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[Coding competition 2019] Platform Explorer by SteveProXNA
Posted: Thu Mar 28, 2019 8:18 am
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http://www.smspower.org/Homebrew/PlatformExplorer-SMS |
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Posted: Sat Mar 30, 2019 12:30 pm | |||||||||||||||||||||||||||
Interesting concept. I like it. The controls seem a little over-sensitive to me, though, and definitely need some getting used to. Neat rendition of the theme music. | ||||||||||||||||||||||||||||
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Posted: Sat Mar 30, 2019 7:24 pm | |||||||||||||||||||||||||||
Thanks Kagesan - All player movement i.e. velocity X + Y were reversed engineered from the original game but in fairness that play area was larger; something like 20x15 instead of 15x12 so the controls seemed OK. I have added a slight "delay" when the player moves joystick left or right so hopefully doesn't seem as sensitive and will help a bit. Thanks again for your feedback. Much appreciated! |
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Posted: Wed Apr 03, 2019 12:53 pm | |||||||||||||||||||||||||||
Nice! I'm also not very fond of player's movement, but I'm really bad at platform games... | ||||||||||||||||||||||||||||
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Posted: Wed Apr 03, 2019 9:17 pm | |||||||||||||||||||||||||||
Thanks sverx - As per previous entry, it seems the reversed engineered player movement from the original game may be a bit awkward for the SMS so I have implemented a game speed option in V2.0 [ coming very soon ] - that is you can choose slow or fast option so the "slow" [motion] speed may be a bit more *enjoyable* for some - hopefully...! For those on NTSC systems it does seem harder to navigate at 60FPS but on the PAL system doesn't seem as bad... that's always the challenge with platformers I guess as I've seen so many twitch players that can handle this co-ordination at high speeds no problem... PS: I gave you a shout out on the intro screen - not sure if you saw - I trust that was all OK as I've seen the devkitSMS mentioned on other homebrew games in the past :) |
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Posted: Thu Apr 04, 2019 8:27 am | |||||||||||||||||||||||||||
I totally missed that, as I didn't notice the text in the intro was changing. BTW no problem - you can mention devkitSMS as much as you wish :D |
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Posted: Thu Apr 04, 2019 5:59 pm | |||||||||||||||||||||||||||
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Awesome video
Posted: Thu Apr 04, 2019 9:26 pm
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Hi law81 - thanks very much for making this awesome video! Wow, that is really cool...!!
BTW I have submitted Platform Explorer V2.0 which now has 20x new levels to conquer. I've also submitted the source code this time in an attempt to be 256% more awesome :) |
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Posted: Fri Apr 05, 2019 10:57 am | |||||||||||||||||||||||||||
Thank you for making this new game and keep our master system alive. 20 more levels!!! Yeah!!! The game is funny when is hard. I spoke with some people and they think that the first levels are "strange", so, I think that is better that initial levels can be separated in a "practice mode" or similar name, what do you think? |
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Posted: Fri Apr 05, 2019 3:37 pm | |||||||||||||||||||||||||||
No problem! Hopefully it sounds like this new game was well received :)
Yeah - there is capacity for 80-100 levels if someone would like to help design...!
Thanks for the feedback - I did read this. The thing is there are some hardcore guys who design instruction manuals to be shipped with their game but I didn't have time to do this so I thought I would take a more modern approach and have the first 10x levels "teach" the basic game mechanics in game - although in hind sight this probably does seem a bit "strange" in a Master System game. But that is a great suggestion - Definitely, after hitting "Start" I could have a select screen for either "Tutorial" or "New Game". The first initial 10x levels could be separated out into the Tutorial section and the rest of the levels be part of a "New Game". I don't think this would take too long to implement but doing this would have to design another 10x levels [to get back to the current 40x levels total] :) Thanks again for your input! |
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V3.0 is Live
Posted: Sun Apr 07, 2019 7:37 pm
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Big thanks to Calindro for all his help to get Platform Explorer updates uploaded today!
V3.0 now includes: * Tutorial vs. New Game * 10x levels Tutorial * 40x levels New Game * Hidden level select * Slow vs. Fast speeds * More gems to collect * Bonus on level clear |
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Posted: Sun Apr 07, 2019 8:32 pm | |||||||||||||||||||||||||||
NICE!!! :D |
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Posted: Mon Apr 08, 2019 8:50 am | |||||||||||||||||||||||||||
This kind of game (with tons of levels) it's always a nice addition to any competition!. Some graphics are a bit ugly, but the engine feels totally solid! | ||||||||||||||||||||||||||||
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Posted: Mon Apr 08, 2019 11:07 am | |||||||||||||||||||||||||||
Awesome! Thanks - there is capacity for tons more levels but it is time consuming to design levels for both easy + hard difficulties then to test test test to ensure all the jumps are possible, all gems accessible all enemies are passable etc. If there are any level designers that would like to jump in and help add more levels then please let me know...!
LOL! Thanks kusfo for your brutal honesty but you are correct :) Especially as the original game sprites were 48x64px @ 32bpp. By the time the size was halved and reduced to Indexed mode in Gimp2 @ 16 colors / 4bpp things started to get a lot less attractive very quickly - you just have to keep telling yourself that this makes the game look "rustic" and authentic :) [works for me] Seriously, definitely would like to try and get access to a pixel artist for the next project if anyone is available...! |
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Posted: Mon Apr 08, 2019 12:01 pm | |||||||||||||||||||||||||||
I spent lot of time in the late 90's doing small games with DIV (an awesome game programing language), and as I was not an artist, I was ripping graphics from a lot of different sources. I can recognize easily a resized and color quantized graphic :-) BTw, your graphics work quite well for the scenery, the main character is one that really feels "ripped" |
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Posted: Wed Apr 10, 2019 10:30 am | |||||||||||||||||||||||||||
Cheers kusfo - I was recently contacted by 3rd party studio looking for work and I asked if they had a pixel artist that could possibly help touch up the art... after outlining the limitations of the SMS graphics hardware with maximum 64 colors available for 2x palettes of 16x colors each I never heard back... what are the odds?!? |
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Posted: Wed Apr 10, 2019 10:46 am | |||||||||||||||||||||||||||
I would say that there're a lot of designers willing to give a try at retro homebrew. At least in the Spanish community, they're more common than coders! | ||||||||||||||||||||||||||||