Hi, I introduce my two current projects a bit
For Super Papi Commando, it's a game on Mega Genesis by Vetea, and as we are friends, he asked me a portage of his game that I accepted.
It is a Run and Gun.
Screen test :
So 9 people in total and I manage up to 30 bullets
The maps are compressed for example a map 1024x1024 pixel takes 2KBytes (whereas in raw it takes 20 KBytes)
When I talk about a map it's BG1 + BG2 + Collision / tag
I can handle up to 2048x2048 pixel (or 1024x4096 etc etc )
there will be mode 7 and transparency too
Level tools I had to do a lot of taff on the maps, I use Tiled, but a version a little complete to manage the BG / prio / collisions / tag and enemies!
it gives that:
https://image.noelshack.com/fichiers/2019/23/5/1559908589-1557138696-tiled.png
Video demo :
https://www.youtube.com/watch?v=aQfCtHMnIJ0
For my second project you probably know that it is often said "the SNES is not made for shmup", so I thought of trying a manic shooter
screen :
Here is my demo :
https://www.youtube.com/watch?v=U7sojtvTYpg
https://www.youtube.com/watch?v=2O58LjmtuSI
I manage 100 bullets here, during my last demo, bullet / player / enemy collisions go up to 65% maximum
But I can still optimize some parts, but I think that's enough, the AI of the enemy will be simple.
The common point of these two demos (see 3 if over counted on old project here : https://www.youtube.com/watch?v=nQ6wKROnWGQ ).
It uses the same engine, I think put it on GitHub for those who want to have a game engine + tools.
It manages well A-RPG, Run and Gun, shmup, of course the platform and other type of game (RPG/other) should not be a problem
I also finalize my own sound driver, the advantage is that it will be light (it leaves 50kbytes Sample and SFX), there is a converter xm / it / mod to SNES, the transfer will be fast (it has a transfer of 20kbytes / s), and its use simplify maximun (indicate juster the track and sample to load then play).
For the demo of Super Papi
A : shoot
Start : pause
select : relive
For Super Dan:
A :shoot
B: laser
X: change of type bullet
L / R: up / down weapon
select: invincible
Thanks for reading me
For Super Papi Commando, it's a game on Mega Genesis by Vetea, and as we are friends, he asked me a portage of his game that I accepted.
It is a Run and Gun.
Screen test :
So 9 people in total and I manage up to 30 bullets
The maps are compressed for example a map 1024x1024 pixel takes 2KBytes (whereas in raw it takes 20 KBytes)
When I talk about a map it's BG1 + BG2 + Collision / tag
I can handle up to 2048x2048 pixel (or 1024x4096 etc etc )
there will be mode 7 and transparency too
Level tools I had to do a lot of taff on the maps, I use Tiled, but a version a little complete to manage the BG / prio / collisions / tag and enemies!
it gives that:
https://image.noelshack.com/fichiers/2019/23/5/1559908589-1557138696-tiled.png
Video demo :
https://www.youtube.com/watch?v=aQfCtHMnIJ0
For my second project you probably know that it is often said "the SNES is not made for shmup", so I thought of trying a manic shooter
screen :
Here is my demo :
https://www.youtube.com/watch?v=U7sojtvTYpg
https://www.youtube.com/watch?v=2O58LjmtuSI
I manage 100 bullets here, during my last demo, bullet / player / enemy collisions go up to 65% maximum
But I can still optimize some parts, but I think that's enough, the AI of the enemy will be simple.
The common point of these two demos (see 3 if over counted on old project here : https://www.youtube.com/watch?v=nQ6wKROnWGQ ).
It uses the same engine, I think put it on GitHub for those who want to have a game engine + tools.
It manages well A-RPG, Run and Gun, shmup, of course the platform and other type of game (RPG/other) should not be a problem
I also finalize my own sound driver, the advantage is that it will be light (it leaves 50kbytes Sample and SFX), there is a converter xm / it / mod to SNES, the transfer will be fast (it has a transfer of 20kbytes / s), and its use simplify maximun (indicate juster the track and sample to load then play).
For the demo of Super Papi
A : shoot
Start : pause
select : relive
For Super Dan:
A :shoot
B: laser
X: change of type bullet
L / R: up / down weapon
select: invincible
Thanks for reading me