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Post by railslave on Jul 8, 2012 4:42:45 GMT -5
hi, great to be here, whoa! what a find this forum is !! ok im on a small team developing a game in html5 but our true goal is to somehow port this to the megadrive... we have lot of art/design and music experience (the soundtrack is made completely from zx spectrum and atari st) but we need someone who can take this to the next level... here is a very early playable demo in html 5 can you port this to megadrive ? dl.dropbox.com/u/84483952/fullscreen/index.html
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Post by Deleted on Jul 11, 2012 8:57:23 GMT -5
Your link doesn't work. Can you tell us more about the game? Do you have a cart manufacturer lined up? What's the deadline? What kind of compensation for the potential developer for your port? Here, I'll help: My name is Dylan Barry from Abertillery. I'm a musician and classic gaming enthusiast. www.myspace.com/dylanbarrymusic/photos/162062www.bandmine.com/artist/music/dylanbarrymusic/923590I used Construct 2 to make an HTML5 based demo called "The Milk of Ultraviolet" which is still a work in progress: www.scirra.com/forum/the-milk-of-ultra-violet_topic53253_page2.htmlMy vision includes paying tribute to Wisdom Tree games and retro gaming in general. I have some fascination for the old Teletext system and have actively sought out others who can reproduce that style. Eventually my game will include both side-scrolling and Phantasy Star top-down RPG elements. A preliminary conceptual write up for the game can be found here: www.magicalgamefactory.com/fr/boards/discuss-everything-else_42/Idea-for-a-new-game--quot-Milk-o_1086/ Here is a video of gameplay: www.youtube.com/watch?v=xLzP1j7ZnxM&feature=plcpThis bloke did a decent review as well: www.youtube.com/watch?v=lm_hsZis1GwObviously there must be a huge difference between creating an HTML5 game on a PC and a console version on a 7.67 MHz 68000. As such, I wouldn't presume to discuss compensation at this point. I currently have one other person seriously committed to this project. We hope to partner with Watermelon to publish the Sega Genesis port. Please contact me if you have any interest! I apologise for not double checking my Dropbox links (they're all down). While it may seem that I've been link spamming similarly terse posts on SegaAge, Giant Bomb, SpritesMind etc.. it's really my inexperience with forums and netiquette. Again, thanks for bearing with me!
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Post by railslave on Jul 12, 2012 9:53:13 GMT -5
dl.dropbox.com/u/84483952/The%20Milk%20of%20Ultra%20Violet%20Demo%20revised/index.htmlone link that is up and alot easier and playable.(i shoudlnt realy release anything till its done but, we need the publicity good and bad and i need reactions + im excited and incredibly inspiried at the moment) thanks for the tidy up of my activity theloon. As to the time line, well there isnt one ..a developer i went to see asked me the same thing it kind of rests on the success of the android port which im also preparing the indie reviewers for (create a buzz). we have a major, major development, one of the top ten 3d engine designers of the 90s and a peer of John carmack is considering porting this to android via the unity engine, if we can prove there is a market for an extreme retro rpg/platform/adventure game.(he lives 4 streets away which is insane ) www.3dengines.de/feat_accu.html (kick engine) .which (under his android label ) would make the money to hire the right people to do the next step..(wm has expressed interest in helping people with the production) so its very exciting times. im in no way talented with programming in anyway, but we have got one of the most unique game universes of all time already. Employing the classical story telling techniques of greek and hebrew metaphysics, allegory and typology. As well as being heavily inspired by the systemshock games and planescape torment. Because even if this was on a zx spectrum the story and the emotional weight would still stand. The dev last night seemed void of the need for a story ..sadly.. why this game ? watch the vlogs www.youtube.com/watch?v=XX9Y55uqheM&feature=plcpthis is more than a game. and by the way, yeah wow .. its amazing to find a forum of megadrive developers, inspiring.It is incredible and that rick dangerous port is incredible!!!
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Post by Deleted on Jul 12, 2012 10:04:42 GMT -5
Glad my last post wasn't too forward. This forum is for a BASIC compiler for the Genesis. It has some serious limitations that make industry standard games a real challenge. Despite the simple retro style of your game some elements would pose a huge challenge if done in the BASIC used in this forum. I think targeting SpritesMind was a better lead. I would take the time to make a game design document. Also, although I was being a bit forward in my last post, this is what will better attract new team members. I can't feel your energy and commitment to your vision with a 9 line post. Check out this article on Game Design Documents: www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.phpI think you'd be better off focusing on an Android port. Better market. Less constraints. And it sounds like you've got someone across the street who could do a bang up job!
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Post by Deleted on Jul 12, 2012 10:26:00 GMT -5
This forum is for a BASIC compiler for the Genesis. It has some serious limitations that make industry standard games a real challenge. This is false. There are some bugs & issues with the compiler, but there's nothing that cannot be worked around. A game like Phantasy Star 4 is perfectly doable in ( primarily ) BASIC.
