Estos días seguiré dándole al MAME random por las tardes de entre semana y descubriendo nuevas-viejas joyas y truñetes.
Aquí los horarios: https://t.co/Jm2C4N83JL
It's been just over a year since Deltarune chapters 3 & 4 released! I did the 3D work, which mostly means Tenna 📺 I figured it's been long enough to share some "behind the scenes" stuff, starting with a look at the Maya file for his static poses… 🧵
For the people who don't understand that other people are actually completely capable of multitasking (aka a rant):
Here are some shots of Mega Splatterhouse that were taken between Oct and April of this year.
The game is at least 75% complete. I've posted some of these shots before, but for some reason if I don't post a video people think I've quit the project. I haven't. It's on hold while I prep my own ***4*** games for Tokyo Game Show. The last time I touched it was a week ago to fix bugs that came in with the new version of Scorpion Engine.
You can currently finish the game but level 5 and 6 need to be completed AI wise. The art is all completed. I've recolored things lord knows how many times. I've reprogrammed things a few times. I've been working with one of the world speed runners of the game every couple of month for testing to make sure the controls feel right.
You'll notice the last picture has properly colored hearts for health in the hud. That was one of the updates that was added into Scorpion Engine a couple of months ago. Issues with shadow/highlight mode needed to be fixed. Those are the other shots you see. I'm now able to do the hud they way it was intended without making strange compromises in the game.
I do a lot of bug testing back and forth with the creator of Scorpion Engine to make sure I can squeeze every last bit of color and power out of the MD. I'm not just slapping the game together. I'm trying to make it as good as I possibly can on the hardware.
The initial demo of Splatterhouse has none of the physics and the sliding jump is 100% incorrect. Things like that are all fixed now.
I've redrawn the entire tile map from scratch for level 3 over a year ago because the trees didn't look like trees to me once I brought them over to the MD's limited palette. I've added details some of the house areas where the tile maps were just too empty for what was going on in the house (the walls are a little too clean).
The thing that takes the most time though with any of these ports but especially this one: I have no design docs to code from. I have to record each stage, each boss fight and focus on one enemy or the boss and do a frame by frame analysis of what's happening so I can figure out how to code it as close as I can to the original. That wastes a lot of time.
For boss 5 I had to write down each frame of animation for the transformation and how long those frames are held for in frames per second. Just to get the initial transformation done properly it took me an entire day. The actual boss fight AI and rigging up the animations took me about an hour.
I contacted one of the designers at one point to ask what Jennifer was saying so I could try to clean up the muffled audio when it's again down sampled for the MD hardware. I ripped them right from the arcade data instead of recording them from a video etc.
I alternate with Black Tiger but I also have to do constant upkeep to both for changes in the engine. If I leave it for months (which I did between April and the end of May), crap breaks and I have a lot of testing and figuring out to do which ends up eating more time than it should. So now I only go a week or two max without testing Splatterhouse and Black Tiger.
The last thing I was working on was eliminating the slowdown in the game and I think I actually got rid of it all except for one spot (right before boss 3 I used sprites for a giant tree).
I'll be returning to working on my hobby projects at the end of Sept at the very latest when Tokyo Game Show is over and I'm home again.
Robocop has at least 2 other ports in the works for MD so I don't need to waste time right now on that one.
Legendary Axe will go into full development when Splatterhouse and Black Tiger are completed.
So I just wanted to say just because I'm not posting new videos consistently - I am still working on this game. If a project is worth it, I always finish it.
And remember - I'm not getting paid for this stuff. I do it entirely for fun and because I want ports of these games on my Sega. I want to play them as badly as you do if not worse.
And now for the whiners:
Go outside, live a little. This shit will be done when it's done. Accusing me of working on too many things at once or assuming I'm not working on things anymore at all is just completely fucking stupid and reeks of self projecting. I know what I'm capable of doing - *you do not*. Try being patient for once, it pays off in the end.
Nintendo has now confirmed that the leaked new Switch 2 model we covered back in January is real: it will be a revision specifically for Europe and the only difference will be that the console will now have a removable battery.
@yuzokoshiro Also also, "Nv.DIS." would work better and be instantly understandable as "Nv.ARMA".
It may be obvious once you know, but I had to look up what the original said to see what "dis" meant.
@yuzokoshiro Also, "PUNT. 00000000" could be "PUNTOS00000000", no need for abbreviating it when it fits and "ESCUDO" has the same number of characters.
Maybe the letters could use another palette, if they happen to blend too much with the numbers next to them.
@hr_sasja@yuzokoshiro@alberto_mcalby Maybe it works fine at 50Hz too but it does need to be tested for any raster effects which may have to be adjusted.