. It only does fake parallax. :-"
Quote from: guest on 10/12/2017, 03:11 PMQuote from: guest on 10/12/2017, 03:04 PMI thought the PC Engine/Turbografx-16 couldn't do parallax?
It can't. It only does fake parallax. :-"
DAT FAKE PARALLAX, tho...
Quote from: esteban on 10/12/2017, 03:23 PMQuote from: guest on 10/12/2017, 03:11 PMQuote from: guest on 10/12/2017, 03:04 PMI thought the PC Engine/Turbografx-16 couldn't do parallax?
It can't. It only does fake parallax. :-"
DAT FAKE PARALLAX, tho...
That's what makes it all the more impressive ;3
On systems like the SNES and the MD I pretty much take parallax scrolling for granted, I mean, those systems already have 2 (or more) BG layers, it's easy to do parallax on them, in fact that only makes it all the more disappointing whenever they DON'T have parallax...
You've got to do something real mind-blowing like the multi-overlapping-layer parallax from Thunder Force IV to really impress me with those two...
But when you do it on systems like the PC engine, the NES, the Master System or on the Game Boy/Colour, you know, systems that only have ONE BG layer, THEN you're doing something special!
It's not really special pulling off parallax in 8-bit gen or PCE/Neo Geo games. Lots of 2600/Intv/Coleco games feature parallax. Just like technically having a high color count on screen isn't special on it's own, what makes any parallax special is the overall scene. Lots of dual tile layer parallax looks ridiculous because no (good) thought was put into it.
Technically, what the PCE can't do is tile layering on its own. Parallax is just a matter of scrolling different things at different speeds to give the impression of depth. So yeah, even the 2600 could do it :) Like Black Tiger said, it's all about the overall scene. We are kind of forced to make it special though, since it's not something we can take for granted, like so many sloppy efforts on the SNES and Genesis. Where HE really shines in the visuals department is where Black Tiger designed layered scenes; these are anything but easy to pull off and required some careful preparation... using all of HuC's scroll() regions, dynamic tiles, realtime map rewriting, and sprite overlays are all required to pull off the most complex scenes. The fact that this was done not only with stock HuC but with the stock Denki build that is over 12 years old makes it even more special, imo.
I get what you guys mean, but what I mean is that parallax scrolling on the PCE, or any other system that only has 1 BG layer, is inherently more impressive than it would be on the SNES or MD, because those two have extra layers to help them with that...
The mere fact that you have to do trickery to pull it off, even if it's just putting some sprites behind the BG layer and moving them at a different speed from the BG's, still makes it something special to me personally, because you know, by virtue of only having 1 BG layer to work with, the system was obviously not meant to do multi-layered scrolling backgrounds... And yet a lot of games did it, and that's amazing!
I'm aware older games also did it, and they're just as impressive because of that, but the PCE just so happens to be capable of producing pretty damn great graphics and sounds on top of it! No wonder why I gravitated towards it, it's got the best of both worlds!
The SNES and Genesis also used the exact same software parallax techniques to augment their hardware background support. Software parallax is, in some ways, far more common than hardware parallax.
Testing begins this weekend. We're so close to completion now.
parallax on the PC Engine is annoying to deal with.
like rover mentioned, it requires careful preparation. IE: Unintuitive art requirements, followed by multiple scrolling concepts all working in tandem.
There's a reason why pretty much any game doing this sort of thing has really simple repetition. It looks cool, but it's pretty much always repetitive tiles. Like the first level in Schibibin Man 3.
and then ultimately, you've sacrificed gameplay power for eyecandy, lol.
Lookin at you, giant coral towers in Atlantean.
"Function before flash" is my modus operandi when doing this kind of thing. It doesn't matter how pretty it looks if it plays like asscandle. We've sacrificed looks for gameplay at various points of this production; tis a shame how many would prefer to do it the other way around, as we saw from time to time back in the day and even occasionally today.
Quote from: guest on 10/17/2017, 01:54 PMparallax on the PC Engine is annoying to deal with.
like rover mentioned, it requires careful preparation. IE: Unintuitive art requirements, followed by multiple scrolling concepts all working in tandem.
There's a reason why pretty much any game doing this sort of thing has really simple repetition. It looks cool, but it's pretty much always repetitive tiles. Like the first level in Schibibin Man 3.
and then ultimately, you've sacrificed gameplay power for eyecandy, lol.
Lookin at you, giant coral towers in Atlantean.
I know what you mean, but if you have a talented artist who understands all of these things and how the system works in general, it's possible to make something which not only looks great, with parallax and all, but doesn't get too much in the way of level design!
And I know a couple of people who can totally do that ;3
Just posting a quick update: we're now officially in beta testing. There is still work to be done, as a couple of substages aren't quite finished yet, but this should only take a few more days to complete. Here's hoping anyways. Last week of dev coming up.
YukiDemo2017Oct22.jpg
https://www.facebook.com/photo.php?fbid=10213261793286673
YukiSept2017.jpg
i like it,and this evil transformed MD is excellent .
Quote from: touko on 10/23/2017, 04:06 PMi like it,and this evil transformed MD is excellent .
Since it was my last chance to design a boss, I wanted to do some kind of mecha Mega Drive, but also reference Shockman.
(https://web.archive.org/web/20190510120320im_/http://superpcenginegrafx.net/misc/hesm1.png)(https://web.archive.org/web/20190510120319im_/http://superpcenginegrafx.net/misc/hesm2.png)
I also made a more traditionally shaped player ship in the Shockman style.
(https://web.archive.org/web/20190510120319im_/http://superpcenginegrafx.net/misc/hesm3.png)
(https://web.archive.org/web/20190510120319im_/http://superpcenginegrafx.net/misc/hesm4.png)
Awesome! :)
That's great, CrackTiger. I really like it, =D> can't wait to buy this one.
Unfortunately, the original design for that boss didn't work due to the PCE's limitations. :(
This game is gonna be epic, but when can I order it?
I believe Saru has an order thingo on his website.
The Megadrive boss didn't work out as originally planned for a couple of reasons. First of all, there were too many sprites in the arms and it caused large amounts of flicker. So, I opted to remove the arm pieces and have the hands fly independently, similar to the second phase of the end boss of Dead Moon. Secondly, in the comic, Yuki transforms into a fighter jet in this scene, so that part had to be altered in the game too.
Damn sprites-per-line limit... :(
QuoteSince it was my last chance to design a boss, I wanted to do some kind of mecha Mega Drive, but also reference Shockman.
Wahou, those bosses are really beautiful :D
Same thing for backgrounds, very colored (with taste) and detailled,they remind me commercial games quality,good job .
QuoteThe Megadrive boss didn't work out as originally planned for a couple of reasons. First of all, there were too many sprites in the arms and it caused large amounts of flicker
Arf, damn :x
May be you can only deploy the boss's arms at a certain moment and one at a time when he don't fire to limit flickering .
QuoteDamn sprites-per-line limit... :(
It's time to go on SGX then :mrgreen:
The way to get around that limit is to just make sure the arms are far enough apart vertically, and if they cross each others' path it's at an angle. You could also use alternating flicker on the arms, much like many NES games do on projectiles and whatnot.
Quote from: guest on 10/24/2017, 11:12 AMThe way to get around that limit is to just make sure the arms are far enough apart vertically, and if they cross each others' path it's at an angle. You could also use alternating flicker on the arms, much like many NES games do on projectiles and whatnot.
Using a minimal number of segments that don't necessarily touch one another is something else that was often done.
The problem with this scene is that it's a horizintal shooter, where you're lining up your ship and bullets with another ship and its bullets.
How about making the segments flickering on purpose? Such as some games use flickering to display more bullets. This would keep flickering of the other stuff on screen to a minimum.
You may get away with it by making those segments made of something like "energy beam", "electric" or whatever.
Quote from: CrackTiger on 10/24/2017, 11:37 AMThe problem with this scene is that it's a horizintal shooter, where you're lining up your ship and bullets with another ship and its bullets.
Yeah, and that makes it more difficult to orchestrate, but certainly not impossible. Then again, this is a homebrew development and not a commercial studio endeavor (in the classic sense), so I understand if the programming attention and skill necessary to orchestrate that well is prohibitive.
Quote from: guest on 10/24/2017, 12:17 PMQuote from: CrackTiger on 10/24/2017, 11:37 AMThe problem with this scene is that it's a horizintal shooter, where you're lining up your ship and bullets with another ship and its bullets.
Yeah, and that makes it more difficult to orchestrate, but certainly not impossible. Then again, this is a homebrew development and not a commercial studio endeavor (in the classic sense), so I understand if the programming attention and skill necessary to orchestrate that well is prohibitive.
I think that the biggest factor keeping things from being reworked until they're ideal instead of jusy shooting for something that is fine and should work as-is, is just the restriction of available time to do it.
This was all done in our spare time and not only are there a lot stages, many of them alone have more assets and misc under the hood than most entire homebrew PCE games.
Remember Aetherbyte's ambitious goal with Insanity, to complete a PCE homebrew game within a year? I still can't believe how close this came to being complete in about a year once things got moving full speed and it'll likely be published within a year and a half. Even on a dev friendly console like Sega Genesis, it would be a big deal conpleting a game of this scope within the same time frame.
This is of course independent of whether or not the game is any good. :P But I'm excited about PCE homebrew continuing to become more ambitious.
Quote from: guest on 10/24/2017, 12:17 PMQuote from: CrackTiger on 10/24/2017, 11:37 AMThe problem with this scene is that it's a horizintal shooter, where you're lining up your ship and bullets with another ship and its bullets.
Yeah, and that makes it more difficult to orchestrate, but certainly not impossible. Then again, this is a homebrew development and not a commercial studio endeavor (in the classic sense), so I understand if the programming attention and skill necessary to orchestrate that well is prohibitive.
This may have been done on a hombrew budget, but it sure looks like studio quality.
This is some stuff I put together for a system card warning stage that isn't going to make it into the game:
(https://web.archive.org/web/20190510104530im_/http://superpcenginegrafx.net/misc/notquite1.png) (https://web.archive.org/web/20190510104529im_/http://superpcenginegrafx.net/misc/notquite2.png)
(https://web.archive.org/web/20190510104529im_/http://superpcenginegrafx.net/misc/scfliptest1.gif) (https://web.archive.org/web/20190510104530im_/http://superpcenginegrafx.net/misc/bighutest.gif)
Bummer, why isn't the warning stage going to make it? Lack of time for the development?
