Feels like I just bought a collectable then. Something that'll de-value if I take it out of the box.
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Messages - poundlander
I do like the multi colored Maryo sprite. Probably done with layering multi sprites on top of eachother.
Also, probably, means less enemy and bonus item sprites on screen. But, the players eyes are always on Maryo. May as well make it pretty! They did the same thing when making Spyro for the playstation. Allocated a huge amount of their polygon budget to make the main character look good.
Knew exactly one kid with a XEGS. Brought it to school once and failed to awe everyone. Never saw it again
I wish the trend of augmenting consoles into full computers stayed strong. The middle route of a sort of console / sort of computer seems like it was a hard sell.
Had to change a few things in Upp due to improvements in Stella. Ended up with so many improvements it's really a new, exciting iteration!
* 32 new hand crafted levels
* Optional Genesis C button support
* Player ships stack making 3 lives more risky due to taller hitbox
Available as a digital download pay-as-you-want at Itch io
« on: January 08, 2021, 22:09:05 PM »
This was my jam on the IBM PC in CGA mode. Partly because I "edited" the levels by corrupting the game data.
This version looks interesting. I caught a boss at the end exploding in a particle effect. Wonder what other wonders are enabled by the extra RAM.
« on: January 20, 2020, 20:56:59 PM »
Hey! I make games that need to run consistently on original, clone and emulation based systems.
Is there a way to calculate an appropriate player speed that looks about the same regardless of genesis variant?
I've tried fumbling with counters during the main loop and vblank but never got results.