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Messages - dra600n

#31
Thanks! :)

Here's a new video featuring new music, sound effects, and a dancing flower, because who doesn't enjoy some dancing flowers?

https://youtu.be/fqboLoWE3Ig
#32
Homebrew Chat / Re: New NES Game - Get'em Gary
January 28, 2017, 20:26:15 PM
Thanks guys! I'm real happy with the way it came out :)
#33
Homebrew Chat / New NES Game - Get'em Gary
January 27, 2017, 14:51:14 PM
Last August, I got with Rob/Roth of Sly Dog Studios to put together the prequel of Handy Harvy, as I had previously worked with another member of NintendoAge to do the graphics, and what came of it was Get'em Gary!

https://www.youtube.com/watch?v=5XrDiIvQXp8

I'm getting ready to do the limited editions, and hopefully by the end of next month, the regular editions will be available :)

Get'em Gary was also bundled with Socks the Cat during the Kickstarter campaign, and now it's up on Steam's Greenlight!

http://steamcommunity.com/sharedfiles/filedetails/?id=842594443

Hope you all like it!
#34
Whew, it's been a while since I gave a proper update.

Anyway, Handy Harvy is almost finished. There's just one more mechanic I need to add in, then finish up the level stuff and awards, but I'm closing in on the finish line.

Here's a few new videos:
Handy Harvy 2 player co-op mode:

Title Screen + Menus:

I hope you all enjoy the update :D
#35
Quote from: TrekMD on August 15, 2016, 01:42:04 AM
Oh, I had just posted about Bomb being available!  :)
haha whoops! Thanks for the advertisement! :)
#36
Bomb on Basic City
Bomb on Basic City by Studio Vetea is an addicting arcade bomber style game for the Sega Genesis/Mega Drive. You play as Papi and your goal is to take out the C++ Invasion Forces. As you play, you may be lucky enough to unlock some challenges and obtain secret codes!

Here's a video of the game play:

http://www.youtube.com/watch?v=VCfbULpbipQ

NOTE: Bomb on Basic City works on official hardware without any issues, but on clone hardware the music will be sped up drastically. This is due to an emulation bug in the z80 on the clone hardware.

AO
AO is a brick/block puzzle game where you navigate the brick to the goal pit to advance to the next level. Be careful of weak floors and the edges!

Here's a quick video of the game play:

http://youtu.be/hUePbU-t_SE

For 1 or 2 players!

Any questions, please ask!

Both are available on the Second Dimension website: http://www.second-dimension.com/

Thanks!
#37
Thanks mates!

Here's the latest update/progress video: https://www.youtube.com/watch?v=v5OnuPSpT6Q

What's new in this video?
- Fixed Rusty's AI. There was a bug that prevented him from reaching the far left of the platform, as well as a bug that would lock up his throws that I fixed. I also have his objects set to 5 for this demo purpose, but that will change with the difficulties.

- The pause function has been added. I wanted to use shadow/highlight mode, but because I'm using varying priorities on the background planes and some sprites, there were portions of the screen that didn't shadow and it looked awful. Instead, I reduced all of the palettes intensities (incrementally) to give a "fade" effect, and used white for the Pause text, so it at least stood out.

- When you die, you get a few moments of invincibility to allow yourself to move to safety

- Fixed a bug that would make Harvy disappear after his temporary invincibility (not shown in any videos)

- Actual invincibility is in there for when you drink a beer (not shown in the video)

I'm getting close to getting all of Harvy's stuff done, then it should be easy to implement 2 player mode... hopefully lol
#38
https://youtu.be/9kswhPGHdlA

In this update we have:
- Collision Detection in place (for the falling objects, as well as the explosions)
- Death animation
- Window repair animation (plus the actual window fixing)

Cheers!
#39
Homebrew Chat / Re: Second Dimension releases
June 08, 2016, 21:22:53 PM
Quote from: zapiy on June 08, 2016, 17:45:16 PM
Cracking news mate, keep us informed and any exclusive first looks would be great for our front page.