Quote from: ParanoiaDragon on 10/26/2017, 04:00 AMBummer, why isn't the warning stage going to make it? Lack of time for the development?
Not enough space for CD2 (for much of any kind of stage) and not enough time to include as bonus content.
Quote from: guest on 10/26/2017, 07:08 AMQuote from: ParanoiaDragon on 10/26/2017, 04:00 AMBummer, why isn't the warning stage going to make it? Lack of time for the development?
Not enough space for CD2 (for much of any kind of stage) and not enough time to include as bonus content.
It's still a pretty cool idea and beautifully done. I love the behind the scenes look. Those flowers reminds me of a mash up of bonk and sonic.
Yeah, the library alone takes up about half the memory, leaving only the other half for a user program, which usually has to include the graphics stuff too. This is one of the biggest downsides of using HuC, and I'm not smart enough to code anything in pure assembly. On the plus side, that red ship from the stage 6 boss mockup will be included after all. :D
As of right now, we are 100 hours away from the curtain call. This weekend will be pretty much nothing but work on the final aspects of the game; doing bugfixes, tweaking level designs, tying up loose ends, doing spit n polish here n there.
http://youtu.be/-E72v6G9JHY
GOB is helping?
It's an illusion, Micheal. Whores do tricks.
Quote from: OldRover on 10/26/2017, 09:59 PMAs of right now, we are 100 hours away from the curtain call. This weekend will be pretty much nothing but work on the final aspects of the game; doing bugfixes, tweaking level designs, tying up loose ends, doing spit n polish here n there.
http://youtu.be/-E72v6G9JHY
Then you can get back to having a life, ya know cause life is life...
http://youtu.be/LB9lObWclFQ
THERE IS NO LIFE AFTER OBEY. THERE IS ONLY OBEY.
The Paypal/pre-order link at henshinengine . com doesn't seem to be working.
https://www.fxunityuki.com/
Looks like some stuff on the website is broken at the moment and there's no time to fix it as we're in the final days of dev. Saru will likely fix it once we're done.
Thanks! Saru must have just fixed the Paypal system, so I was able to pre-order.
SmokeMonster, thanks for bringing that up to our attention :)
Also, I drew this up a couple days ago for teh burthdais of teh pce
(https://web.archive.org/web/20180615143957im_/http://www.fxunityuki.com/wp-content/uploads/2017/11/HE_PCE30thFINAL-copy.jpg)
Yeah, Geni is there too but they are kind of a pair deal :P
Nice!
You gonna draw one for PC-FX in a couple years when she turns 25? I vote it involves a PC-FX girly with a strap on giving the business to Rolfee.
Quote from: guest on 10/31/2017, 01:16 PMNice!
You gonna draw one for PC-FX in a couple years when she turns 25? I vote it involves a PC-FX girly with a strap on giving the business to Rolfee.
All is possible, HE already has a character that was inspired by Rolfee too :P
Quote from: NecroPhile on 10/31/2017, 01:16 PMNice!
You gonna draw one for PC-FX in a couple years when she turns 25? I vote it involves a PC-FX girly with a strap on giving the business to Rolfee.
nah man, ass to ass, like that scene in Requiem For A Dream.
except ontop of a PC-FX instead of in some crackheads bang-room.
drugs still present, of course.
Quote from: guest on 10/31/2017, 01:21 PMQuote from: guest on 10/31/2017, 01:16 PMNice!
You gonna draw one for PC-FX in a couple years when she turns 25? I vote it involves a PC-FX girly with a strap on giving the business to Rolfee.
nah man, ass to ass, like that scene in Requiem For A Dream.
except ontop of a PC-FX instead of in some crackheads bang-room.
drugs still present, of course.
So Yuki and Rolfee, ass to ass in Ark's room. Got it. I'll see what I can do ;)
Quote from: Ѕarumaru on 10/31/2017, 01:30 PMQuote from: Psycho Arkhan on 10/31/2017, 01:21 PMQuote from: NecroPhile on 10/31/2017, 01:16 PMNice!
You gonna draw one for PC-FX in a couple years when she turns 25? I vote it involves a PC-FX girly with a strap on giving the business to Rolfee.
nah man, ass to ass, like that scene in Requiem For A Dream.
except ontop of a PC-FX instead of in some crackheads bang-room.
drugs still present, of course.
So Yuki and Rolfee, ass to ass in Ark's room. Got it. I'll see what I can do ;)
with me dressed up as a PC-FX, and that's what they're on top of?
lol
I joked about drawing Rolfee blowing coke off of a PC-FX once or twice, but I can't draw.
Quote from: guest on 10/31/2017, 01:33 PMQuote from: Ѕarumaru on 10/31/2017, 01:30 PMQuote from: guest on 10/31/2017, 01:21 PMQuote from: guest on 10/31/2017, 01:16 PMNice!
You gonna draw one for PC-FX in a couple years when she turns 25? I vote it involves a PC-FX girly with a strap on giving the business to Rolfee.
nah man, ass to ass, like that scene in Requiem For A Dream.
except ontop of a PC-FX instead of in some crackheads bang-room.
drugs still present, of course.
So Yuki and Rolfee, ass to ass in Ark's room. Got it. I'll see what I can do ;)
with me dressed up as a PC-FX, and that's what they're on top of?
lol
I joked about drawing Rolfee blowing coke off of a PC-FX once or twice, but I can't draw.
She's gotta keep her girlish figure somehow!
Quote from: Ѕarumaru on 10/31/2017, 01:37 PMShe's gotta keep her girlish figure somehow!
get her on meth.
cant eat if you have no teeth.
Quote from: Psycho Arkhan on 10/31/2017, 02:41 PMcant eat if you have no teeth.
That's what blenders are for.
I don't even want to know.
So I just wanted to drop a quick update here for y'all. As of right now, Henshin Engine no longer exists. Due to a trademark issue, the name has been changed. I'll let Saru fill everyone in on the changes when the time is right, but let's just say that it was a damn good thing that we did not actually release the game under the name Henshin Engine or we'd have been in a heap of legal trouble. Because of the change, there will be a revised title screen and website and merchandise stuffs and all that jazz... basically, the whole thing has to be re-branded. More details to follow as they become available.
Bootleg games for $$$: radio silence
Make completely new game with homage title: CEASE IMMEDIATELY
I'm really curious what other product/service/thing could possibly be named "Henshin Engine." Here's hoping that an amusing story comes from all of this.
Quote from: seieienbu on 11/18/2017, 04:34 PMI'm really curious what other product/service/thing could possibly be named "Henshin Engine." Here's hoping that an amusing story comes from all of this.
I thought this was just Konami being annoyed that saru used something too close to PC engine since they are the current owners of it
It sounded to me like the problem was the name and not the platform...?
Quote from: seieienbu on 11/18/2017, 04:34 PMI'm really curious what other product/service/thing could possibly be named "Henshin Engine." Here's hoping that an amusing story comes from all of this.
Im suspecting jokes and lulz because Henshin Engine's trademark is registered to Saru... so...
Afaik it's the henshin more than engine, henshin is a generic word someone has rights to, and apparently also has a anime style girl mascot.
henshin.com
Quote from: Gredler on 11/19/2017, 01:50 PMAfaik it's the henshin more than engine, henshin is a generic word someone has rights to, and apparently also has a anime style girl mascot.
henshin.com
Well that website almost has content.
Yeah, that dude was being a dick about it, trying to sucker Saru into paying money to license the name. FFS, Saru Studio just started up and already someone's trying to be a fucker. Saru already lost $600 on the trademark registration that was rejected thanks to this other dude submitting a class 9 registration ON THE SAME FUCKING DAY. This production was expensive enough, so instead of giving this greedy jackass four figures for the license, Saru changed the name. So this dude can pound sand until he finds eggs to suck.
Just call it "Yuki Imagine of the PCE World" and be done with it.
I believe it would actually be extremely difficult for him to win in an actual court . . . I'd like to see him try to sue an anime production company, which his trademark could technically cover, it's quite broad. I doubt he would, but pick on the homebrew guys sure no problem. That being said I assume you guys don't have both time and money for a legal battle. A shitty situation. Well, hopefully I get to buy something soon.
I say you just call it Hen-Chin and call it a parody. hahahaha.
If anyone is interested here is a copy of the general info in the trademark.
https://trademarks.justia.com/875/64/henshin-87564591.html
I'm confused, since the US trademark shows Henshin Engine as a live trademark.
Saru still has time to contest it, that is why it shows up as live. However, this is costly to do and can take years... it's not worth the effort.
That's all pretty stupid.
Henshin and Henshin Engine are two different things.
Does the guy intend to go after anyone who puts the word Henshin at the start of a thing?
Yup. Remember when that one company did that for "Edge"?
Quote from: OldRover on 11/19/2017, 08:01 PMYup. Remember when that one company did that for "Edge"?
Yup. And it worked for a while.
Quote from: crazydean on 11/19/2017, 08:10 PMQuote from: OldRover on 11/19/2017, 08:01 PMYup. Remember when that one company did that for "Edge"?
Yup. And it worked for a while.
yeah right up to the point when he threatened EA and it backfired and he ended up having to give up much of his trademarks and pay all his own legal fees to do so. I guess they are still going strong with this as they still have licenses active, but I'm guessing a number of people just go with the rename it and don't deal with it route.
lol, I wish you guys were more confrontational like me, because I am sure the fireworks would be entertaining.
I'd probably change the games name to "Not Henshin Engine Because HenshinGuy Is a Dick"
just to spite the guy
I used to have a hell of a lot more fight in me but in recent years, I've been more of a "yeah whatevs" kind of dude when it comes to this stuff. :)
Well that sucks. This reminds me of when Candy Crush sued the Banner Saga for having the gall to use the word "Saga" in their name. It sounds to me like this guy has nothing to stand on though. After all, how else does Dove soap and Dove chocolate exist in the same world?
Whoever owned the rights to the game Myst went around suing anyone titling games with anything similar to the word. Sega caved when they threatened legal action over Mystaria: The Realms of Lore for Sega Saturn. After pulling it from shelves they re-released it as Blazing Heroes.
