Author Topic: Meteor Blaster DX Reprint  (Read 6792 times)

bt

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Re: Meteor Blaster DX Reprint
« Reply #45 on: April 04, 2013, 11:05:00 PM »
How about making it an Arcade Card release?  That should give you the additional RAM that you need (or at least be a lot closer to what you need. 

It would, but it does not address the CPU issue, and it would make the target audience even smaller than it currently is.  Not saying that those currently in the market for Xy do not already have an AC.  Plus keeping mind the extra time needed for PCE versus PC, by throwing AC PCE on there, (which is pretty uncharted at this point, as far as I know), you are not only looking at increased dev time, but alos time devoted to creating a new compiler that can support the AC.

Necromancer

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Re: Meteor Blaster DX Reprint
« Reply #46 on: April 05, 2013, 03:19:31 AM »
... maybe would have to come up with something new.

Motherf*cking Tetris!!!!   :mrgreen:
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bt

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Re: Meteor Blaster DX Reprint
« Reply #47 on: April 05, 2013, 03:47:11 AM »
Motherf*cking Tetris!!!!   :mrgreen:

Dave Shadoff already did that.

Necromancer

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Re: Meteor Blaster DX Reprint
« Reply #48 on: April 05, 2013, 04:18:47 AM »
But I want a fancy version with tunes, sound effects, prettier graphics, and multiplayer!


.... yeah, I'm a retarded Tetris lover.  :mrgreen:
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bt

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Re: Meteor Blaster DX Reprint
« Reply #49 on: April 05, 2013, 04:27:52 AM »
But I want a fancy version with tunes, sound effects, prettier graphics, and multiplayer!


Oh!  Well in that case, Aramis already did that. 

(I think I have his source code laying around somewhere)

Bernie

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Re: Meteor Blaster DX Reprint
« Reply #50 on: April 05, 2013, 04:43:53 AM »
Damn!  Tetris sounds great!

Arkhan

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Re: Meteor Blaster DX Reprint
« Reply #51 on: April 05, 2013, 05:05:48 AM »
BT - I really appreciate your continued updates about this. Thanks for the PM too.

Are you dead set on a clear tray? I understand white is expensive, but black would be nice and it would at least match U.S. games.
For a PCE version of Xymati to happen, a lot of things would need to happen, not only in the game code, but also in the community.  .

I'm confused about the Xymati/Mindrec/Eponasoft relationship. It's great that you're considering work on Xymati again, but last I heard Fragmare and Eponasoft had already revived the project. I'm not even clear who Eponasoft is (a Rover side project?). Can anyone explain?



Eponasoft is Rover:

http://eponasoft.blogspot.com/

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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bt

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Re: Meteor Blaster DX Reprint
« Reply #52 on: April 05, 2013, 05:23:07 AM »
Are you dead set on a clear tray? I understand white is expensive, but black would be nice and it would at least match U.S. games.
MindRec has always used White Trays and tried to match the style of the Japanese releases (for artwork).  The backing art for the clear try is tasteful (in my opinion), it is a dense star field (this will show through to the front), and Coming Soon text, along with a few screen shots of Xymati.  The Xymati web address is also included (I need to get that site updated).

I'm confused about the Xymati/Mindrec/Eponasoft relationship. It's great that you're considering work on Xymati again, but last I heard Fragmare and Eponasoft had already revived the project. I'm not even clear who Eponasoft is (a Rover side project?). Can anyone explain?
Here is the abbreviated history of Xymati.

2005: The concept of the game was started.  FraG and I bounced a lot of ideas back and forth, the basic game scenario was my idea, FraG came up with the multiple weapons and GFX to match.
2006: initial tests of Xy on the PCE were proving to be challenging, and times was short on my end.
2009: My life fell apart (literally): I was downsized, there were medical issues (started in 2008), and MAJOR family problems.  Only one of these issues has been resolved to date.
2009/2010: I released a few iPhone apps, and started thinking about Xymati again
2011: started doing so proof of concept work with XNA that proved promising
2012: started porting MSL3 to XNA, and working on the game itself.

Somewhere in the 2011-2012 timeframe I told FraG that the PCE version was not working out, and was going to focus on the PC/Xbox version.  He reluctantly agreed and started (without my knowledge) working with Rover on the PCE version.  I am not against this, but I have also not had any conversations with anyone about it, so I do not know what the status of it is, what their goals are, or how closely it is going to resemble the PC version.

At no time have I ever said that the PCE version was not going to happen.  As I have maintained all along, my goal is to make "PCE Like Games" for modern hardware.  The reason for this is simple: I doubt that there are that many PCE/Duo owners out there who do not own some sort of modern console, and the life expectancy of that hardware is much longer than the ever increasing number of Duos out there.  I want people to be able to play this game, and enjoy it.  For the limited PCE market, that number is 300-400.  For the PC/Xbox, that number is in the millions.

