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Messages - dra600n

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1
Teenage Ninja Mutant Turtles, eh? :P

2
Second Dimension Chat / Re: The Curse of Illmoore Bay
« on: November 20, 2019, 21:14:26 PM »
Well, I have played it and I got to say, wow fella, huge improvements.

Thanks mate! Still have a few things to tweak, but it's coming along real well now!

I don't play Megadrive Games, but had to try this out and it was like "WOW" I couldn't believe this was Homebrew dev title..it's 100% retail quality !..Smashed IT!

Thank you! Seriously. I'm hoping this game pushes Second Dimension into the next level.

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Second Dimension Chat / Re: The Curse of Illmoore Bay
« on: November 14, 2019, 02:15:33 AM »
Let us know what you think! :D

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Second Dimension Chat / Re: The Curse of Illmoore Bay
« on: November 13, 2019, 18:35:19 PM »
That must be the Curse of Illmoore Bay striking lol

See what I did there????

Seriously though, that must be a pain?

Boo! LOL!!! The puns that can be used around this game is amazing haha

I *think* I resolved it. I discovered a few oopsies I did, which could've caused a hangup (when you die, if the music doesn't play, then the trigger for the screen transition never comes), but I won't know until more people are able to test it on different setups/configurations (Sega + CD unit, which model sega, which model CD unit, clone hardware, 32x add-on, etc).

If anyone runs into freezes or glitches, I'm just hoping it's 100% reproducible so it's possible to troubleshoot. I'll be releasing the new demo this evening (there's a few more goodies in there for ya'll to find)

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Second Dimension Chat / Re: The Curse of Illmoore Bay
« on: November 12, 2019, 21:17:23 PM »
I wish I knew some Jaguar coding. Same with Neo Geo. I'd love to make a true arcade rom one day.

That said, I've been working my you-know-what's off since the Halloween Demo. There was a scrolling/performance issue that was driving me crazy. I rewrote a fair amount of code, and while it helped, it only helped slightly. Last night I found the thing causing the hiccups and now that's resolved.

I had one of my buddies test it last night and it locked up once during the regular stage, then locked up again after a death on the boss - neither of which were reproducible, which is going to be a nightmare to troubleshoot.

Hopefully I can find and fix those issues swiftly.

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Second Dimension Chat / Re: The Curse of Illmoore Bay
« on: November 06, 2019, 23:15:36 PM »
I would love to be finished within the next 3 months, but it's probably looking closer to 4 or 5, putting it finished around March.

All of the tools are built (at least to where I'm okay using them myself, but others would probably frown at them), and all of the graphical assets are created (sans touchups and the like), and the music is nearly all composed (2 tracks are in progress currently and 4 remain past that).

The main things I need to finish up for the engine are the colored doors/keys to enable the power-ups/extra boosts and such, and the other stage enemies AI and boss AI.

So, there's a lot of little things to tidy up with the engine, some medium work with the enemy AI's, and a fair amount of work for the boss AI's. Plus the other Kickstarter features (boss rush, achievements, SRAM stuffs, etc)

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Second Dimension Chat / The Curse of Illmoore Bay
« on: November 06, 2019, 19:46:48 PM »
Hey Everyone!

Some of you may be familiar with this project from the Kickstarter campaign earlier this year, but in case you've missed it, I'm hear to babble on about it :)

Firstly, the first world (there will be 6 worlds all together) is finished and available for play in the demo (link at the end). The game is an adventure platformer for the Sega Genesis.

Here's a video of a playthrough of the demo:

You can download the demo, as well as preorder the game, here: http://www.second-dimension.com/shop/product/33

Please note about this demo: There's some floor collisions that need to be updated and you can't shoot your fireball in the air. Future demo updates will have these issues fixed (the floors are already fixed, just not in the released demo).

I hope ya'll enjoy it!

Cheers!

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Homebrew Chat / Re: New Sega Genesis Game: Project Halloweenville
« on: May 22, 2019, 13:54:25 PM »
How cool. Great work!!!! I don't know much about the Sega Genesis.
What's the screen resolution and how many on screen colours can the hardware handle?
Pete.
Thanks! The resolution is 320x224. The genesis can display 4 palettes with 15 colors plus 1 transparent color. Without tricks, 61 colors are displayable.

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Homebrew Chat / Re: New Sega Genesis Game: Project Halloweenville
« on: May 17, 2019, 15:25:10 PM »
Kickstarter is live - lots of new screenies and a demo available!

https://www.kickstarter.com/projects/seconddimension/the-curse-of-illmoore-bay

Hope you all enjoy it!!

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Homebrew Chat / Re: New Sega Genesis Game: Project Halloweenville
« on: May 14, 2019, 01:59:05 AM »
Alright, it's been a bit since I've given an update.

First, here's a video:


There's 2 music tracks in this preview - one at the intro screen (you can skip it if you want), and one for the stage. It's missing some sound effects still, and some things need tightening up, but it's coming along pretty well!

There's also some preview screens for the cut scenes :)

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Homebrew Chat / Kromasphere: YAGAC MD Kickstarter
« on: March 14, 2019, 22:38:06 PM »
Hey everyone! I've been working with CMC Games to release their game Kromasphere: YAGAC MD.

Kromasphere is a very fun (and addicting) platforming adventure game where you have to restore the color to the universe.

Check out the Kickstarter for more info and a video: https://www.kickstarter.com/projects/seconddimension/kromasphere-yagac-md?ref=project_build#

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Homebrew Chat / Re: New Sega Genesis Game: Project Halloweenville
« on: March 06, 2019, 05:35:57 AM »


Almost ready for a public demo :)

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Homebrew Chat / Re: New Sega Genesis Game: Project Halloweenville
« on: February 05, 2019, 02:27:55 AM »
Thanks!

One issue I ran into, even with all the code optimization, was slowdown still. I decided to disable the HBlank (which was giving us a 5th palette to use) and viola - slowness be-gone. That means we'll need a new HUD design, but I think we have a new solution that will be in place soon :)

15
Homebrew Chat / Re: New Sega Genesis Game: Project Halloweenville
« on: February 04, 2019, 23:02:27 PM »
Haha no worries :P

I'm recoding a good chunk of what I already did (fortunately it's not a whole lot), so this next video has some missing features (power-ups, enemy AI, attacks, and collisions) but I did add in collectibles, which is half of what this engine was made for xD



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