Quote from: seieienbu on 11/19/2017, 09:48 PMWell that sucks. This reminds me of when Candy Crush sued the Banner Saga for having the gall to use the word "Saga" in their name. It sounds to me like this guy has nothing to stand on though. After all, how else does Dove soap and Dove chocolate exist in the same world?
they aren't competing markets.
people don't eat soap.
Just change the name to 'PC Transform' :roll:, unless Hasbro manages to sue you (not that likely, as the word Henshin is a foreign word outside Japan it's more reasonable to have been trademarked in non-Japanese countries, whereas the word "transform" is quite generic to be trademarkable, though it didn't stop M$ from trying to TM words like Office and... well... Word, and, you guys mentioned it already, SAGA).
Quote from: guest on 11/19/2017, 11:43 PMQuote from: seieienbu on 11/19/2017, 09:48 PMWell that sucks. This reminds me of when Candy Crush sued the Banner Saga for having the gall to use the word "Saga" in their name. It sounds to me like this guy has nothing to stand on though. After all, how else does Dove soap and Dove chocolate exist in the same world?
they aren't competing markets.
people don't eat soap.
Hey now, I happen to like the eating soap! Over the years I got to be quite a connoisseur of soap. My personal preference was for Lux, but I found Palmolive had a nice, piquant after-dinner flavor - heady, but with just a touch of mellow smoothness.
This all reminds me of how Hasbro almost lost the name Megatron to some Korean company or something that had some device coming out called the Megatron, though I don't know if said device ever got released.
Quote from: ParanoiaDragon on 11/20/2017, 12:42 AMHey now, I happen to like the eating soap! Over the years I got to be quite a connoisseur of soap. My personal preference was for Lux, but I found Palmolive had a nice, piquant after-dinner flavor - heady, but with just a touch of mellow smoothness.
SOAPPPPPPP.
PPPPOISONINGGGGGG.
*melodrama*
You social media peeps should shit all over this guy with yelp reviews, youtube review videos, etc. Make him regret his predatory shenanigans and ruin the name of "henshin", so any time someone googles the name they see multiple negative comments alongside his site.
HENSHIN.COM GAVE ME CRABS.
Quote from: guest on 11/20/2017, 11:11 AMHENSHIN.COM GAVE ME CRABS.
Well that certainly is trans-formative.
People are such assholes. There's nothing you can do about this except come up with a different pun. You win at law by winning at capitalism first. Without a pile of money you'll never get these assholes to go away, despite them not having a legal or ethical leg to stand on (a single non-proper word is not prior art). It doesn't matter. Bummer.
Yep, it's complete shit. I've no doubt you'd prevail if you took him to court, but the reality of going to court is that only the lawyers win.
That shitty Henshin website has a mailing address. I like sending good old fashioned hate mail. I only need to send two words to relay my feelings.
On the upside since Arks talking about dove, I have sweet dove chocolate banners for ads now on the site.
yummmmmmmmmmmmmmmmmmm
Being the genius that he is, Saru not only found a way around the trademark issue, but also came up with a name and concept that was actually superior to what it was before. :D
Quote from: OldRover on 11/21/2017, 12:28 AMBeing the genius that he is, Saru not only found a way around the trademark issue, but also came up with a name and concept that was actually superior to what it was before. :D
Well tell him to get his butt here and tell us about it.
Quote from: Desh on 11/20/2017, 09:12 PMThat shitty Henshin website has a mailing address. I like sending good old fashioned hate mail. I only need to send two words to relay my feelings.
poopsenders.com
Quote from: NecroPhile on 11/21/2017, 09:19 AMQuote from: Desh on 11/20/2017, 09:12 PMThat shitty Henshin website has a mailing address. I like sending good old fashioned hate mail. I only need to send two words to relay my feelings.
poopsenders.com
the sister site to shipadick.com
Quote from: turboswimbz on 11/21/2017, 08:18 AMQuote from: The Old Rover on 11/21/2017, 12:28 AMBeing the genius that he is, Saru not only found a way around the trademark issue, but also came up with a name and concept that was actually superior to what it was before. :D
Well tell him to get his butt here and tell us about it.
If you have reason to believe that anyone might try to make a claim on a property you're developing, it's best to keep it under wraps until you're confident it's secure.
Quote from: guest on 11/21/2017, 01:47 PMQuote from: turboswimbz on 11/21/2017, 08:18 AMQuote from: OldRover on 11/21/2017, 12:28 AMBeing the genius that he is, Saru not only found a way around the trademark issue, but also came up with a name and concept that was actually superior to what it was before. :D
Well tell him to get his butt here and tell us about it.
If you have reason to believe that anyone might try to make a claim on a property you're developing, it's best to keep it under wraps until you're confident it's secure.
Good Point. However that wasn't meant to be taken seriously / literally. :).
I don't know what the plan is, but I don't think that the rebranding should be unveiled until the day it ships.
Quote from: CrackTiger on 11/21/2017, 04:15 PMI don't know what the plan is, but I don't think that the rebranding should be unveiled until the day it ships.
Or at least until the trademark clears, lol
Glad I'm not working on anything that could get potentially C&D'ed
(https://i.imgur.com/Z1PYiLs.jpg)
Quote from: Desh on 11/20/2017, 09:12 PMThat shitty Henshin website has a mailing address. I like sending good old fashioned hate mail. I only need to send two words to relay my feelings.
Use the site Nulltard found, where you can anonymously send fresh animal shit to someone.
Edit: After further reading, I see NecroPhile was on top of it.
Quote from: guest on 11/22/2017, 12:20 PMQuote from: Desh on 11/20/2017, 09:12 PMThat shitty Henshin website has a mailing address. I like sending good old fashioned hate mail. I only need to send two words to relay my feelings.
Use the site Nulltard found, where you can anonymously send fresh animal shit to someone.
Edit: After further reading, I see NecroPhile was on top of it.
Nah man use Shipadick.com
lol
Let me just say, for the record, that I cannot publicly condone nor condemn anything from these two sites sent their way. :D
Couldn't you just put in a dash Henshin-Engine and call it a day?
Quote from: Gredler on 11/21/2017, 05:08 PMGlad I'm not working on anything that could get potentially C&D'ed
(https://i.imgur.com/Z1PYiLs.jpg)
Well maybe that catapult from Blazing Dragons... 17:52 into the video
http://youtu.be/bg2yre3lCtU&t=1072s
Quote from: Psycho Arkhan on 11/22/2017, 01:30 PMQuote from: guest on 11/22/2017, 12:20 PMQuote from: Desh on 11/20/2017, 09:12 PMThat shitty Henshin website has a mailing address. I like sending good old fashioned hate mail. I only need to send two words to relay my feelings.
Use the site Nulltard found, where you can anonymously send fresh animal shit to someone.
Edit: After further reading, I see NecroPhile was on top of it.
Nah man use Shipadick.com
lol
The douche would probably be thrilled to get a large cardboard dick in the mail. [emoji23]
So to clear things up, yes, there was a problem with the name in regards to our trademark application and it getting rejected mostly in part because Henshin Inc exists. However, thanks to a passive-aggressive email I got from the owner of Henshin Inc, it allowed me to put a plan in place early on. I will be making an announcement in the next few days regarding all of it as well as the release of the game. So stay tuned!
Quote from: Ѕarumaru on 11/23/2017, 11:49 PMSo to clear things up, yes, there was a problem with the name in regards to our trademark application and it getting rejected mostly in part because Henshin Inc exists. However, thanks to a passive-aggressive email I got from the owner of Henshin Inc, it allowed me to put a plan in place early on. I will be making an announcement in the next few days regarding all of it as well as the release of the game. So stay tuned!
(https://1.bp.blogspot.com/-h8yg71Rjx60/UX0hKd-UY9I/AAAAAAAAA50/7FiFyZAwl1Y/s1600/Gif3.gif)
Quote from: BigusSchmuck on 11/23/2017, 07:05 PMCouldn't you just put in a dash Henshin-Engine and call it a day?
No, because the issue is with "Henshin", and a dash would be after the word, so it would make no legal difference. Yeah... it's
that specific.
Can't you just print it in Japanese everywhere and then misspell the romanization? That's my lazy workaround.
へんしん
Hhensheen.
Quote from: SignOfZeta on 11/24/2017, 01:32 PMCan't you just print it in Japanese everywhere and then misspell the romanization? That's my lazy workaround.
へんしん
Hhensheen.
Hashish Engine
I am glad the game will still get a release as with the webpage gone i was getting worried i had wasted my money, would be a shame as the game was looking really promising and i was liking the changes you made pretty much everything i mentioned in my youtube video.
you could call it
hengine or shingine
i need this game to come out....NAAAAOOOO!!!!!
It's going to manufacturing next week... finally.
Yay!
Quote from: The Old Rover on 12/07/2017, 09:39 PMIt's going to manufacturing next week... finally.
Awesome. [emoji4]
Also, I can't believe all the garbage surrounding henshin.inc.douche... that was the last thing I expected to see in this thread. [emoji20]
Saru's waiting on paperwork for all the legal mumbo jumbo right now. So much red tape, it's nuts. At least things are going smoothly on the legal front now. Oh... and if you have anything with the Henshin Engine brand name on it... hold onto that shit coz you never know, it might be worth a small fortune later on. :D
Wow, sorry to hear guys! Here I thought when I clicked in this thread I'd see routine update reports... Son of a biotch, what were the odds a bastard had trademarked something similar already and was scanning the net with Google to protect it ?? Pfffffft... Really hard to believe...
Quote from: Gredler on 11/21/2017, 05:08 PMGlad I'm not working on anything that could get potentially C&D'ed
(https://i.imgur.com/Z1PYiLs.jpg)
Ha!