There was also the CDR issue for a long time too, I was not going to publish another PCE CDR title, it sounds like that may no longer be an issue.  Yeah for that, at least.



SMF

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Re: Meteor Blaster DX Reprint
« Reply #53 on: April 05, 2013, 01:25:22 PM »
Ok I guess im an idiot, I keep trying to sign up but I get error messages lol. I will see what I can do. Love to get a worry free copy to play in my Duo.
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vestcoat

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Re: Meteor Blaster DX Reprint
« Reply #54 on: April 05, 2013, 09:32:38 PM »
Here is the abbreviated history of Xymati.
Thank you!
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Mishran

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Re: Meteor Blaster DX Reprint
« Reply #55 on: April 06, 2013, 12:55:11 AM »
I, as well as a bunch of others, would love to see an Ultima IV style RPG for the PCE. It was talked about on here, but has never happened. Someone here is sitting on his hands about the idea though...

:wink:

esteban

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Re: Meteor Blaster DX Reprint
« Reply #56 on: April 07, 2013, 01:50:08 AM »
Are you dead set on a clear tray? I understand white is expensive, but black would be nice and it would at least match U.S. games.


MindRec has always used White Trays and tried to match the style of the Japanese releases (for artwork).  The backing art for the clear try is tasteful (in my opinion), it is a dense star field (this will show through to the front), and Coming Soon text, along with a few screen shots of Xymati.  The Xymati web address is also included (I need to get that site updated).


bt, I wouldn't worry much about the jewel case itself, since folks can always swap out the inner plastic tray to any color their precious hearts desire at any given point. It's a simple solution.

Let me be selfish and just say that I am more interested in the game itself, and I am so pleased that you have reprinted it ...I've been listening to music from MB DX for years, but I haven't played the actual game on my hardware more than a handful of times (call me paranoid, or daft, or both).

I gotta order this, now.


Quote

Here is the abbreviated history of Xymati.

2005: The concept of the game was started.  FraG and I bounced a lot of ideas back and forth, the basic game scenario was my idea, FraG came up with the multiple weapons and GFX to match.

...



We appreciate this info; it truly helps put things into perspective. The development history of any game becomes hazy with each passing year, coupled with the senility plaguing the older folks on this forum...well, you know. Most people were mostly clueless about most things most of the time.

One, swift post cleared everything up.



MOST IMPORTANT QUESTION IN THE WORLD: Do the names of the music tracks have any formal/informal titles? Or have they always been referred to by their respective string of numbers (a legacy from development/coding)? I have grown fond of the numbers-as-titles (machines-creating-art-vibe), but, sadly, I can't always differentiate between the titles of the tracks until I listen to a bit of them. Ha! My poor brain.



 
« Last Edit: April 07, 2013, 02:00:59 AM by esteban »
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bt

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Re: Meteor Blaster DX Reprint
« Reply #57 on: April 07, 2013, 05:17:46 AM »
MOST IMPORTANT QUESTION IN THE WORLD: Do the names of the music tracks have any formal/informal titles? Or have they always been referred to by their respective string of numbers (a legacy from development/coding)? I have grown fond of the numbers-as-titles (machines-creating-art-vibe), but, sadly, I can't always differentiate between the titles of the tracks until I listen to a bit of them. Ha! My poor brain.


They have titles:  https://soundcloud.com/mindrec (that covers most of them, there may be a few left over tracks on https://soundcloud.com/btgarner)

esteban

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Re: Meteor Blaster DX Reprint
« Reply #58 on: April 07, 2013, 06:55:37 AM »
MOST IMPORTANT QUESTION IN THE WORLD: Do the names of the music tracks have any formal/informal titles? Or have they always been referred to by their respective string of numbers (a legacy from development/coding)? I have grown fond of the numbers-as-titles (machines-creating-art-vibe), but, sadly, I can't always differentiate between the titles of the tracks until I listen to a bit of them. Ha! My poor brain.



They have titles:  https://soundcloud.com/mindrec (that covers most of them, there may be a few left over tracks on https://soundcloud.com/btgarner)



Thank you! Awesome.

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bt

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Re: Meteor Blaster DX Reprint
« Reply #59 on: April 08, 2013, 07:12:39 AM »
I have received word back from the CD Pressing plant, and apparently the CD Mastering software did nto like the CD masters I sent.  When I asked for clarification, they replied that "They failed Eclipse."

Yeah, I could have told them that Eclipse would have failed  back when I first contacted them.   Awaiting word on next steps..