Author Topic: Lucretia - Demon Princess (鬼姫の呪い in Japan) NOW IN BETA TESTING  (Read 25507 times)

nodtveidt

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Now that the school year has ended and I am home all freakin' day long once again... I have plenty of time to work on this as well as the other obeybrew I've got in the cauldron.

TheClash603

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Looks fantastic.  Though you should add the original character sprite as a code or something, cause it has changed so much.

nodtveidt

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There was a major change in the code to implement the new character sprites. New animation code, new collision code, constants had to be changed, etc. It was a lot of work and I certainly don't want to roll it back. :)

TheClash603

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There was a major change in the code to implement the new character sprites. New animation code, new collision code, constants had to be changed, etc. It was a lot of work and I certainly don't want to roll it back. :)

Just slap the old sprite on top and have the collision detection be completely broken and the game unplayable, call it challenge mode.  :)

But nah...  stick with what's working, it does look great!

nodtveidt

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Can't... the old sprite uses a 32x64 block while the new one uses a 32x32 block. It wouldn't just play broken, it'd look broken. :lol:

spenoza

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Some random comments about the game...

First, even relatively common enemies seem to take an awful lot of hits to drop, which is more of a Euro shooter design. I find it interesting that you've gone that route. Definitely will make this a hard as nails game to 1 cc.

Second, on the one hand it's kind of cool to see the enemies drop off the screen, but it does make things a little busy at times and contributes to screen clutter. Does that drop-off-in-death thing have anything to do with my first observation? It would end up like an enemy rainstorm (with corresponding visibility issues) if they dropped too easily.

Are you largely focused on level design and enemy programming at this point or are the basic player and shot mechanics still being tweaked?
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Sarumaru

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Some random comments about the game...

First, even relatively common enemies seem to take an awful lot of hits to drop, which is more of a Euro shooter design. I find it interesting that you've gone that route. Definitely will make this a hard as nails game to 1 cc.

Second, on the one hand it's kind of cool to see the enemies drop off the screen, but it does make things a little busy at times and contributes to screen clutter. Does that drop-off-in-death thing have anything to do with my first observation? It would end up like an enemy rainstorm (with corresponding visibility issues) if they dropped too easily.

Are you largely focused on level design and enemy programming at this point or are the basic player and shot mechanics still being tweaked?

yes
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nodtveidt

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Everything is still being tweaked, really. We can call it "mostly done", but I do want to go back in and redo stage 2's progression at some point. The only stage that is pretty much set in stone for now is stage 1... and even then, it's only carved in talc. All stages from 3 on are designed in terms of progression but some changes may be made here and there. I don't want to do too many overhauls, but I've improved my coding skill considerably since starting this project so some changes have already been made to reflect that. I never intended on emulating the Euro shooter style... I just like making games challenging.

Sarumaru

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Everything is still being tweaked, really. We can call it "mostly done", but I do want to go back in and redo stage 2's progression at some point. The only stage that is pretty much set in stone for now is stage 1... and even then, it's only carved in talc. All stages from 3 on are designed in terms of progression but some changes may be made here and there. I don't want to do too many overhauls, but I've improved my coding skill considerably since starting this project so some changes have already been made to reflect that. I never intended on emulating the Euro shooter style... I just like making games challenging.

yes
:yuki: "Go forth, FX-Unit Yuki!" http://www.fxunityuki.com
            Available NOW for the PC Engine and Dreamcast!

NightWolve

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Latest build video. :)

It sure has come a long way! I like what was done for the credits roll BTW, photos of a few key members (Hey, Black Tiger's in there!). It reminded me of Mortal Kombat's way of showing Ed Boon and John Tobias at the end. Only game I can think of where the producers did that actually.

nodtveidt

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It sure has come a long way! I like what was done for the credits roll BTW, photos of a few key members (Hey, Black Tiger's in there!). It reminded me of Mortal Kombat's way of showing Ed Boon and John Tobias at the end. Only game I can think of where the producers did that actually.
That's actually where I got the idea from... the later arcade builds of MK3... and that's the reason I did it too, because I think it's a cool idea that I've only ever seen used once. The game has a few other MK references in it as well but I'll leave it up to people to discover the rest of them when the game's finished. :D

geise

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Rove that is looking good man.  You and Saru have been busy.

NightWolve

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It sure has come a long way! I like what was done for the credits roll BTW, photos of a few key members (Hey, Black Tiger's in there!). It reminded me of Mortal Kombat's way of showing Ed Boon and John Tobias at the end. Only game I can think of where the producers did that actually.
That's actually where I got the idea from... the later arcade builds of MK3... and that's the reason I did it too, because I think it's a cool idea that I've only ever seen used once. The game has a few other MK references in it as well but I'll leave it up to people to discover the rest of them when the game's finished. :D

You know, like right after I posted I realized that, I looked at the video again to notice you timed the ring with the photo almost exactly as it was done in MK too! I didn't quite remember the background music, but you made it very similar. And you tucked away more MK references ? Heh, that's pretty cool. ;)

nodtveidt

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The game contains a ridiculous amount of nods to other IPs. To say it's a tribute to gaming itself wouldn't be a lie... but not only games, there are also nods to various movies, songs and musicians, ancient myths, and even a few modern pop culture references. Many of the references are painfully obscure while some are blatant. Here's one spoiler:


In stage 1, the achievement "Hard To Handle", which is achieved by scoring an Infinite Combo, is only attainable by downing a large number of the black birds at once without being hit. The black birds are crows, which are often associated with Halloween, which is what stage 1 is themed after. This is a reference to The Black Crowes' cover of Otis Redding's song of the same name.
« Last Edit: July 01, 2016, 01:39:16 PM by The Old Rover »

nodtveidt

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