The game itself has reached the point where we can call it completed. I'm doing a ton of tests to iron out any potential issues it may still have though, which requires numerous playthroughs (which is what killed MSR for me, heh). I can honestly say that it will be worth the wait. We have spent seemingly countless hours tweaking and redesigning things to make the game fun but also a good challenge without losing sight of the main focuses of being balanced and, above all else, fair. Not everyone's gonna like the game and there's sure to be people complaining that it took to long to complete but ya know what? You're gonna get that no matter what ya do, so yeah. It's not for everyone but we like it, and if we like it, others will like it too. We did our best to make a game that is enjoyable and that's what matters the most. :)
Quote from: OldRover on 12/13/2017, 01:10 AMThe game itself has reached the point where we can call it completed. I'm doing a ton of tests to iron out any potential issues it may still have though, which requires numerous playthroughs (which is what killed MSR for me, heh). I can honestly say that it will be worth the wait. We have spent seemingly countless hours tweaking and redesigning things to make the game fun but also a good challenge without losing sight of the main focuses of being balanced and, above all else, fair. Not everyone's gonna like the game and there's sure to be people complaining that it took to long to complete but ya know what? You're gonna get that no matter what ya do, so yeah. It's not for everyone but we like it, and if we like it, others will like it too. We did our best to make a game that is enjoyable and that's what matters the most. :)
Thank you. I look forward to playing it and seeing all that you (and team) put into it. love it or hate it, just knowing the level of detail you all did is worth it enough to put it up on the old shelf and in the duo. Homebrew = Lovebrew.
Quote from: OldRover on 12/13/2017, 01:10 AMThe game itself has reached the point where we can call it completed. I'm doing a ton of tests to iron out any potential issues it may still have though, which requires numerous playthroughs (which is what killed MSR for me, heh). I can honestly say that it will be worth the wait. We have spent seemingly countless hours tweaking and redesigning things to make the game fun but also a good challenge without losing sight of the main focuses of being balanced and, above all else, fair. Not everyone's gonna like the game and there's sure to be people complaining that it took to long to complete but ya know what? You're gonna get that no matter what ya do, so yeah. It's not for everyone but we like it, and if we like it, others will like it too. We did our best to make a game that is enjoyable and that's what matters the most. :)
Thanks and I am looking forward to the game. I played the demo a few weeks ago and the music and just the tone of the game brought me back to 1993. You can never please everyone but any new homebrew is always appreciated.
Since I'm a jerk who didn't pre-order, how do I go about getting the game?
Well, first you wait for it to go to manufacturing, which will be happening as soon as the paperwork clears. :D Then, it'll be available for ordering on the new website, which won't be live until said paperwork clears.
EDIT: Got a late-breaking update... the paperwork hasn't cleared yet because the clerk is a colorblind idiot. WE PRESS ONNNNNN.
I recently tried out a beta version of the game formerly known as Henshin Engine in Magic Engine and took screenshots from most of the stages.
The color counts were all 90'ish to 100'ish. The only shot that was only around 50 colors is from the tree top section of the Badonk stage (which does have the gradient and clouds again), but I believe that particular shot only had one or no enemies in it.
Can't wait to see the finished product. Great job BT, everything shown so far is looking awesome!
Quote from: The Old Rover on 12/13/2017, 09:34 PMWell, first you wait for it to go to manufacturing, which will be happening as soon as the paperwork clears. :D Then, it'll be available for ordering on the new website, which won't be live until said paperwork clears.
EDIT: Got a late-breaking update... the paperwork hasn't cleared yet because the clerk is a colorblind idiot. WE PRESS ONNNNNN.
Quote from: guest on 12/15/2017, 11:45 AMI recently tried out a beta version of the game formerly known as Henshin Engine in Magic Engine and took screenshots from most of the stages.
The color counts were all 90'ish to 100'ish. The only shot that was only around 50 colors is from the tree top section of the Badonk stage (which does have the gradient and clouds again), but I believe that particular shot only had one or no enemies in it.
Friggin' awesome!
Slowly, but surely, we march for Great Justice.
Here is a 101 color screenshot that I don't think is too spoilery.
It gives an idea of how intense some of the later sections of the game can get.
(https://web.archive.org/web/20190510064445im_/http://superpcenginegrafx.net/misc/101pce.png)
Beautiful, looking forward to it!
Is this going to be making an appearance at Magfest in a couple weeks?
MjC
The trademark is live, so it's time for the big reveal! :D And yeah, I'm probably more excited for it than... well, everyone else... but hey, whatevs. :lol:
Both the comic and the game are now known as FX-Unit Yuki. That is the trademarked name. This game in particular will be subtitled "The Henshin Engine", which is a recursive acronym, heh. All of the games will use this format: "FX-Unit Yuki: [subtitle]". So, for this one, it's "FX-Unit Yuki: The Henshin Engine".
eponasoft.com/yuki-1016.png
Quote from: OldRover on 12/25/2017, 07:15 PMThe trademark is live, so it's time for the big reveal! :D And yeah, I'm probably more excited for it than... well, everyone else... but hey, whatevs. :lol:
Both the comic and the game are now known as FX-Unit Yuki. That is the trademarked name. This game in particular will be subtitled "The Henshin Engine", which is a recursive acronym, heh. All of the games will use this format: "FX-Unit Yuki: [subtitle]". So, for this one, it's "FX-Unit Yuki: The Henshin Engine".
eponasoft.com/yuki-1016.png
Awesome. :)
Great news. FX-UNIT . . . hahaha to the pron title thread in FS!
Quote from: OldRover on 12/25/2017, 07:15 PMSo, for this one, it's "FX-Unit Yuki: The Henshin Engine".
Thanks Rover I have changed the title of the thread to reflect the new title name. Good luck to you guys and look forward to the "Oni-Bro" follow-up game ;)
Is there a new web url or any changes to contact info for the original post that I should change?
Fluffers McFluff is still working on the new website but it's right here:
http://www.fxunityuki.com/
Sweet, very happy that's all taken care of!
FX-Unit Yuki is a good name too. Me likey. :mrgreen:
But does that mean her outfit is based on a PC-FX instead of a PCE?
Any time-frame on when you guys expect shipping, live ordering to be up? Looks like the Home Stretch!
Quote from: guest on 12/26/2017, 09:16 AMFX-Unit Yuki is a good name too. Me likey. :mrgreen:
But does that mean her outfit is based on a PC-FX instead of a PCE?
That part hasn't changed. In the comic, she has always been known as FX-Unit Yuki once she's merged with the FX Engine which is simply meant to parody the names of both the PCE and PC-FX but essentially she is a PC Engine. All I did was take her title in the story and make it the title for everything, which we like better because when I created the title "Henshin Engine", I had no plans to expand on the story like I have now. Since the story is a bit convoluted, it means Yuki will have more than likely have a sequel to be able to explain it all. However, FX-Unit Yuki 2 will likely not materialize until 2019. As far as this game goes, it gets sent to manufacturing after new years cray-crays.
Awesome Saru!
Here's to 2018 and some sweet Homebrew.
Quote from: Ѕarumaru on 12/26/2017, 11:45 AMThat part hasn't changed. In the comic, she has always been known as FX-Unit Yuki once she's merged with the FX Engine which is simply meant to parody the names of both the PCE and PC-FX but essentially she is a PC Engine. All I did was take her title in the story and make it the title for everything, which we like better because when I created the title "Henshin Engine", I had no plans to expand on the story like I have now. Since the story is a bit convoluted, it means Yuki will have more than likely have a sequel to be able to explain it all. However, FX-Unit Yuki 2 will likely not materialize until 2019. As far as this game goes, it gets sent to manufacturing after new years cray-crays.
So what you're saying is that I'm a retard and didn't pay close enough attention to the comics?
That sounds about right. :mrgreen:
Quote from: guest on 12/26/2017, 12:38 PMQuote from: Ѕarumaru on 12/26/2017, 11:45 AMThat part hasn't changed. In the comic, she has always been known as FX-Unit Yuki once she's merged with the FX Engine which is simply meant to parody the names of both the PCE and PC-FX but essentially she is a PC Engine. All I did was take her title in the story and make it the title for everything, which we like better because when I created the title "Henshin Engine", I had no plans to expand on the story like I have now. Since the story is a bit convoluted, it means Yuki will have more than likely have a sequel to be able to explain it all. However, FX-Unit Yuki 2 will likely not materialize until 2019. As far as this game goes, it gets sent to manufacturing after new years cray-crays.
So what you're saying is that I'm a retard and didn't pay close enough attention to the comics?
That sounds about right. :mrgreen:
The new game title was also present in the intro when Yuki transforms into tits-engine.
Here's the latest Kickstarter update video :D
http://youtu.be/qlfQVJWR4A8
I think the most important point you made in that update (#3) is that, ultimately, the delays/hassles facing PCE Henshin Engine "now" have very likely saved you from major heartbreak/dilemmas in the near future.
I really think this all worked out for the best, especially when I think about how complicated and ugly it could have gotten once physical copies were released and/or the other teams(s) had already ported the game...
I SEE ONLY GOOD THINGS.
[emoji4]
hahah I love the first stage before and after comparison
I might be in the minority, but i like the new name a little better than the old one. I also like that it will be an umbrella title for future releases. More quality homebrew to look forward to.
I think the new name is better as wellllllllllll
All of the YouTube posts seem to be positive and everyone seemed to take a liking to the new name which makes me happy. There were a couple sour grapes in the Kickstarter comments though, one guy got on my nerves bad so I offered him a refund. Didn't hear a peep from him since.
As far as the new name goes, if Yuki gets popular enough then those old demo discs might wind up on the eBays :lol:
I hav a pre-mgc .iso I am willing to sell for $500. I swear I won't make any copies of the iso and sell it again......
I have mgc cdrom and cdrom packet with mgc markings.
I also have henshin blank cdrom inserts front and back and two different buttons. All for a measly price of $750. Because of the rarity of course.
Jk ;D
However it makes for fine shelf candy when I want to play or show off something at a very early stage of development or in the making of.....
However... If Saru doesn't mind. I'll host up some of those .iso files I have as the game is so near it's release. Not sure if it matters or not if I throw them up on the net for peeps to see if they missed out on some of the early betas/alphas. For free of course.
I guess I should also mention ... Only if I can even find the iso on my server. :)
What kind of maroon gets mad about the name change? You backed the game, doofus, not the name.
Quote from: Ѕarumaru on 01/04/2018, 08:52 PMAll of the YouTube posts seem to be positive and everyone seemed to take a liking to the new name which makes me happy. There were a couple sour grapes in the Kickstarter comments though, one guy got on my nerves bad so I offered him a refund. Didn't hear a peep from him since.
As far as the new name goes, if Yuki gets popular enough then those old demo discs might wind up on the eBays :lol:
Yeah this is the problem with kickstarters. but ehh only a few people upset is good. and everyone will get their games and be happy. For a first project and seeing it through all these problems I give you a ton of credit. Thanks for the project Saru.
let's hope we see a bunch more homebrew and games for the community going forward.
