Give some rep to Eke-Eke, he proved me wrong on the YM2612 timers thing which resulted in the main optimization =P
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Give some rep to Eke-Eke, he proved me wrong on the YM2612 timers thing which resulted in the main optimization =P
Done!
Stephany went moe o_o;
http://www.mdscene.net/user/~sik/.projmd/projmd010.png
New waiting animation. This one will only play when you get the love power-up (pink one), the normal one will play otherwise, so don't worry about that =P
Because I can:
http://www.mdscene.net/user/~sik/.projmd/projmd017.png
Translucent enemies :v
EDIT: this also leads to a funny situation:
- Background has a translucency FX (look at its parallax)
- Foreground has translucency (glass-like parts)
- Enemies are translucent
All three of those can (and do) overlap
Is the translucency done through the flickering trick or do you use some weird palette trick? (I assume flickering trick... not that many palettes to work with :p)
But I didn't, otherwise you wouldn't see the checkerboard :v (the platform Stephany is standing on gives it away)
Fantastic homebrew.
Let's do this again:
Dear god this is looking good! The music and the little extra touches add so much to it. My only suggestion would be to turn down the jump sound effects or change them to something more suttle on the ears. Excellent work as always Sik.
Man this is awesome! I'm glad you guys are working on this still/again or whatever.
It's so badass and mind blowing... I'll pray to see it finished.
"My only suggestion would be to turn down the jump sound effects or change them to something more suttle on the ears."
I agree.
The drums are awesome!
There is also an English Version of this site in beta. And it doesn't require registration to view it.
Of course, it is the same video as on youtube. :)
Yes, I know, in fact when uploading the video it asked me if I wanted to cross-post it there. Which resulted in one of the biggest fails ever, because I had written the description in Japanese, then it offered me to translate it to English, but I completely forgot what I had written so I had to use Google Translate to find out WTF had I just written.
*facepalm*
Hi Sik. Do you plan on finishing this and making it a cart release?
From what I understand, he has intended to make a cart release possible.
Yeah, again this one too...
Yesterday, the retro computing/gaming event "DoReCo" (its 30th instance too!) took place in Dortmund, Germany. Attendants hat the opportunity to play a beta version of the game and also a time attack competition was held:
(That's me on the left =P)
http://www.lust-auf-nostalgie.de/com...0122011/38.jpg
http://www.lust-auf-nostalgie.de/com...0122011/39.jpg
http://www.lust-auf-nostalgie.de/com...0122011/40.jpg
http://www.lust-auf-nostalgie.de/com...0122011/41.jpg
A few videos might follow later ;)
Man, you Germans get all the fun. Nothing interesting regarding games happens where I am! :(
I'm interested in videos, none-the-less. :)
DoReCo time
http://www.youtube.com/watch?v=w3J5kCNRIbE
PLASMAAAAAAAAAAAA!! (and not "positive marker over over over over" like Google Translate said, WTF?)
Some quick changes:
- Now all walking enemies break, just like the flying ones. Exception: trolls (Ether Network, Waterlava), which retain their old death animation.
- Now attacking multiple enemies in a row without landing gives you more score. First enemy gives you 100 points, second gives you 200 points, third gives you 300, and so on.
Also, low blue shade intensities + plasma + video encoding = BAD x_x
A-W-E-S-O-M-E
:notworthy:
I like the extra points for jumping on multiple enemies. But now what is the point of the diamonds now? They are only 10 points and provide no other perk (from what I can tell). Jump on 3 enemies and that is a total of 600 points, equivalent to collecting 60 diamonds. Sonic and Mario both had perks beyond adding to your score for collecting things.
Gate Array is Gate Array... It's really the only level where you can abuse enemy jumping that much. In the other levels you're lucky to get two, and getting three is near impossible. And some levels are nearly void of enemies as they're heavily trap-based - so rhombuses have a much bigger impact there.
oh god, this looks FANTASTIC!!!!111oneoneone
You just gotta love the music.
Making this for the game intro:
http://sik.mdscene.net/.projmd/hi-res-3x.png
=P
Sexy
That is soooo awesome!! Love the music, the smoothness, I hope to see it finished one day!
WTF "press start"... Don't ask me why the hell it got filtered like that (remember I filter down from 60 FPS to 30 FPS to prevent YouTube from completely murdering the flickering FX).
Hmm, post some more pics of the game. If possible some builds containing the updated gfx/music would be great.
Dammit, I almost forgot to post this:
Hey, Sik, I see that you've developed a lot already and the game looks and feel great. How far along into development are you already?