This is from an arcade in Saitama I visited last April.
HEY Akihabara has a cabinet in perfect condition and you can connect the headphones to it, the sfx in the original PCB always sound better and louder than on MAME and MiSTer. For the time, I think the game was mind-blowing in terms of delivering that 80s horror movie vibe and getting you to really feel like you're fighting for your life. It's a blast of raw arcade tension and enjoyment IMO.
Finally, some action!
In what was probably the hardest stage to adapt with all the different priority layers. Some stuff still need to be adjusted but it's playable.
#sgdk#megadrive#segagenesis
BAD DUDES vs DRAGONNINJA
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.
This video by @Goatistream is something every game fan or creator should watch
The normalization of the rampant use of AI is ruining games, and here's a great example of that
https://t.co/2xlSF6nMet
I got an MD test cart for Earthion and recorded a quick video.
We’re currently testing several different carts. This cart is for the Spanish-exclusive version. Because Earthion uses a large ROM and a custom cartridge design, testing still needs a bit more time.
In the meantime, enjoy seeing it running on a real MD! Stay tuned!
I'm currently finishing off stage 5 (of 7). I will also be adding a caravan stage after the story stages are done.
A lot of improvements in performance too. If you tried the alpha demo you will notice them for sure.
#mastersystem#homebrew
I'm still developing another game, but if anyone would like to create Retro Achievements for Frontier Force then I'd be happy to help where I can.
There's already a page for it here: https://t.co/v4CJsB0V1h
Today is the final day until BEEP closes and moves to a new location in Akihabara in early June. Yes it was cramped and underground, but the location was iconic!
Chords:
- SEGA CD Snatcher-inspired adventure
- Energy-filled OST by Super jet spade
- Gorgeous pixel art by 108 stars
- A Hideo Kojima indie love letter
Support: https://t.co/OnC5fA3ODn
#SegaGenesis#MegaDrive#IndieDev#ScreenshotSaturday
スーパーファミコン
TOP RACER2のタイトルBGMも好きです🥳
この溢れ出る洋ゲー感が好きっていう。
途中のささやきは「You Might Be Missing Some Of The Benefits That Stereo Can Provide」だそうで。
外人のフォロワーさんに教えてもらいました。
#レトロコンシューマー愛好会#まどかのレトロBGM
I agree. Great question.
I think a lot of what is special about the hit react / 'stun' timing and rhythmic cadence of the gun play in GE007 evolved from Virtua Cop (SEGA) (which was Martin Hollis' initial direction for the game)