Quote from: turboswimbz on 01/05/2018, 10:52 AMQuote from: Ѕarumaru on 01/04/2018, 08:52 PMAll of the YouTube posts seem to be positive and everyone seemed to take a liking to the new name which makes me happy. There were a couple sour grapes in the Kickstarter comments though, one guy got on my nerves bad so I offered him a refund. Didn't hear a peep from him since.
As far as the new name goes, if Yuki gets popular enough then those old demo discs might wind up on the eBays :lol:
Yeah this is the problem with kickstarters. but ehh only a few people upset is good. and everyone will get their games and be happy. For a first project and seeing it through all these problems I give you a ton of credit. Thanks for the project Saru.
let's hope we see a bunch more homebrew and games for the community going forward.
Thanks Swimby! There are many more games I would like to make but no programmers (at least on the PCE side) available to help turn my ideas and arts into games. Because of this, I am considering moving some projects over to the Mega Drive/Genesis where there are more willing programmers. Rover will be busy working on the PC port of Yuki as well as Lucretia after the PCE port of Yuki is out. And quite frankly, I really want to utilize him for FX-Unit Yuki 2 and don't want him to burn out before then because his brain is overloaded with Yuki as it is. So if anyone knows any programmers who are willing to do some contract work for some fun projects, send em my way :)
Also, looks like Yuki made a small appearance towards the end of Metal Jesus Rocks new vid towards then end. I'll link the timestamp;
http://youtu.be/_85mi8i7fs0?t=43m41s
EDIT: Y'all can help raise more Yuki awareness on the youtubes by commenting on this video about Yuki! Or on any Yuki videos on the webs. Everything helps and I think more PCE awareness isn't a bad thing.
Yuki at 43:30
http://youtu.be/_85mi8i7fs0?t=2613
I'll def send anyone I can your way. I'd help out if I was any good at coding.
Good on the word getting spread; I hope the game sells well!
I saw Yuki as 43:30
Quote from: turboswimbz on 01/05/2018, 05:50 PMYuki at 43:30
http://youtu.be/_85mi8i7fs0?t=2613
Cool, a proud, new owner of a Duo-R and a Henshin Engine supporter! Brings a tear to my eye. :)
#BePCELove
I wrote this on Facebook at the start of the year but figured I'd fill in whoever doesn't read that trash site...
This is going to be my last game for awhile. I am completely burned out. I am trying my hardest to stay focused enough to finish this off but it's not been easy in the slightest. Once it's finally done with, Saru will supply the final sprites for Lucretia and we'll get that out too (the game is done, I can literally just drop in the sprites and rebuild the finished product in one command line entry), but after that, I'm done for awhile. I am taking the rest of 2018 off to focus on my own company which has exactly zero to do with game coding. I was considering retiring completely, but I'll be back to coding one more time in 2019 when we develop FX-Unit Yuki 2.
Rove,
I look forward to these two games.
enjoy your much needed R&R.
Turbolove too ya
Quote from: OldRover on 01/16/2018, 11:31 AMI wrote this on Facebook at the start of the year but figured I'd fill in whoever doesn't read that trash site...
This is going to be my last game for awhile. I am completely burned out. I am trying my hardest to stay focused enough to finish this off but it's not been easy in the slightest. Once it's finally done with, Saru will supply the final sprites for Lucretia and we'll get that out too (the game is done, I can literally just drop in the sprites and rebuild the finished product in one command line entry), but after that, I'm done for awhile. I am taking the rest of 2018 off to focus on my own company which has exactly zero to do with game coding. I was considering retiring completely, but I'll be back to coding one more time in 2019 when we develop FX-Unit Yuki 2.
Thank you for everything, comrade.
:)
Having a problem finishing up the code. Can't get a fucking slope algorithm working adequately and it's pissing me right the fuck off. It's almost working but it's glitchy as fuck and it's driving me insane. I am positive that the math is correct but it still won't work no matter what I do.
QuoteCan't get a fucking slope algorithm working adequately and it's pissing me right the fuck off. It's almost working but it's glitchy as fuck...
First rule of debugging: describe the problem as exactly as possible.
What is glitchy?
Is it returning bad values?
In what cases?
What inputs make it fail?
Does it work by itself?
Is it overflowing?
etc...
No clue. All I know is that my math is right and this is confirmed on a logic calculator. I calculate the character's slope collision position (X+16, Y+32) within the tile by using their absolute position in the world and using bitwise AND against 0xF, which gives me the position within a 16x16 tile. That allows me to normalize their position within the tile, which is done when the character lands on the slope (otherwise, they'd just fall through it). Then, when the character is within the bounds of a slope tile, the code raises or lowers them based on the direction of the slope and the direction of the move. Except... it doesn't actually work properly all the time. It works great if there is no actual correction required (like walking along the ground and entering a slope... this works perfectly) but when correction is required, it doesn't correct the position properly and the character often gets stuck at peaks, bounces down the slope, etc. It's very frustrating.
Tilemap arrangement for a slope in 4-1
O S /
/
S/
/ O
^^ ok that representation sucks but meh.
To calc the collision position within the tile:
tileX = yukiX + vmapx + 16;
tileY = yukiY + vmapy + 32;
^^^ this works every time
Bounces down the slope Darkwing Duck style? Damn.
Good luck!
Not fucking around with it any more. Fuck it. It's close enough. I have spent countless hours on this problem alone and this game is never gonna be finished if I keep fucking with it, so fuck it. Finishing off the last of the data entry for the fifth stage tonight and that will be the end of it.
It's not a big deal in the latest version I've played. When it does happen, it doesn't affect gameplay in a significant way. It just makes you think "heh" for a second as you continue through the stage at the same pace.
Wasn't this supposed to be done like 5 months ago? Run Saru out of town! :P
Buddyface's second to last post:
Quote from: Tw3ek on 12/15/2017, 10:39 AMAlways nice when someone feels so entitled to information that they act like this. Good luck getting any real answers now, but you do have only yourself to blame.
Quote from: Tw3ek on 02/05/2018, 02:20 PMWasn't this supposed to be done like 5 months ago? Run Saru out of town! :P
I'm sorry everyone. Unfortunately, I can't program otherwise I'd help. I was under the impression that there wasn't much left to do but since I don't program, Rover would be the best person to say for sure.
Pffft, five months is nothing. It might be late, but there's been lots of updates, obvious progress, and it looks sweet.
Contrast that with the Saber Rider fucktard where updates are few and far between, the main game is more than a year late and presumably nowhere near complete, and the PCE port hasn't been started at all.
Quote from: NecroPhile on 02/05/2018, 04:00 PMPffft, five months is nothing.
Agreed,majority of people who don't program haven't have a good grasp/concept on this.On the other hand no date of 100% completion should ever be given as things can change.All programmers,artist,musicians have lives outside of personal projects,we sometimes forget this.
Quote from: Ѕarumaru on 02/05/2018, 02:34 PMI'm sorry everyone. Unfortunately, I can't program otherwise I'd help.
I'm sure your aware of this already but the programmer(s) have the largest most difficult task out of everyone on the project.The task of putting a novel together with massive writings from others and then spell checking each word....in none programmers terms.
Quote from: NecroPhile on 02/05/2018, 04:00 PMPffft, five months is nothing. It might be late, but there's been lots of updates, obvious progress, and it looks sweet.
Contrast that with the Saber Rider fucktard where updates are few and far between, the main game is more than a year late and presumably nowhere near complete, and the PCE port hasn't been started at all.
Twek is more or less giving me shit but I do get asked about when it will be out almost every day. :\
Is it out yet?
I HAVE BEEN WAITING FIVE VERY, very, very long and painful months for an update on Tats.
Does he still love in Jipang? Or is he back in Swisslerland?
No rush. If it comes out the same day as the new Rick and Morty that would be cool indeed.
There really isn't much left to do; it's mostly just finding the time and adequate health to do it. I put in as much time as I can each day to finishing off the little bits and pieces that still need to be filled in. People need to leave Saru alone about it; this is on my shoulders now, so they can yell at me about it.
Quote from: CrackTiger on 02/05/2018, 02:33 PMBuddyface's second to last post:
Quote from: Tw3ek on 12/15/2017, 10:39 AMAlways nice when someone feels so entitled to information that they act like this. Good luck getting any real answers now, but you do have only yourself to blame.
I figured the "run Saru out of town! :P " at the end would be enough to cover that I was just messing around with Saru, but I guess not.
For those not in teh chatz Twek basically tries to run Saru out of town every day, while I insist on keeping him as a sex doll. That's just the way it works.
QuoteQuoteIs it out yet?
:D
NO BUT NEW DEMOS ARE. You can get them at www.fxunityuki.com ;)
*snickers*
Don't click that link. It's a redirect to meatspin.
I don't want a nude memo, I want a vacation to go Rover's way - good luck closing out man!
You're doing something amazing and your health comes first dude! It's done when it's done! :)
There was one douchebag that was ragging on Saru for having kidney stones. It's like wtf man, do you have any idea how debilitating this is? Obviously fucking not. It's that kind of shit that pisses me off most of all. I'm sick as fuck right now and don't care if people give me grief about it, but leave Saru alone, ffs. Dude's been through more shit in the past two years than any of these whiners have been through in their entire fucking entitled, princess lives.
rant over
EDIT: And just to clarify, before anyone gets all upset... I am not referring to the backers here, I'm referring to the bitches who didn't even support the effort and are whining because they want to stay relevant in their circles of hate. Anyone who backed the game has the right to know what's up. It's the people who didn't back it and just stir shit that I'm referring to.
whats with all these game-dev people having kidney/pee problems lately?
Is there something in the water?
am I going to be peeing blood next.
Apparently Saru's whole family has a genetic disposition for it. His sis was just in the hospital too.
Quote from: NecroPhile on 02/05/2018, 04:00 PMContrast that with the Saber Rider fucktard where updates are few and far between, the main game is more than a year late and presumably nowhere near complete, and the PCE port hasn't been started at all.
