Author Topic: Meteor Blaster DX Reprint  (Read 6788 times)

DragonmasterDan

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Re: Meteor Blaster DX Reprint
« Reply #30 on: April 04, 2013, 04:04:10 AM »

PM me the emall address you are trying to subscribe from, and if known the IP address of it.

Pm'ed
--DragonmasterDan

Bardoly

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Re: Meteor Blaster DX Reprint
« Reply #31 on: April 04, 2013, 04:06:06 AM »
@bt

In the thread, it mentions that you were only planning to press 300 copies.  Let me encourage you to press 500 instead, if the number is not already locked in, so that the need for pressed CDs can be filled.  If financing is an issue, then perhaps people would be interested in purchasing 2 copies for $25-35?  I know that I would.  If you were to promote that sales of Meteor Blaster DX would be helping Xymati to be developed for TurboGrafx/PC Engine, then I'm sure that a lot more interest would be drummed up.  I would love to see Xymati finished up for the PC Engine!

PunkicCyborg

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Re: Meteor Blaster DX Reprint
« Reply #32 on: April 04, 2013, 04:23:36 AM »
just joined the turbo list :D
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bt

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Re: Meteor Blaster DX Reprint
« Reply #33 on: April 04, 2013, 05:38:08 AM »
@bt

In the thread, it mentions that you were only planning to press 300 copies.  Let me encourage you to press 500 instead, if the number is not already locked in, so that the need for pressed CDs can be filled.  If financing is an issue, then perhaps people would be interested in purchasing 2 copies for $25-35?  I know that I would.  If you were to promote that sales of Meteor Blaster DX would be helping Xymati to be developed for TurboGrafx/PC Engine, then I'm sure that a lot more interest would be drummed up.  I would love to see Xymati finished up for the PC Engine!

I chose the 300 number based on the amount of interest that I have received over the past few months.  It is somewhat of a gamble, the money I spent on the CDs could have gone for the (required) business expenses that will arise with Xymati.  True, I could have gone for the 500 quantity for another $100 or so, but it took the better part of 8 years to sell off the first 500.  I just don't have the storage space for a couple hundred extra CDs to be sitting around for that long. 

Think of it this way, with supply and demand, you get your copy now, it will be worth a whole lot more in 4 years than had I gone for 500, and still had some available.

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.  The reason I chose to go with the PC market was for 2 main reasons.  1) Number of PCs that could run the game (compare this with the number of PCEs out there); 2) the things I wanted to do in Xy were over burdening the poor Duo's CPU and memory, and this was with only a limited amount of in game stuff there (no weapons yet).

I am not saying it cannot happen, but a game this size takes a lot of time, and the PCE development takes 2-3 times as long as PC development, I am lucky if I get 2 hours a day of non stop "extra curricular" coding time.

In addition to the PC audience, very little effort is needed to move a XNA based PC game to the Xbox; further, all I would need to do is port the dX code to OpenGL and I could have a version that runs on the PS3 and Vita too.  That is a tremendous audience for less effort that a scratch made PCE version; and version that will not be able to have all the features I have in the current PC version.

Please keep in mind that everything beyond this line is speculative:

If the MB re-print shows that there is interest in the PCE scene still, then there is a game or two sitting on the back burner ready to come out (well, it's not ready, but ready to begin development on), and depending on how that does, that would certainly have some bearing on the PCE version of Xymati.

Now, ideally, I can take the game engine that the PC version of Xymati uses (MSL4) to quickly create other games (just need the digital assets and virtually any sort of 2D game can be made very easily), so if Xymati is successful, or I can get someone to license MSL4, then that would allow me to focus more time on the game making which would give more time for PCE ports, rather than releasing sadistic games like Loop v2.

Arkhan

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Re: Meteor Blaster DX Reprint
« Reply #34 on: April 04, 2013, 06:55:20 AM »
awwww yeah.


Make moar turbobs.


BT: Are you going with Nationwide Disc as well?   
[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 #35 on: April 04, 2013, 07:18:22 AM »
awwww yeah.
BT: Are you going with Nationwide Disc as well?   

Yup.  Just got the artwork back for review (have not had a chance to look at it yet).

Arkhan

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Re: Meteor Blaster DX Reprint
« Reply #36 on: April 04, 2013, 07:25:53 AM »
Cool cool.

They're pretty fast/friendly/reliable, based off Aetherbyte's experience with them.

I wonder if they're wondering "whats with all these pc engine game thingies" yet.
[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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If you're not ready to defend your claims, don't post em.

ParanoiaDragon

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Re: Meteor Blaster DX Reprint
« Reply #37 on: April 04, 2013, 01:21:56 PM »
We had our gripes with Nationwide(them sending us an Insanity test disc comes to mind), but it all eventually worked out thankfully!

BT, as for other PCE projects that could be doable....anything any of us know about, or you talking about secret stuff(I can't recall if I know anything that general public is not supposed to know, so I don't want to spill any beans).

Bernie

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Re: Meteor Blaster DX Reprint
« Reply #38 on: April 04, 2013, 01:44:47 PM »
Man, I hope this thing sells out quickly.  I would love to see more HomeBrew come out way.  I plan to buy two copies to do my part.  Shouldn't be hard to sell 300 if others do that, or online stores such as Good Deal Games buy a big quantity. 