Sent from my iPad using Tapatalk
You got it :)

I have plenty of stuff I can show you, depending on where you'd want to focus on (development process/progress or final product), as well as anything on Bomb on Basic City :) Let me know!
#40
Necro bump :)

Hey everyone, it's been a while since I posted an update (SecondBASIC took all of my time, but it was a necessary project).

I've redone Rusty's AI, and I think it works out better than the previous algorithm.

In the last 2 weeks, I've finished up the title screen, intro cut scene, and the Awards screen.
Here's a video of the awards screen: http://youtu.be/Wzk4kOHWfXA

I have the SRAM functions working, so the unlocked awards you see in the video are loaded up via SRAM. I'm going to get the rest of the core engine finished next, and then start tying all of the pieces together. I also have the box art being worked on now (and it's coming out fantastic), so I'm hopefully going to be finished by mid July with an August release. Of course, things never work out as planned, so it may become a fall release.

I hope you're all as excited for this project as I am!
#41
Homebrew Chat / Re: Second Dimension releases
June 06, 2016, 14:46:23 PM
It'll help reduce development time, but not by a whole lot, though I suppose it depends on what you're doing :)
#42
Homebrew Chat / Second Dimension releases
June 06, 2016, 00:34:02 AM
Hey everyone! It's been a while since I've posted here, but I have a large update of things for everyone! I want to say thanks to TrekMD for giving me a hand with my account issues :)

Anyway...

Last year I had started working on Handy Harvy, however that ended up getting delayed as I kept thinking of "what would an updated compiler be like", and decided to make one. For the last 6 months, I had been working on a new compiler for the Sega Genesis that uses the BEX ASM library, but adds new commands and a more feature rich environment. If anyone is interested in programming Sega Genesis games in BASIC, take a look at SecondBASIC (http://www.second-dimension.com/sbasic/)

Next up is since the compiler was finished a few weeks ago, I've resumed development on Handy Harvy (completely rewritten in SecondBASIC). While there's still quite a bit to do, I'm hoping to have it finished by the end of the month and into the beta testing stages, with a tentative August release date.

And finally, coming this summer will be Second Dimension's first publication team up with Studio Vetea and his Bomb on Basic City game!

https://www.youtube.com/watch?v=AeP-yD9I8pg

As you can see, it is very similar to the Mad Bomber game I was going to do (which is one of the reasons why I had stopped that project) and is a familiar game to those who have played Ocean Detox (and similar games).

Bomb on Basic City is inspired by Bomb on Pixel City, another great game by friends of Studio Vetea!

Cheers!
#43
A little blog post on the milestone video and such: http://second-dimension.com/blog/

Enjoy! :)
#44
Phew, the weekend has passed, and I have an update ;) ).
Third, Jerrod's AI has begun! While this is still an early build of the intro to the first stage, you should get a sense of what's to come!

And lastly, we have music! A big shout-out to Stef for his fantastic XGM sound driver!

The delay was due to me going through the proof of concept code and started optimizing it and really building the engine. The code before this was so sloppy and redundant (aside from the map scrolling portion as that was the first thing I did).

And now a video: http://www.youtube.com/watch?v=c1gcfEn0Nnw

I hope you enjoy the update! :)
#45
Posted a little update last night on the Facebook page and Twitter feed:

http://www.youtube.com/watch?v=EbLdLonAIAg

The beginnings of the HUD! As you can see, a column of the HUD is cut off by the building. Normally, this wouldn't be an issue, but since I'm using a specific scroll mode, BEX scrolls both planes at once, which means the HUD can't overlap the building since the building will scroll. This could be alleviated through ASM (learned this out on the Devster forums), but I'm not that good with ASM yet.

I also put in the trash bins/boxes at the bottom of the building so Harvy and Gary no longer float in the air and can still fix the lower windows on the bottom floors.

Cheers!