Cuz riders gonna rrrrrrrrriiiide... Saber Riders gonna rrrrrrrriiidddeee...off with all yo money! :lol:
http://youtu.be/SSaZRVN6m38
Quote from: NightWolve on 02/08/2018, 01:27 AMCuz riders gonna rrrrrrrrriiiide... Saber Riders gonna rrrrrrrriiidddeee...off with all yo money! :lol:
Heh, good one. :mrgreen:
I saw some comments from the dude on Twitter saying he didn't want to post any updates to his Kickstarter page because there's too much negativity. People are negative because of the lack of updates, but I'm sure MORE lack of updates will fix it, right?
Quote from: NecroPhile on 02/08/2018, 09:29 AMI saw some comments from the dude on Twitter saying he didn't want to post any updates to his Kickstarter page because there's too much negativity. People are negative because of the lack of updates, but I'm sure MORE lack of updates will fix it, right?
Honestly, there is some merit to not wanting to post KS updates since for some reason, KS is the biggest breeding ground for shitposting/idiocy. It's just chock full of "I paid so I can be a cunt" people, regardless of the project, and you'll see those same people being less aggressive on FB, or forums. It's fucking weird.
If Rover posted about his PCE delays caused by illness there, I'm sure there's be flailing on the Henshin one.
Not sure what exactly's going on with SR for PCE though. They got Joshprod to publish every version (which goes against what I agreed on when I said we'd do the game), changed aritists, revamped the art, and have been showing off some nice looking stuff.... just not for PCE since ... yep.
Might want to just bump that thread to make fun of it instead of side-shit-talking in this one where any discussion's going to clog up this thread, lol.
Quote from: Gredler on 02/08/2018, 01:44 AMhttp://youtu.be/SSaZRVN6m38
First we pray, THEN we rrrrrrriiiiiddddde... I like it! I think ole comrade Ninja with his glossy Turbo Duo would appreciate that too. ;)
OK so we weren't kidding when we said we had just a little left to finish up. We're in the final testing phase now, squashing the little bugs that remain. For actual dev work, all that's left is one short scene and one enemy type, neither of which will take much more time to add in and test. There were a couple of oversights along the way that needed filling in, nothing too major. It's mainly just been a matter of ironing out any anomalies along the way.
Quote from: OldRover on 02/14/2018, 09:28 PMOK so we weren't kidding when we said we had just a little left to finish up.
Our Valentines Day gift! Thanks you.
Yeah, we are just a few dev hours away from passing the code over to the port teams.
Sweet! I can't wait for that PC-FX port. :mrgreen:
I may do a port to the PC-FX myself if the SCSI code in the toolchain gets updated. :D
(https://web.archive.org/web/20190510040152im_/https://static.onecms.io/wp-content/uploads/sites/35/2015/04/04005614/retro-running-finish-line-gif.gif)
Congrats to you and the crew!
Yep, we are literally almost there. I am over halfway done with the final in-house test; quite a few little quirks were corrected along the way and some AI was tweaked for balance. Finishing off stage 5 now; only two stages remain to be put through their paces before we can call this game done. The source will be shipped off tomorrow to the various porters. We will probably do a final gamer test to see if any other issues still exist, and then ship this off to the pressing house at long last.
It is done. The 23 month production of FX Unit Yuki has come to an end. We'll be running some final tests to ensure that everything is up to speed. The RC was sent off to Saru a few minutes ago so he can have his local people give it a full playtest.
Quote from: OldRover on 02/19/2018, 04:29 AMIt is done. The 23 month production of FX Unit Yuki has come to an end. We'll be running some final tests to ensure that everything is up to speed. The RC was sent off to Saru a few minutes ago so he can have his local people give it a full playtest.
Congrats! Now take a break for a little bit!
Mission accomplished, can't wait to see it!
Congratulations on the job well done, and for having the perseverance to see it through! Bravo!
As soon as testing is done, a break comes. :D A few issues were noted so far, so I've made some bugfixes and such. There was a collision glitch, an animation glitch, and a lockup glitch, plus a few uninitialized variables. Nothing major, really. I did forget to implement one teensy little feature, so I'm adding that in now. We also managed to fix an older sprite glitch that has plagued the game for awhile, which was a result of me being retarded in my methodology for more advanced stages.
RC2 testing is underway. So far, no issues. This may be it.
You ever make slope movement smoother?
Sorta gave up on it. It worked "well enough" and I didn't wanna drag this out any longer. Besides, we can always just chalk it up to "Geni's meddling". :lol:
The lockup glitch still exists. It's not really locking up the console per se, what it's doing is pausing the game when the stage starts and then double-pressing Run if you press it, so it advances one frame and that's it. It's unclear to me why this is happening but it only happens in one stage.
We solved the lockup glitch. Two glitches remain that may require at least a partial rewrite of the relevant functions. It shouldn't take too long. This exhaustive testing is required before we can put the game out... it should be as bug-free as possible before it goes to manufacturing. We're not EA after all. :lol:
You can do it Nod, you're sooooo close, Rover don't fail us now! :D
The guys are going to test the final build a bit more over the weekend, but it looks like we got all of the major issues taken care of. RC3 required one revision but that's it. RC2 required five revisions in total. If this build is clean, then all it takes is one line of code to be uncommented to make the build release-ready.
There were no reports of any issues in the latest build. So that's that... it's done. It'll be off to press shortly.
In the meanwhile, I've already starting planning a new game engine for any future platformers that might come along. This one worked well, but was limited in terms of environmental shaping... that really showed when it came time to do slopes. This new game engine design is based on subtile collision micromapping, as opposed to the Yuki engine which is based on whole tile collision, so true pixel-perfect collision can be done, and things like slopes are a freakin' breeze. It's a bit more math-intensive, but the PCE isn't a mathematics lightweight so I don't really see it being much of an issue.
Awesome! Super excited to finally play this beast. Great job as always and so happy to have awesome people making awesome games for our beloved forgotten relics :)
Quote from: OldRover on 02/25/2018, 10:37 AMIn the meanwhile, I've already starting planning a new game engine for any future platformers that might come along.
My question is, would it be usable for Jungle Bros.? :)
In theory, yes. But I don't see that being resurrected anytime soon, as I gave the project to another coder.
Yeah, Tom IIRC, though he's been MIA, I hope he's ok. Maybe just busy with RL stuffs like alot of us!
The digital album is now available for purchase on Bandcamp.
https://garbledwaves.bandcamp.com/releases
The send-off was held back for a few more days for some further testing after a couple of code changes. Good thing too, because we found an obscure, game-breaking bug late in the game, and a minor gameplay mechanics issue as well. It's all been patched up now.
GMC INC!
Well done!! try to forgive yourself in advance for the inevitable bugs that are found. that's my experience at least :P
=D> =D> =D> =D> =D> =D>
So the last battery of tests came back clean. I fixed a couple more minor bugs and did a little more tweaking. The order is being placed tonight and the master will be sent tomorrow.
Quote from: OldRover on 03/04/2018, 10:33 AMSo the last battery of tests came back clean. I fixed a couple more minor bugs and did a little more tweaking. The order is being placed tonight and the master will be sent tomorrow.
I will admit, this news gets me fully erect.
Being bored at work I decide to poke around some of the sub forums I haven't looked in before.
I ordered this a while back and stupidly never thought to see if anyone here was associated with it. To stumble in here and find it is like, ready...if I'm not erect I'm at least semi.
The master has been mailed, so now we sit on our thumbs and wait for the snail to do its thing.
Quote from: OldRover on 03/05/2018, 07:18 PMThe master has been mailed, so now we sit on our thumbs and wait for the snail to do its thing.
=D>
Congrats and thanks for all your efforts! Must feel great after all the trials and tribulations.
Looking forward to spin this in the ole Duo.
Woot!
OK so it looks like there's also going to be a Japanese language version of the game that will be sold in a select few gaming stores in Japan. The script is about half translated right now. Anyone know of any software that can convert Japanese text to Shift-JIS code sequences? I can write one myself but it will take some time... would be nice if there was something that already exists. The reason I would need this is because this build will utilize the technique that Monolith used to display Japanese text, which is to read it from the system card's character bank.
Quote from: OldRover on 03/09/2018, 08:03 PMAnyone know of any software that can convert Japanese text to Shift-JIS code sequences? I can write one myself but it will take some time... would be nice if there was something that already exists.
Ah darn, my translation software isn't portable given what it was built on, otherwise I could give you something to jump right in.
But, I might as well offer up my S-JIS-to-Unicode table that limits the S-JIS to the PC Engine System Card range. It was a slow way for me to convert back'n'forth (the faster way was using related Windows language API functions).
https://www.ysutopia.net/projects/xakiii/download/CharCodes.zip
A key point is the PCE System Card only supports S-JIS up to 0x9872, which covers Kanji Set I, so no Kanji Set II characters above that may be used. That is reflected in the file I'm giving you. You can open it in most editors, and take a look top to bottom.
So when I had Japanese Unicode characters, I could programmatically search in it (after one time loading in memory and arranging it in array form), find the S-JIS code in hex, and replace, OR vice versa, etc. Simple enough.
Building it was part of my early research project in Japanese text storage methods when I began PC Engine/Falcom fan translation projects. I left behind stuff like this:
https://www.ysutopia.net/projects/s-jis/
That came in quite handy, thanks! :) I was able to write up a script compiler for this project using this chart. I had some trouble initially with the file but I got it ironed out... I just had to change it to a different encoding type. Basically, I used your CharCodes.txt as a character integrity dataset. The source scripts can be done in UTF-8, and then I convert them to Shift-JIS with iconv, which I then feed to my script compiler. It marks anything above 0xDF as an error, and filters anything lower to make sure it's a valid character, as there are quite a few gaps in the valid list. Anything below 0x20 is ignored, though I make an exception and use 0xA as a normal line break (so it'll work in Linux if I choose to do a Linux port of the script compiler). If a 0x7C is encountered, it treats the next byte as a control code (for doing things like changing display faces or making the text pause and wait for a button press). Anything above 0x7E and below 0xA1 tells it to then read the second byte and check the two bytes together against the chart. If it checks out, it inserts the character into the output file and moves on to the next character. It also keeps track of all entry points in the script and thus also spits out a header file I can just #include into the program source to know where in the compiled script to start reading for a particular dialogue scene.
So stoked on the game!!! Cant Wait! Gonna feel like a kid on Christmas day when i get my treasure box!!!
I am delighted to catch-up on the smooth progress of the Yuki Unit.
Thank you, comrades.
