nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Oct 22, 2020 11:36:26 GMT
I've put together a small TurboGrafx Super CD game over the past few months using HuC and some assembly; you can check it out here on my itch.io page. I also did a writeup on my blog with some coding details (there are a few other articles I've written on there).
I think this may be the first TurboGrafx-CD game to have additional features when using the SuperGrafx? Nothing too fancy, just a few backgrounds here and there, but was still neat to do. Also can cache images to the Arcade Card if you have that enabled.
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Post by sunteam_paul on Oct 22, 2020 15:54:11 GMT
Awesome! Will check this out.
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Post by spenoza on Oct 22, 2020 20:57:55 GMT
This is pretty awesome. I do hope you'll consider other projects on The Little Engine That Could.
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Post by gredler on Oct 22, 2020 21:42:49 GMT
This looks awesome, great work!
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Post by DarkKobold on Oct 24, 2020 18:46:14 GMT
I love the concept. I'll burn a CD and try it, but right now it crashes in BizHawk emulator the moment I complete the first level.
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nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Oct 24, 2020 20:20:19 GMT
I love the concept. I'll burn a CD and try it, but right now it crashes in BizHawk emulator the moment I complete the first level. Huh, that's odd; I don't know BizHawk, I used byuu/ares primarily when developing this.
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Post by dshadoff on Oct 24, 2020 20:39:50 GMT
I didn't know byuu/ares was ready or PCE development/test yet. I reached out to him a while back to offer some hints, including the latest in CD seektime, the palette stuff, and Memory Base 128... he was receptive, but the response was generally "soon". I didn't hear back about how well it was progressing.
Does it have an adequate debugger ? I've been using Mednafen, but I feel Mednafen's debug interface could be improved.
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Post by videofestival on Oct 30, 2020 17:28:20 GMT
I really like it a lot! Reminds me of Engacho!. Am also glad, that I can have the kids play this too! Will have to do my own CD-R packaging for it..unless.. you don't want to release a physical copy of it, do you?
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nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Oct 31, 2020 0:53:02 GMT
I really like it a lot! Reminds me of Engacho!. Am also glad, that I can have the kids play this too! Will have to do my own CD-R packaging for it..unless.. you don't want to release a physical copy of it, do you? I'd like to and have looked into it, just gets very intimidating; I want to get at least some copies pressed because not all my PC Engine-compatible consoles run CD-Rs very well.
It's not a major priority for me right now, though
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 8, 2020 19:25:39 GMT
I've put together a small TurboGrafx Super CD game over the past few months using HuC and some assembly; you can check it out here on my itch.io page. I also did a writeup on my blog with some coding details (there are a few other articles I've written on there).
I think this may be the first TurboGrafx-CD game to have additional features when using the SuperGrafx? Nothing too fancy, just a few backgrounds here and there, but was still neat to do. Also can cache images to the Arcade Card if you have that enabled.
You can't judge this one at a glance! It was a very pleasant surprise. It's unassuming, but so far this is a lot better than I thought it would be. The intro, which reminds me of an old MS-DOS game, is very well done. You come in expecting you'll be given a chance to read, but it speeds by so fast you don't have time to. I don't think I would change anything. Want to read that? Well, too bad! It has a diabolical sense of humor to it. I do think the game needs an explanation once it starts though. I'm here with my character, Ava I presume, and I'm not sure what I am supposed to do. A little prompt would be helpful here. Also my character becomes stuck when moving. I have to reassert pressure on the dpad to get moving again. Is it supposed to do that? I'm not sure if that's intentional. EDIT: Okay, I've played the game for a bit. Now this is only a suggestion, but I might change it so you have to calculate at the very beginning of each stage. Have Ava appear transparent as she goes through the steps in her mind, thinking how many it will take, accounting for various obstacles. Then once you reach the end you press play, or RUN I guess, and the real Ava goes through all the steps you just made and you find out if you were right or not. When I first played the game I think I accidently skipped some of the skit at the beginning. Must have pressed start instead of the I button. Either way it probably wouldn't hurt for the game to give you the low down w/o the humor so they don't get confused. There should probably be something that tells you overhead how many steps you have taken and under how many you need to beat a level. And maybe something that shows you the movement patterns of all the obstacles and enemies before you start the stage so it will be possible to get it right the first time, which would be hard w/o knowing how they moved.
