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May 14, 2024, 09:40:07 PM

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TIGSource ForumsCommunityDevLogsMiniplanets (Mega Drive homebrew)
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Author Topic: Miniplanets (Mega Drive homebrew)  (Read 11147 times)
gimymblert
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« Reply #20 on: May 22, 2015, 04:33:15 AM »

Remind me of this


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Morden
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« Reply #21 on: May 23, 2015, 03:00:39 AM »

Won't talk about it yet. I'm gonna say that regarding cartridges, there are at least four companies I'm aware of currently involved in the business (as in releasing Mega Drive games in the present), so there's that.

If you decide to go with a physical release, I'd like to see a bit more substance. Some kind of a story, preferably with an opening, cutscenes and an ending, and maybe more gameplay modes. I know that what you've shown so far is a work in progress, but I feel that releasing games on cartridges has become accessible enough for developers to become a bit... lazy, I guess?

What I mean by that is, the game has to be good enough to warrant a cartridge release, and I feel that's not always the case with some of the titles I've seen. I'd like to see more cartridge releases, of course, but I'd like them to be quality, fully developed games, too.
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Sik
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« Reply #22 on: May 23, 2015, 08:24:07 AM »

Hey, I can't go around spoiling everything! =| (I already have half the ending programmed, for what matters)
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Morden
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« Reply #23 on: May 23, 2015, 09:01:11 AM »

Hey, I can't go around spoiling everything! =| (I already have half the ending programmed, for what matters)

Nice! What about different game modes? I forgot to mention it in my last message, but adding some kind of a level editor would be great, too, especially if it came with a save feature. Since the playfield is essentially a map of tiles, an editor shouldn't be that hard to do. I'm sure a lot of people would appreciate the ability of making their own fun after they're done with the programmed in levels.
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« Reply #24 on: May 23, 2015, 09:39:03 AM »

1) The ability to save levels requires adding extra RAM, which requires implementing at least a minimal mapper as well, and all this adds to the complexity of the cartridge (and thereby cost).

2) Making your own levels is completely pointless without also the ability to share them with other people (this is why Virtual Pinball flopped), nobody wants to make levels others can't play. This means having some way to get levels out of and into the cartridge (on an emulator you could just share the SRAM file, but what about the real thing?). Don't get me started on how much of a mess this would be.

3) Objects are not stored as a tilemap Tongue
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Morden
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« Reply #25 on: May 23, 2015, 11:10:22 AM »

The ability to save levels requires adding extra RAM, which requires implementing at least a minimal mapper as well (...) Making your own levels is completely pointless without also the ability to share them with other people

I was just thinking out loud. As loud as you can be thinking in a forum message, anyway. I thought of this mainly because I remembered Krikzz releasing MegaDrive Flash Kits. Although the current version he has on sale lacks the components to support saving, he plans on releasing one with battery backed RAM. The ones sans RAM cost $9.

I have mentioned RAM saving only because I figured saving own levels would be beyond a password system. Still, a password system would enable level sharing.
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Sik
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« Reply #26 on: May 24, 2015, 03:54:32 PM »



(・<・)

Yeah there's a sound effect there. Gotta work on those.
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« Reply #27 on: May 31, 2015, 04:46:00 PM »

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joemusashi
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« Reply #28 on: March 21, 2017, 11:17:30 AM »

I have seen this game in a book about homebrew games for old consoles, and it looks really nice, my greetings Smiley
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