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Post by railslave on Jul 12, 2012 10:34:51 GMT -5
thanks for the advice... i guess its just the way my head works, pure chaos.. tbh the megadrive idea is insane,i know ...but this guy i met could program anything....unfortunelty hes very concerned with what ideas make money (as i guess he made a ton in the 90s) , so he makes pacman clones on android as a job slideme.org/user/cheesygames so, well it would be nice to have something pretty different and unique (at least the story ) on the system(mg), im just waiting for that special someone... even a Christian who can see the deeper motivations. Im getting a few previews done and doing some little crazy ideas like getting popular retro gamers to donate pictures to go in the game they then in turn will promote. So i can prove to him there is an audience and a buzz. ..then maybe i can show him how fast Pier solar sold out...i dunno, thanks for the advice
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Post by Deleted on Jul 12, 2012 10:44:26 GMT -5
Arguing for arguments sake moon. I said it would be a challenge: not impossible. This forum is for a BASIC compiler for the Genesis. It has some serious limitations that make industry standard games a real challenge. This is false. There are some bugs & issues with the compiler, but there's nothing that cannot be worked around. A game like Phantasy Star 4 is perfectly doable in ( primarily ) BASIC.
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Post by Deleted on Jul 12, 2012 10:48:27 GMT -5
If you call developing a relatively simple game in BASIC a .. .. what kind of classification would you use for doing the same thing in C or assembly?
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Post by Deleted on Jul 12, 2012 10:50:03 GMT -5
I think most of us, including you, would consider C or assembly a more capable development platform. Step up to the plate and help him. Prove me wrong.
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Post by railslave on Jul 12, 2012 10:55:26 GMT -5
look, the only real phantasy star things in there are the high gantry parallax and the punishingly frequent random encounters (though you can see mine ) the rest is more "jet set willy" or something realy simple. This game is seriously basic the story isnt .. i know the transparency is a problem and the colors.. but even then i made the graphics in graphicsgale 8 bit mode...and actualy i found a pretty cool megadrive sprite/tile designer so ..well that would "up" the retro credentials btw does anyone know of any art packages that would work under the constraints of the megadrive and not allow any diverting (and the zx spectrum if you know one) because short of doing this im going to do something that is on the pc but has elements made in the restraints of the system
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Post by railslave on Jul 12, 2012 11:03:42 GMT -5
i have no doubt you pros could code this demo in an hour and have a rom file ready for the "everdrive" because wow, even a rom file.... you see this isnt realy a professional venture, im just a fan who hasnt got the head for coding. this could turn into something pretty special..on account of the contributions of the others and the "high art" of the project. i even have the mayor of "abertillery" writing some cryptic poetry for the buskers to say and give you clues... and this guy is cryptic www.youtube.com/watch?v=TB1_JCXFmLE&feature=plcp
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Post by Deleted on Jul 12, 2012 11:04:16 GMT -5
This site has a whole bunch of editors listed: info.sonicretro.org/Sonic_Hacking_Utilities#Graphics_EditorsWhoever decides to code your Genesis port will already have their own favorite. My first recommendation is to make a Game Design Document. It really helps get things straight in your head and best communicates what is needed to the programmer. To be honest, it primarily communicates to the programmer you're serious about the game. My second thought is, BasiEgaXorz is for beginners such as yourself. Why not try to make the port yourself? At least to get a feel for what it involves. You've done pretty well learning Construct 2.
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Post by railslave on Jul 12, 2012 11:30:56 GMT -5
thanks, though i was just thinking (while doing the dishes)
that it still amazes and saddens me that people wont just see someone that has an idea and think "wow that could be educational for me, inspiring.... " but rather they see the time things take and question how much money something would make....after visiting that pacman guy last night and seeing the look in his eyes that i was writing a story for something ..its just nuts, a sign of the times i think . i had to show him gurk the 8bit rpg, sadly, that opened his mind lol..(considering he designed 3d engines and tech demos for nvidia) ideas are like gold dust
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Post by Deleted on Jul 12, 2012 11:46:25 GMT -5
Music and games are art. Music you can listen to and "get it". Games one must put in a structured form the programmers mind can understand. Thus the game design document.
Your vision is alot to take in - even though the game seems simple. Mr. Pacman probably heard about the first few seconds of your concept and just tuned into what he can understand: time and money.
In the beginning the only person who truly gets it is you. Try BasiEgaXorz to get the Genesis version going like you did with Construct 2. Despite the little verbal jousting you just saw we're a helpful (if small) lot.
Oh, and let the game itself reflect the ideas you want to convey. On that last video link you seemed to be saying all Jews worship demons because they consider God the one and only. This may not be what you intended but if it CAN be construed that way you may lose potential team members and your audience.
I guess I'll reiterate what I just said: I believe you are a creative and open person. However, talking religion on a one-shot video can lead to unintentional interpretations of your language. I'd put the game to one side and your vlog explorations on religion in another.
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Post by Deleted on Jul 12, 2012 12:39:12 GMT -5
BEX, while may be intended for beginners, still doesn't make game dev any easier. BEX doesn't teach you how to program, just uses a much simpler command set than ASM or C that is more readable by humans. There's still a lot of advanced techniques that you can utilize to enhance your games in BEX, but it requires knowing the hardware aspect of it since there's no functions predefined in BEX that will, lets say, stretch an image.
That aside, I agree with moon that making any large scale project is still easily obtainable in BEX. The biggest challenge is getting all those involved motivated enough to continue progress, otherwise you'll end up with an abandonment of the team/yourself on the project.
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