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Welp, guess I oughta contribute to this thread while I'm here because it's 11:26 PM here and I am sleepy and I can't wait any longer, so =P

If any of you have ever looked at Sonic 2's source code, you know that there's a ton of stuff going down behind the scenes to make the game run. Rings and objects management, collision detection, running the code of each and every instance of each and every object's code...it's crazy, really. But that's what I work with. I hack, and by extension reverse engineer, the Genesis Sonic games. Specifically, Sonic 2, hence why my current project is titled "Sonic 2: Titanium Upgrade". I've also got plans for an entire series of games based around a fan character of mine, named Thomas Speedrunner. So yeah, I am ThomasSpeedrunner, and I work with the Motorola 68000. I use the S1 sound driver in my hack, which explains why I have S1 SMPS format conversions of Sonic 3 & Knuckles' sound effects in the works. A lot of people use the S1 sound driver, so it's actually quite beneficial =P

I do hope everyone's okay with my...different way of doing things =V
Hey guys, has anyone heard about E02? It's a pretty polished and well-done game engine by Stealth behind Sonic Megamix, Sonic 1 Android and Sonic: Project Mettrix.

I just recently hopped in to start learning to use the engine in order to produce a Gradius/Parodius-style SHMUP game after having to putting a plans for a Smash Bros RPG-game on a hiatus. (-o^o-);

I could though show what I had done for the SSBRPG concept in here and here your thoughts guys: I went to think out of the box instead of going with the usual turn-based RPG (this would use 2D "battlefields" and a strategic approach on defeating enemies, with characters in symbiotic connection in means of attacking and doing "formations")

- Draft Concept (Cobalium Formations)

- Battles (Battlefield, Attacking, Priority Moves)

- Classes & Evolution

- Class Types
I don't really have much to say about the SSBRPG concept. I've looked over most of what you linked and it does look interesting and potentially fun though. Can I ask what you're using to make the game?
As stated at the beginning of their post, E02. Looks like it's pretty versatile while not relying completely on code, I might give it a spin sometime...
Oh man, sorry about that. I'll have a look right now.
Thanks ShyGuy! I'm not doing that game out now like I said before, I'm trying to learn using E02 with the SHMUP game I'm doing. The forums would appreciate more members, by the way!
http://bit.ly/19F9XHl
[Image: serviceacescreen01.png]
I missed this shot.

A weird prototype for a thing, if anyone wants to try it out.
Controls are keyboard to move and X to charge/swing.
It's really fun and addicting, but I think it's kinda weird how aiming and moving are on the same keys.
I've just started fiddling around in rpg maker, seeing what I can do with it in its default battle system.

(Based off Super Mario Rpg)
[Image: ArOg0uQ.png]

- MP will be changed to FP later along with escape text changed later on. I have made note to change them.

Hope this is the right section. I didn't really have enough done to even consider it a game or project, its more like just something small i am dabbling with.
Yeah Kitsu, that was pretty fun for a prototype. It's a nice twist for pong. I dunno, I found the controls to be pretty natural and interesting.

I played your fangame of WildStar and I liked it too. Are you still working on that or..?

-------------

Man, what happen to the GameDev forum? For some reason I remember it being a bit more livelier =/.
I've had to shift away some (okay, a lot) of my focus to finding a job.
But I do still want to work on it more. I've already got a bunch of stuff planned for it.
I'll have to do that too soon. I'll be going to college in the spring, so I need to find a job for now =/. Wouldn't mind taking any kind of programming job right now.

I don't think I've had a single (good) idea for a game where I even got far enough to plan out the game. That's mainly why I used to(kinda still do) offer my help as a programmer. It sucks though that all of their games died due to lack of motivation and commitment though.

I'm working on something alone right now and prototyping it too. If it works out great, then expect something from me =p.
Just got the scrolling work in my "Comedius"-game. (I seem to need so much help...)

[Image: isdoO0g.png]

Things still very at the beginning, but I guess I should layout the level building like this:

1 -Level Scrolling
2 -Level Boundaries
3 -End Scrolling at certain part(s) of the stage (for example at the end when boss comes out)
4 -Program game over/lose life, continues? (test with self-destruct button)
5 -Program results screen -> program main menu
6 - Program player ships -> enable it to shoot
7 - Program shootable things and enemies -> enable them to shoot back


and so on.

What do you guys think, good developing path? Any tips or advices?
You using MMF2? If so I have SOME knowledge I can share about different aspects. As far as a design path, looks good enough. Always stay organized, or you risk overlooking small things that can add on monumental amounts of work later.
(08-29-2013, 12:01 PM)TomGuycott Wrote: [ -> ]You using MMF2? If so I have SOME knowledge I can share about different aspects.

Nope, this is E02. Dunno if MultimediaF2 functions same but who knows, maybe. (-l´l-)
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