On another note, I am not having much luck with the Turbo List.  I was able to join, but every command I try I just get an error in return.  Guess I gotta keep my eye out here.  :)

bt

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Re: Meteor Blaster DX Reprint
« Reply #39 on: April 04, 2013, 03:34:05 PM »

On another note, I am not having much luck with the Turbo List.  I was able to join, but every command I try I just get an error in return.  Guess I gotta keep my eye out here.  :)

Make sure your commands are in the Subject line, and in plain text only (no colored or fancy fonts).  As I said earlier, the server is old and does not handle *any* MIME encoding.

bt

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Re: Meteor Blaster DX Reprint
« Reply #40 on: April 04, 2013, 03:35:26 PM »

BT, as for other PCE projects that could be doable....anything any of us know about, or you talking about secret stuff(I can't recall if I know anything that general public is not supposed to know, so I don't want to spill any beans).

I was thinking if maybe we PCE Devs should put our heads together and see what we could come up with.  If nothing else, maybe put out a CD that has a game from each of us on it.

Bardoly

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Re: Meteor Blaster DX Reprint
« Reply #41 on: April 04, 2013, 05:10:16 PM »
@bt

In the thread, it mentions that you were only planning to press 300 copies.  Let me encourage you to press 500 instead, if the number is not already locked in, so that the need for pressed CDs can be filled.  If financing is an issue, then perhaps people would be interested in purchasing 2 copies for $25-35?  I know that I would.  If you were to promote that sales of Meteor Blaster DX would be helping Xymati to be developed for TurboGrafx/PC Engine, then I'm sure that a lot more interest would be drummed up.  I would love to see Xymati finished up for the PC Engine!


I chose the 300 number based on the amount of interest that I have received over the past few months.  It is somewhat of a gamble, the money I spent on the CDs could have gone for the (required) business expenses that will arise with Xymati.  True, I could have gone for the 500 quantity for another $100 or so, but it took the better part of 8 years to sell off the first 500.  I just don't have the storage space for a couple hundred extra CDs to be sitting around for that long. 

Think of it this way, with supply and demand, you get your copy now, it will be worth a whole lot more in 4 years than had I gone for 500, and still had some available.


I completely understand your reasoning behind this.  I still wish that there were going to be 500 copies made.   :-"

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.  The reason I chose to go with the PC market was for 2 main reasons.  1) Number of PCs that could run the game (compare this with the number of PCEs out there); 2) the things I wanted to do in Xy were over burdening the poor Duo's CPU and memory, and this was with only a limited amount of in game stuff there (no weapons yet).


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.  The Old Rover created a thread which explores the possibility of new release TG-16/PCE games being released as ACD rather than as Super CD.


I am not saying it cannot happen, but a game this size takes a lot of time, and the PCE development takes 2-3 times as long as PC development, I am lucky if I get 2 hours a day of non stop "extra curricular" coding time.


I completely understand about having little free time.   ](*,)

In addition to the PC audience, very little effort is needed to move a XNA based PC game to the Xbox; further, all I would need to do is port the dX code to OpenGL and I could have a version that runs on the PS3 and Vita too.  That is a tremendous audience for less effort that a scratch made PCE version; and version that will not be able to have all the features I have in the current PC version.


But Turbo is far more important than PC or Xbox.   :mrgreen:

Please keep in mind that everything beyond this line is speculative:

If the MB re-print shows that there is interest in the PCE scene still, then there is a game or two sitting on the back burner ready to come out (well, it's not ready, but ready to begin development on), and depending on how that does, that would certainly have some bearing on the PCE version of Xymati.

Now, ideally, I can take the game engine that the PC version of Xymati uses (MSL4) to quickly create other games (just need the digital assets and virtually any sort of 2D game can be made very easily), so if Xymati is successful, or I can get someone to license MSL4, then that would allow me to focus more time on the game making which would give more time for PCE ports, rather than releasing sadistic games like Loop v2.


I'll whatever is in my power to ensure that this MB re-print shows that there is interest in the PCE scene still.   :pray:

ParanoiaDragon

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Re: Meteor Blaster DX Reprint
« Reply #42 on: April 04, 2013, 06:13:24 PM »

BT, as for other PCE projects that could be doable....anything any of us know about, or you talking about secret stuff(I can't recall if I know anything that general public is not supposed to know, so I don't want to spill any beans).

I was thinking if maybe we PCE Devs should put our heads together and see what we could come up with.  If nothing else, maybe put out a CD that has a game from each of us on it.

That is an interesting idea, & I'm not opposed to it all.  Offhand, I can't think of any projects we have that would be small enough for this venture, maybe would have to come up with something new.

vestcoat

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Re: Meteor Blaster DX Reprint
« Reply #43 on: April 04, 2013, 10:23:44 PM »
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?
STATUS: Try not to barf in your mouth.

Bernie

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Re: Meteor Blaster DX Reprint
« Reply #44 on: April 04, 2013, 10:39:19 PM »

On another note, I am not having much luck with the Turbo List.  I was able to join, but every command I try I just get an error in return.  Guess I gotta keep my eye out here.  :)

Make sure your commands are in the Subject line, and in plain text only (no colored or fancy fonts).  As I said earlier, the server is old and does not handle *any* MIME encoding.

Looks like its working, as I sent the "dir" command, and got back a list.  It adds this after though, followed by a bunch of jibberish..

Quote
##>> "This is a multi-part message in MIME format." - Failed.
MIME encoded messages are not going to get you far on this mailing list

I assume its working, as I got the list and all.  So, I guess the other mess is no big deal?