:)
Looks like we have an official release date for the game... at least let's hope it comes through in time. :D April 12th, the day before MGC'18 begins. Fingers crossed. :D
Quote from: OldRover on 03/15/2018, 03:26 PMLooks like we have an official release date for the game... at least let's hope it comes through in time. [emoji2] April 12th, the day before MGC'18 begins. Fingers crossed. [emoji2]
Ok, that is magnificent (assuming the timing works out...).
[emoji4]
Woot woot!
Quote from: OldRover on 03/15/2018, 03:26 PMLooks like we have an official release date for the game... at least let's hope it comes through in time. :D April 12th, the day before MGC'18 begins. Fingers crossed. :D
So awesome, congrats team Henshin Engine!
(https://web.archive.org/web/20201108114646im_/https://media1.tenor.com/images/83115fe9b9c5e9d2b1f1f6caa088110a/tenor.gif)
Time to bust out my old mgc burn to reminisce?
Forgive me if this has already been asked before but who is doing the soundtrack for this game? It sounds fantastic! Love the sound that is going into my ear holes.
Was any of the recording done with real instruments or is it all computer software made?
From the game's site's credits page:
QuoteComposition/BGM: Simon Johansson (Garbled Waves)
The Swedish freelance producer Simon Johansson brings his unique musical touch to the FX-Unit Yuki : The Henshin Engine project. From electronic melodies to metal, Simon will deliver that sound. Simon has also worked on many independent projects including Osu! Stream, a music-rhythm game on iOS. Music so good, you're going to want to play with your headphones on.
Simon's bandcamp page:
https://garbledwaves.bandcamp.com/releases
Nice! thanks guys
Awesome! Are you or Saru going to be at MGC? There's no need to mail mine if I can just pick it up from one of you there. :D
Quote from: guest on 04/04/2018, 10:38 PMAwesome! Are you or Saru going to be at MGC? There's no need to mail mine if I can just pick it up from one of you there. :D
Same here. You can just bring mine too.
I think Saru is going to be there but I don't know for sure. I know I'm not going to be there this year (YET AGAIN... maybe next year). That is... provided he actually has them in time. Turns out that the pressing placed messed up this order too... the demos were initially messed up, and now the official game has a messup of a different flavor. They have assured Saru that he will have properly-manufactured product in his hands by the 11th though. Fingers crossed.
Oh snap, this is BlackTiger and Old Rover? I might have to consider getting this. I've been out of the loop
Quote from: soop on 04/06/2018, 04:34 AMOh snap, this is BlackTiger and Old Rover? I might have to consider getting this. I've been out of the loop
Yep. BT drew all the naughty pics and Rovie-poo did the sexy voiceovers.
Looks like they're waiting on the books now... ffs, if it ain't one thing, it's another. Ah well... looks like the game itself will be ready to go on its scheduled release date.
Quote from: OldRover on 04/07/2018, 01:36 PMLooks like they're waiting on the books now... ffs, if it ain't one thing, it's another. Ah well... looks like the game itself will be ready to go on its scheduled release date.
You guys are almost done! Be proud. :)
Yeesh. The hurdles with this game have been CONSTANT. Nothing about any of the processes was easy. I felt like I was met with red tape around every corner. Anyway! How many of you who are backers are going to MGC? I'll bring your copies with me. Let me know below. Also, it's a Rover's birthday today. Happy birthings Rovars! May you be blessed with all the afterbirth.
Quote from: Ѕarumaru on 04/08/2018, 07:47 PMYeesh. The hurdles with this game have been CONSTANT. Nothing about any of the processes was easy. I felt like I was met with red tape around every corner. Anyway! How many of you who are backers are going to MGC? I'll bring your copies with me. Let me know below. Also, it's a Rover's birthday today. Happy birthings Rovars! May you be blessed with all the afterbirth.
I'll be there, Saru (Matt Turner).
Happy Birthday, Rover!
I'll be at MGC, so I'd be happy to pick my copy up there.
Quote from: Ѕarumaru on 04/08/2018, 07:47 PMYeesh. The hurdles with this game have been CONSTANT. Nothing about any of the processes was easy. I felt like I was met with red tape around every corner. Anyway! How many of you who are backers are going to MGC? I'll bring your copies with me. Let me know below. Also, it's a Rover's birthday today. Happy birthings Rovars! May you be blessed with all the afterbirth.
I will be there Sour Mario! (James Hammond)
:boom::duran:HAPPY BIRTHDAY ROVER!:duran::boom:
Too bad the game wasn't out sooner. It would be cool to have a new game you made in your hands just in time for your birthday.
Hope you're doing something fun. :)
Happy birthday, Rovie!
Thanks y'all. It was a good day. I mostly spent it cleaning, which is my favorite pastime aside from game coding. While moving a box to the attic, the sole wooden rung on the ladder broke, sending me to the floor while the box I was pushing up the ladder bounced off of my head and broke all over the place. Good thing it was just a box of VHS tapes and they were all fine, and that I have a thick head. While in the attic, I found an old NES that my brother had left behind. It still worked. Too bad most of the games that were left behind with it are complete crap, but hey... free NES. My mother made dinner for me and my son, and during our conversation, told me that she no longer had sisters because they can go to hell. Also, Blue Bunny sugar-free strawberry ice cream isn't half bad.
Happy belated B-Day!
:yuki: :yuki: :yuki: :yuki: :yuki: :yuki: :yuki: :yuki: :yuki:
:geni: :geni: :geni: :geni: :geni: :geni: :geni: :geni: :geni:
:duran: :duran: :duran: :duran: :duran: :duran: :duran: :duran: :duran:
:geni: :geni: :geni: :geni: :geni: :geni: :geni: :geni: :geni:
:yuki: :yuki: :yuki: :yuki: :yuki: :yuki: :yuki: :yuki: :yuki:
:duran: :duran: :duran: :duran: :duran: :duran: :duran: :duran: :duran:
:yuki: :geni: :duran: :geni: :yuki: :geni: :duran: :geni: :yuki:
:mrgreen:
Happy slightly late bday Rover!
Quote from: The Old Rover on 04/09/2018, 08:38 AMThanks y'all. It was a good day. I mostly spent it cleaning, which is my favorite pastime aside from game coding. While moving a box to the attic, the sole wooden rung on the ladder broke, sending me to the floor while the box I was pushing up the ladder bounced off of my head and broke all over the place. Good thing it was just a box of VHS tapes and they were all fine, and that I have a thick head. While in the attic, I found an old NES that my brother had left behind. It still worked. Too bad most of the games that were left behind with it are complete crap, but hey... free NES. My mother made dinner for me and my son, and during our conversation, told me that she no longer had sisters because they can go to hell. Also, Blue Bunny sugar-free strawberry ice cream isn't half bad.
I gotta find me some BLUE BUNNY sugar free STRAWBERRY ICE CREAM.
I wished you well on shitebook, so I won't repeat myself here. I am a douchebag for spending time on Facebook, though, it's such a shite site and yet I've been posting there.
You old fucking bastard.
:)
Quote from: esteban on 04/11/2018, 04:11 PMQuote from: The Old Rover on 04/09/2018, 08:38 AMThanks y'all. It was a good day. I mostly spent it cleaning, which is my favorite pastime aside from game coding. While moving a box to the attic, the sole wooden rung on the ladder broke, sending me to the floor while the box I was pushing up the ladder bounced off of my head and broke all over the place. Good thing it was just a box of VHS tapes and they were all fine, and that I have a thick head. While in the attic, I found an old NES that my brother had left behind. It still worked. Too bad most of the games that were left behind with it are complete crap, but hey... free NES. My mother made dinner for me and my son, and during our conversation, told me that she no longer had sisters because they can go to hell. Also, Blue Bunny sugar-free strawberry ice cream isn't half bad.
I gotta find me some BLUE BUNNY sugar free STRAWBERRY ICE CREAM.
I wished you well on shitebook, so I won't repeat myself here. I am a douchebag for spending time on Facebook, though, it's such a shite site and yet I've been posting there.
You old f*cking bastard.
:)
I mostly keep FB around for our PCFX chat. You know you love it. :wink:
Yuki update video. This is hard to post, especially because our Rover deleted his account here due to it getting really hostile in the last 24 hours, but alas.. it is what it is. Anyway, here's the vid.
http://youtu.be/gVFPmFfDffQ
The first part of that video with the non-working game was hard to watch... but then the stack of the working game was amazing to see. Congrats to everyone who contributed on your hard work.
Quote from: Ѕarumaru on 04/12/2018, 06:31 AMThis is hard to post, especially because our Rover deleted his account here due to it getting really hostile in the last 24 hours
Wow people on here should be ashamed of themselves. Congrats on getting the the game completed and honestly very excited to try it out!
People were getting hostile toward Rover? Why are people so angry? What did Nod do that made life for other people unbearable? Sheesh, set backs happen, that's life people!
hopefully his account is un-deleted soon!! the internet is a tough place
I'm so happy I could play Windows 95 startup on an accordion!
http://www.youtube.com/watch?time_continue=17&v=jf78TKs0X3A
Quote from: BigusSchmuck on 04/13/2018, 09:42 AMI'm so happy I could play Windows 95 startup on an accordion!
http://www.youtube.com/watch?time_continue=17&v=jf78TKs0X3A
Is that Ron Jeremy?
Quote from: hoobs88 on 04/13/2018, 10:27 AMQuote from: BigusSchmuck on 04/13/2018, 09:42 AMI'm so happy I could play Windows 95 startup on an accordion!
http://www.youtube.com/watch?time_continue=17&v=jf78TKs0X3A
Is that Ron Jeremy?
LOL!
Quote from: hoobs88 on 04/13/2018, 10:27 AMQuote from: BigusSchmuck on 04/13/2018, 09:42 AMI'm so happy I could play Windows 95 startup on an accordion!
http://www.youtube.com/watch?time_continue=17&v=jf78TKs0X3A
Is that Ron Jeremy?
Nope, just his father's brother' nephew's cousin former roommate which has absolutely no relation what so ever.
Quote from: BigusSchmuck on 04/14/2018, 12:13 AMQuote from: hoobs88 on 04/13/2018, 10:27 AMQuote from: BigusSchmuck on 04/13/2018, 09:42 AMI'm so happy I could play Windows 95 startup on an accordion!
http://www.youtube.com/watch?time_continue=17&v=jf78TKs0X3A
Is that Ron Jeremy?
