|
Post by Galahad on May 1, 2021 9:06:17 GMT
After talking to Arkhan,this is back on for me,this time with an artist friend.Since Arkhan helped me I want to show my skill level that i've obtained since he helped me.
.aetherbyte
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 1, 2021 14:48:14 GMT
Glad to see this is... resurrected.
|
|
|
Post by Galahad on May 6, 2021 9:42:09 GMT
You're welcome to jump on discord shmglsky and follow my progress(play test) if you want.
|
|
|
Post by Galahad on May 6, 2021 12:21:12 GMT
Myself and Arkhan are going to do Contra...two level demo first as a aetherbyte demo.Myself programming and Arkhan for music.
|
|
|
Post by spenoza on May 6, 2021 14:18:18 GMT
Will you be sharing any updates here to keep us abreast of things? These sound like fun projects.
|
|
|
Post by Galahad on May 6, 2021 14:33:10 GMT
Thank you my friend,I will keep you posted.
|
|
|
Post by gredler on May 6, 2021 17:27:38 GMT
Sounds awesome, can't wait to see and hear more!
|
|
|
Post by spenoza on May 6, 2021 18:17:54 GMT
Are these going to be, like, rebuild ports, or more like Tom's NES emulation ports? Either would be fantastic, but the former gives you more options for doodling around with stuff if you want.
|
|
|
Post by elmer on May 7, 2021 2:38:44 GMT
Myself and Arkhan are going to do Contra...two level demo first as a aetherbyte demo.Myself programming and Arkhan for music. Best wishes for you both! I have fond memories of working on my own port of Contra/Gryzor back in the 1980s, and still hope to one-day port an enhanced version of that to another (less capable than the PCE) machine.
Since dumps of the arcade machine graphics are available these days, you have a great starting point to work from, even if you choose to take on the extra task of implementing the additional level maps from the NES version.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2021 15:44:37 GMT
You're welcome to jump on discord shmglsky and follow my progress(play test) if you want. Hi, I do have the time to play test, but I'm not sure how much help I would be. I've only played Ghosts n Goblins a little bit, so don't know it in and out. Plus would have to emulate as I don't actually own a turbografx 16, only the mini console. I know the arcade version is apparently more responsive and less "quarter munching" than the NES version, that the level layouts are essentially the same, unlike Contra... I'm saying this assuming this is a port of the arcade version. I remember seeing pictures of it on the facebook page for turbo homebrew, but I could be wrong. A month or two down the road would be better for me, but I can't imagine porting this would be easy anyway.
|
|
|
Post by Galahad on May 19, 2021 0:00:26 GMT
Are these going to be, like, rebuild ports, or more like Tom's NES emulation ports? Either would be fantastic, but the former gives you more options for doodling around with stuff if you want. I'm using the arcade assets,as Elmer stated the option of having access to the assets makes this much easier, an artist has offered to help take the load off of me.
|
|
|
Post by Galahad on May 19, 2021 0:05:01 GMT
Myself and Arkhan are going to do Contra...two level demo first as a aetherbyte demo.Myself programming and Arkhan for music. Best wishes for you both! I have fond memories of working on my own port of Contra/Gryzor back in the 1980s, and still hope to one-day port an enhanced version of that to another (less capable than the PCE) machine.
Since dumps of the arcade machine graphics are available these days, you have a great starting point to work from, even if you choose to take on the extra task of implementing the additional level maps from the NES version.
Thanks friend,I'd be interested in reading about your progress when/if you decide to create a port to any other system,please let me know if you find the time to take that project.
|
|
|
Post by Galahad on May 19, 2021 0:07:31 GMT
You're welcome to jump on discord shmglsky and follow my progress(play test) if you want. Hi, I do have the time to play test, but I'm not sure how much help I would be. I've only played Ghosts n Goblins a little bit, so don't know it in and out. Plus would have to emulate as I don't actually own a turbografx 16, only the mini console. I know the arcade version is apparently more responsive and less "quarter munching" than the NES version, that the level layouts are essentially the same, unlike Contra... I'm saying this assuming this is a port of the arcade version. I remember seeing pictures of it on the facebook page for turbo homebrew, but I could be wrong. A month or two down the road would be better for me, but I can't imagine porting this would be easy anyway. Some games I'm only doing a few levels as the workload of converting assets and the programming is too much,once I have something playable I'll get in touch.
|
|
|
Post by Galahad on May 19, 2021 0:20:31 GMT
Lot's of friends here I've not talked to in awhile,I'm going to release a master system homebrew port in a few days just because I like the game and it's simple.It's a really simple puzzle game and I wanted to do something for a friend brand new to pc engine dev,he's also new to asm coding, so I created a simple game port so he can get used to tile collision,entity control,tile animation,this is more for him then you guys but as it's a game I'll share it with you gentlemen.
|
|