Author Topic: Saber Rider and the Star Sheriffs  (Read 13475 times)

Arm

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Re: Saber Rider and the Star Sheriffs
« Reply #240 on: March 10, 2017, 10:59:17 PM »
Actually, I just noticed it was rather close to what I had seen from his previous work and thought it would be from him.I didnt know it was from him either in the beginning. :)

Arkhan

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Re: Saber Rider and the Star Sheriffs
« Reply #241 on: March 11, 2017, 12:29:26 PM »
Actually, I just noticed it was rather close to what I had seen from his previous work and thought it would be from him.I didnt know it was from him either in the beginning. :)

That name sounds super familiar, so I think it is the right person.

[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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sunteam_paul

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Re: Saber Rider and the Star Sheriffs
« Reply #242 on: March 12, 2017, 01:53:02 AM »
You must have some of the BG art and sprites locked down by now. It would be kinda nice if we could get hold of something so I can at least begin to start planning how the hell I am going to convert them into PCE-friendly format.
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Black Tiger

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Re: Saber Rider and the Star Sheriffs
« Reply #243 on: March 12, 2017, 05:39:19 AM »
Everything I've seen so far looks very PC Engine-friendly, even more so than many SNES games. Even if you have to move around chunks of assets to line up with horizontal strip topped with sprites, dynamic tiles, etc, it's still much easier than drawing everything from scratch.
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Arkhan

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Re: Saber Rider and the Star Sheriffs
« Reply #244 on: March 12, 2017, 12:28:31 PM »
Everything I've seen so far looks very PC Engine-friendly, even more so than many SNES games. Even if you have to move around chunks of assets to line up with horizontal strip topped with sprites, dynamic tiles, etc, it's still much easier than drawing everything from scratch.

The layering is going to need realigned for sure.   I would rather not waste most of the CPU effort on pushing around parallax. 
[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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sunteam_paul

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Re: Saber Rider and the Star Sheriffs
« Reply #245 on: March 13, 2017, 08:12:37 AM »
It's more reducing the tile count that I'm worried about.
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Black Tiger

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Re: Saber Rider and the Star Sheriffs
« Reply #246 on: March 13, 2017, 08:59:20 AM »
I wouldn't be worried about anyone comparing the 3DS version to the PCE or anything. You could drop a lot of superfluous stuff from what's been shown so far and realign a lot of it and normal people wouldn't even notice (just like arcade ports bitd). Most tiles look to only be 2 - 4 colors and the color style isn't super subtle.

But it would be nice if each time the assets for a stage are more or less completed, that they pass them on for you guys to plan around. You could at least have the basic engines ready and a lot of assets converted by the time the first version gets released. Then ports wouldn't end up years apart and risk the license expiring.
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Arm

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Re: Saber Rider and the Star Sheriffs
« Reply #247 on: March 13, 2017, 10:30:06 AM »
You must have some of the BG art and sprites locked down by now. It would be kinda nice if we could get hold of something so I can at least begin to start planning how the hell I am going to convert them into PCE-friendly format.

All the assets are in possession of Chris. But for now, I think they are handling the elements which must be completed for the demo. So you should ask him directly if you have any request.

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Re: Saber Rider and the Star Sheriffs
« Reply #248 on: March 13, 2017, 11:07:12 AM »
I wouldn't be worried about anyone comparing the 3DS version to the PCE or anything. You could drop a lot of superfluous stuff from what's been shown so far and realign a lot of it and normal people wouldn't even notice (just like arcade ports bitd). Most tiles look to only be 2 - 4 colors and the color style isn't super subtle.

But it would be nice if each time the assets for a stage are more or less completed, that they pass them on for you guys to plan around. You could at least have the basic engines ready and a lot of assets converted by the time the first version gets released. Then ports wouldn't end up years apart and risk the license expiring.


It's the tile COUNT, not the color count that is possibly going to suck.   If we're to have tight CD audio during the gameplay, we can't be loading new crap from CD.   It would need to all fit in memory ahead of time.

[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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seieienbu

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Re: Saber Rider and the Star Sheriffs
« Reply #249 on: March 17, 2017, 08:08:55 PM »
I wouldn't be worried about anyone comparing the 3DS version to the PCE or anything. You could drop a lot of superfluous stuff from what's been shown so far and realign a lot of it and normal people wouldn't even notice (just like arcade ports bitd). Most tiles look to only be 2 - 4 colors and the color style isn't super subtle.

But it would be nice if each time the assets for a stage are more or less completed, that they pass them on for you guys to plan around. You could at least have the basic engines ready and a lot of assets converted by the time the first version gets released. Then ports wouldn't end up years apart and risk the license expiring.


It's the tile COUNT, not the color count that is possibly going to suck.   If we're to have tight CD audio during the gameplay, we can't be loading new crap from CD.   It would need to all fit in memory ahead of time.



Any chance of making it an Arcade CD?
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Sarumaru

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Re: Saber Rider and the Star Sheriffs
« Reply #250 on: March 17, 2017, 09:50:28 PM »
I wouldn't be worried about anyone comparing the 3DS version to the PCE or anything. You could drop a lot of superfluous stuff from what's been shown so far and realign a lot of it and normal people wouldn't even notice (just like arcade ports bitd). Most tiles look to only be 2 - 4 colors and the color style isn't super subtle.

But it would be nice if each time the assets for a stage are more or less completed, that they pass them on for you guys to plan around. You could at least have the basic engines ready and a lot of assets converted by the time the first version gets released. Then ports wouldn't end up years apart and risk the license expiring.


It's the tile COUNT, not the color count that is possibly going to suck.   If we're to have tight CD audio during the gameplay, we can't be loading new crap from CD.   It would need to all fit in memory ahead of time.



Any chance of making it an Arcade CD?

I doubt that. It would severely cut down the number of people who could actually play it if it wasn't in the Super CD format.
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Gredler

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Re: Saber Rider and the Star Sheriffs
« Reply #251 on: March 18, 2017, 07:54:16 AM »
Is it not possible to make it compatible without an arcade card, and enhanced with an arcade card? Extra sprites or different tile maps (more unique tiles)?

Mathius

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Re: Saber Rider and the Star Sheriffs
« Reply #252 on: March 18, 2017, 01:06:35 PM »
Is it not possible to make it compatible without an arcade card, and enhanced with an arcade card? Extra sprites or different tile maps (more unique tiles)?

This tickles my bone too (lol) but the team will probably have its hands full with the Super CD portion.
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seieienbu

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Re: Saber Rider and the Star Sheriffs
« Reply #253 on: March 19, 2017, 11:50:42 AM »
Is it not possible to make it compatible without an arcade card, and enhanced with an arcade card? Extra sprites or different tile maps (more unique tiles)?

Far be it from me to second guess anyone, but it seems to me that designing the game from the ground up to take full advantage of the space an Arcade Card provides would be simpler than designing a super CD+Arcade CD that takes advantage of the additional space when it's there but not do so when it isn't.  From my limited understanding, wouldn't making a version that takes advantage when it's there be like making the same game twice?
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Gredler

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Re: Saber Rider and the Star Sheriffs
« Reply #254 on: March 20, 2017, 06:01:08 AM »
From my limited understanding, wouldn't making a version that takes advantage when it's there be like making the same game twice?

Yeah I assume so as well, but as Sarumaru mentioned, the pool of people with arcade cards is significantly smaller than those without arcade cards, limiting the number of people who may buy/play the game.

I was just thinking maybe there is a way to add additional content of arcade card is found when running the game, otherwise make the game Super CD compatible.