Nope, just his father's brother' nephew's cousin former roommate which has absolutely no relation what so ever.
That dude is awesome. It's a nicely executed video, IMHO.
:)
Quote from: esteban on 04/14/2018, 01:56 PMThat dude is awesome. It's a nicely executed video, IMHO.
:)
Indeed
Quote from: esteban on 04/14/2018, 01:56 PMQuote from: BigusSchmuck on 04/14/2018, 12:13 AMQuote from: hoobs88 on 04/13/2018, 10:27 AMQuote from: BigusSchmuck on 04/13/2018, 09:42 AMI'm so happy I could play Windows 95 startup on an accordion!
http://www.youtube.com/watch?time_continue=17&v=jf78TKs0X3A
Is that Ron Jeremy?
Nope, just his father's brother' nephew's cousin former roommate which has absolutely no relation what so ever.
That dude is awesome. It's a nicely executed video, IMHO.
:)
You better learn an instrument for the next leturbodoodle, comrade. Competition's getting fierce!
Got mine today! Thanks to everybody involved!
EDIT: Just gave it a quick play. Fuck those bees!
Got mine yesterday. Played the first two levels so far, feels good man. Music is really good too.
FX-Unit-Yuki.webp
Dare you guys to ship mine.
Anyone who has received the game did you ever receive tracking or a shipment notice? Just curious
It's been so long since I pre-ordered so I forgot...is the soundtrack included or do we have to pay extra for it? If so, can I order the soundtrack and pay the difference?
Quote from: hoobs88 on 04/18/2018, 05:14 PMIt's been so long since I pre-ordered so I forgot...is the soundtrack included or do we have to pay extra for it? If so, can I order the soundtrack and pay the difference?
I paid extra for DAT MUZIK because it was more appealing to get a slightly higher tier...but it was in the mid-low tier... I didn't choose the top tier (maybe I should have? But I didn't want all the stuff...)
Quote from: Jester82 on 04/18/2018, 05:03 PMAnyone who has received the game did you ever receive tracking or a shipment notice? Just curious
I too, am curious about a shipping notice or tracking.
I can't wait to have some Yuki chan in my life.
Quote from: ParanoiaDragon on 04/19/2018, 02:07 AMQuote from: Jester82 on 04/18/2018, 05:03 PMAnyone who has received the game did you ever receive tracking or a shipment notice? Just curious
I too, am curious about a shipping notice or tracking.
i got an email from paypal that mine had been shipped. it will be here on monday. squeeeeeee!!! :yuki: :catastrophy:
I didn't get a shipping notice that I can find but it showed up Friday afternoon.
And these muther&^%$*&^ bees are pissing me off!!!!
Quote from: GoldenWheels on 04/22/2018, 10:55 AMI didn't get a shipping notice that I can find but it showed up Friday afternoon.
And these muther&^%$*&^ bees are pissing me off!!!!
Did you Kickstart it, or did you just purchase it after the Kickstarter? I Kickstarted it, that might be the difference. Those who just buy using Pay Pal might get a shipping notice perhaps?
I got mine Saturday. I've not gotten very far (because I suck), but what I've seen so far looks quite nice and mostly polished.
Received mine today, along with my Yuku Game Testing Program badge that I assume grants me access to Sarumaru's home. Excited to play this week!
Quote from: TheClash603 on 04/23/2018, 05:28 PMalong with my Yuku Game Testing Program badge that I assume grants me access to Sarumaru's home.
And access to much, MUCH MOAR!
I don't think I got mine today (I brought my twins to the park without checking to see if anything special arrived)....
...but I was able to get to the Bonk Boss Homage (driggon' aweskme).... but I died when my "hack mindlessly instead of jumping and using charge shot" strategy failed.
Tony told me to stop being a button masher, but I was like "Ha! I think ONE MORE HIT will finish the boss!"
Pics inducing stoopid instashite/Bookface....
https://instagram.com/p/Bh5rdBCgpke/
Got a shipping notice today.
Got mine on Saturday but haven't been able to play it much because of the backlog of games and movies I have currently. I did play it for a bit though, managed to get up to the end of the Castlevania level and really enjoyed what I played so far. Glad to finally see this out, it seems to have turned out very well and was worth the wait; congratulations to the team!
I did get my shipping notice, but game is not in my hands yet.
:)
Woot!
(https://i.imgur.com/6HyaZfa.jpg)
Well...that's subtle.
Got mine today!!
Still no shipping notice. Gonna check the mail when I get home in a couple of hours. Getting nervous like they forgot mine :lol:
Didn't even know this was a thing or I would have preordered sooner...granted I just got my Duo a couple weeks ago haha.
Preordered a copy just now and looking forward to getting it.
Have all the backed copies shipped? Just wondering, since mine hasn't arrived yet!! Want to make sure I'm not missing something here
Quote from: ParanoiaDragon on 04/22/2018, 07:44 PMQuote from: GoldenWheels on 04/22/2018, 10:55 AMI didn't get a shipping notice that I can find but it showed up Friday afternoon.
And these muther&^%$*&^ bees are pissing me off!!!!
Did you Kickstart it, or did you just purchase it after the Kickstarter? I Kickstarted it, that might be the difference. Those who just buy using Pay Pal might get a shipping notice perhaps?
Kickstarted, for sure.
nevermind, all I had to do was complain and it arrived immediately :P
Sarumaru, I'm sure you've heard this already, but you know you copy/pasted the same text into the charge shot and power slide descriptions? something to fix for v2 :P
(btw I love that there's a super CD error message)
I missed the kickstarted but ordered pretty much when first offered to pre-order. So I think that was little over a year ago now. Looking forward to playing the game but I image there are still some folks ahead of me!
My copy arrived yesterday, and I was able to play it today. Fun game!
i decided to go along... im buying one right now
looks very nice !
you can thank that big banner when you log in pcengine-fx.com
i didnt knew about the game :)
I ordered mine last week, and it shipped today!
Quote from: escarioth on 04/30/2018, 03:46 PMi decided to go along... im buying one right now
looks very nice !
you can thank that big banner when you log in pcengine-fx.com
i didnt knew about the game :)
Good, good, they need all the help they can get!
ill share it around, ill try to get interest from other collector i know :)
What an awesome game. To get a brand new sidescrolling platformer for the Duo in 2018 is unbelievable -- almost literally a dream come true! And I'll file it right next to Valis 3 and Legendary Axe -- the best Turbo games of all time in my humble opinion.
Just received my copy yesterday. Haven't had a chance to play it yet, but looking forward to it. You guys never cease to amaze. Congrats on another amazing release!
Happy Console Gamer (https://twitter.com/HCGSHOW)/Johnny Millennium did an "unboxing video" basically of his Yuki Treasure Box LE today! :yuki:
Starts right about here:
http://youtu.be/3NxVyN40Wzo&t=14m11s
I thought it was a marketing/press kit gift to him by Team Saru, but I learned he actually backed the project on Kickstarter too, so he put enough money into it for the LE, good on him! Didn't know, was surprised.
I also backed the Kickstarter/Indiegogo/whatever it was. But I didn't get the LE because I generally don't like LEs. Who has room for a bunch of LE stuff?
Quote from: Joe Redifer on 05/07/2018, 10:31 PMI also backed the Kickstarter/Indiegogo/whatever it was. But I didn't get the LE because I generally don't like LEs. Who has room for a bunch of LE stuff?
I used to get LE's, but, yeah, seriously, I try to avoid them now. Between cost & lack of space.....just, yeah.
Quote from: ParanoiaDragon on 05/08/2018, 04:04 AMQuote from: Joe Redifer on 05/07/2018, 10:31 PMI also backed the Kickstarter/Indiegogo/whatever it was. But I didn't get the LE because I generally don't like LEs. Who has room for a bunch of LE stuff?
I used to get LE's, but, yeah, seriously, I try to avoid them now. Between cost & lack of space.....just, yeah.
I completely agree with both of you, but I must admit I make one exception to the rule: agents of FEKA must always be hunted down. Always.
There is only one way to do that, of course.
https://instagram.com/p/Bic_JaJAUCG/
(?action=dlattach&topic=21471&attach=6950&image)
biibiibiiiii
Saru released a Japanese trailer/promo/demo a few days ago, noticed it from the team's Twitter accounts.
Interestin' idea to try to market/sell it in Japan, but I'm not sure about it. While I have my doubts, I respect their efforts to try to sell it in the land where the PC Engine rose on up from!
Remains to be seen how many copies they can sell and if it actually justifies the work OldRover did to localize a Japanese build plus the cost of another print run... http://youtu.be/yDGfUvMmp_g
wow great works :)
i played the game yesterday and it feels great !
had lot of fun !
Wish there would be a bit more sound effects.
despite that, i'm proud owning such a great game :D
Quote from: escarioth on 05/17/2018, 03:46 PMwow great works :)
i played the game yesterday and it feels great !
had lot of fun !
Wish there would be a bit more sound effects.
despite that, i'm proud owning such a great game :D
(https://i.postimg.cc/mDVRB8Wx/facebook-like-thumb.jpg)
Cool! So I have this on my backlog for the year. :) Yuki is about a 2-3 day game to beat over the weekend it appears and you should cover the hardest difficulty to fully complete it.
Congrats, a really well coded game . :wink:
All in C (I have some doubts,but) ??
Yeah, I'd wager the code is 9X% in "C" as OldRover knew in advance the game would have to be ported to Windows PC and to Sega consoles given the Kickstarter goals were met, so any PCE ASM speedup function planning/usage would be limited if at all. Code portability was very important here.
The Sega ports have been outsourced to another team, last I heard, and Rover decided to handle the Windows PC port himself despite the team originally thinking that should be outsourced also.
Just played this a couple days ago. Wow, just wow, great job Rover, Saru and the rest of the team!
Hm, I think this guy got won over by :yuki: head over heels, what do you think ? Summer love is in the air. ;)
http://twitter.com/ReggieRadical/status/1028686563364954112
/IMG_20180813_121630.jpg
/FX-Unit-Yuki75-Copies-Left.jpg
The 1000 print run of "FX-Unit Yuki" is almost sold out, down to the last 75 copies!
Orders taken here: fxunityuki.com/2018/04/12/order-the-game-here/
Don't miss out! ;) http://youtu.be/dtKvMYdalwY