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nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Nov 8, 2020 23:36:18 GMT
So my thinking with the enemy motion and requiring you to press the button once for each step was that they would go hand in hand; having to repress the button drives home the "step" concept, and you start enough distance from enemies that the patterns should be able to be picked up by the time you're within range of getting hit. Of course, that's easy for me to say when I made the game and know in excruciating detail how it works So thanks for the feedback! Even if you hadn't skipped the story segment it wouldn't really have explained much there. The idea of having to plot out the course and then seeing how it would go is pretty interesting; was trying for something like that with the mirror puzzles (not sure if you've gotten to them yet), but doing it within the confines of the main gameplay... interesting thought.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 8, 2020 23:42:41 GMT
So my thinking with the enemy motion and requiring you to press the button once for each step was that they would go hand in hand; having to repress the button drives home the "step" concept, and you start enough distance from enemies that the patterns should be able to be picked up by the time you're within range of getting hit. Of course, that's easy for me to say when I made the game and know in excruciating detail how it works So thanks for the feedback! Even if you hadn't skipped the story segment it wouldn't really have explained much there. The idea of having to plot out the course and then seeing how it would go is pretty interesting; was trying for something like that with the mirror puzzles (not sure if you've gotten to them yet), but doing it within the confines of the main gameplay... interesting thought. I'm only at Betelgeuse. I liked the second puzzles. I'm hoping they get more complicated the deeper I get into the game. I can imagine such things as warps, time slowing in certain parts of the map, etc.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 10, 2020 14:11:12 GMT
I've finally gotten to the credits. So the good and bad.
It gets tiring to have to continually press the dpad to move forward. Even if it was fun, I just found myself walking back and forth to get pass the obstacles anyway, which removes the point of being a puzzle game. It's supposed to be a brain teaser. That's why people play them. Because they're so challenging and wreck our brains;p
I think the game has potential if you remove it being turn-based. If you replicate what you had with the mirror mini games and make Ava some kind of genius when it comes to anticipating probables, the game could be really fun. Make it as crazy as possible. You can have giant yoga balls bouncing off walls in every direction and Ava will account for them all. Maybe someone wouldn't do this in real life, but it doesn't matter. It's a game. It doesn't have to make sense. If it's fun it's fun.
The mirror mini games were the most enjoyable parts of the game. I might even split them up from the main game and make a game with just mirror mini games in it. (Especially if it makes it more manageable for you). I thought there should have been more of these and the overview stages between skits.
I definitely enjoyed the overview stages more than I did the stages with the side view "the jump stages." I merely floated over enemies, which wasn't too challenging. I would like to see these space walk stages from an overview POV if possible. I did LOVE the pixel art of Ava in these stages though. So cute. I would be attempted to use it all the time.
The AI in the boss fights was pretty bad. They mostly just walked into walls. I might just give them set attack patterns you have to account for and/or change it so you don't actually have to defeat them. Just grab the orbs and escape. You could even change one or two of the boss fights to the mirror mini games and have to continually hit their ship with the photons and anti photons with the mirrors.
I also found a couple of bugs. The eyeball enemies don't die/drop if you get them to fall on the breakable bridges. And for the second last boss, Lilith, for some reason the giant yoga balls are just touching her harmlessly after the first hit.
Anyway, I hope I wasn't too harsh. If any of this was helpful, take it. If not, please discard it.
Hope you continue at it.
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Post by DarkKobold on Nov 10, 2020 14:33:31 GMT
I've finally gotten to the credits. So the good and bad. It gets old to have to continually press the dpad to move forward. Even if it was fun, I just found myself walking back and forth to get pass the obstacles anyway, which removes the point of being a puzzle game. It's supposed to be a brain teaser. That's why people play them. Because they're so challenging and wreck our brains;p
I also beat it. The whole game runs on turn-based, because otherwise it'd be an action game. That makes it not a puzzle game. It'd be impossible to take this entire format and make it run as an action game.
Also, the Boss AI aren't meant to again, be part of the puzzle game. Yes they are 'stupid' because you're trying to figure out how they operate to solve a puzzle, not get in a battle of wits.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 10, 2020 15:14:24 GMT
I also beat it. The whole game runs on turn-based, because otherwise it'd be an action game. That makes it not a puzzle game. It'd be impossible to take this entire format and make it run as an action game.
You'll have to read my previous post. It'll still be a puzzle game, but I suggested to changing the one step, one step, one step... to just plotting a course. The actual character wouldn't move until you're done accounting for every enemy pattern and obstacle. At which point you press run, and your character moves automatically so you don't have to deal with the one step, one step, one step... Lol I don't know how else to explain it. If you account for everything you win. It would still be turn-based, I guess. No enemies, etc would be moving until you pressed run. I meant the one step rather than the actual mechanics. I could have explained it better.
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