Author Topic: How many projects have been started for our beloved machine...  (Read 1780 times)

nodtveidt

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Re: How many projects have been started for our beloved machine...
« Reply #15 on: January 27, 2017, 12:33:46 AM »
Don't forget Neutopia 3.  It unfortunately seemed to be problematic to even think about making it as a proper Neutopia IIRC.
Yeah, and when the trademarks were renewed on the first two games, it just sealed that. N3 wasn't listed on the page though, so I didn't comment on it. There are a few other games which never made it through the production process that also aren't listed so I left them out, such as Valkyrie Midnight (since FU is no longer officially active, though perhaps SS could pick this up in the future) and our proper conversion of Golden Axe (because it's a spare time project that can never be released as a properly manufactured disc). There is also Mysterious Song II: Eternal Silence, which is inactive at the moment, as it was always a side project which I worked on by myself from time to time using stock assets until the time came to find proper talent for it. There are also a few projects that few have ever heard of that I have had a hand in but that are either inactive or just never got off the ground, such as Road to Tenochtitlan, Honey Kitty, Two Ladies, and the one that Necromancer has been pining for for years, Bikini Girls Of Puerto Rico. :lol:

One thing that many people don't know is that this all is not too dissimilar to Hollywood. For every movie that makes it to the big screen, scores of movies are either choked up in development hell, never get the necessary funding to complete, or are abandoned/shelved for a variety of reasons. Games are the same way... for every game that is released, plenty are not, for a myriad of reasons. Any dev who states that he or she has never had a game in the works that never made it is being dishonest. As Henry Rollins would say it, "you're a liar and you're boring!"

Necromancer

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Re: How many projects have been started for our beloved machine...
« Reply #16 on: January 27, 2017, 01:24:59 AM »
.... and the one that Necromancer has been pining for for years, Bikini Girls Of Puerto Rico. :lol:

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Black Tiger

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Re: How many projects have been started for our beloved machine...
« Reply #17 on: January 27, 2017, 05:39:57 AM »
Henshin Engine already has more content completed than many commercial PC Engine games. I'm expecting complaints that the final game will be "too long!" to beat.
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DarkKobold

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Re: How many projects have been started for our beloved machine...
« Reply #18 on: January 27, 2017, 06:01:27 AM »
A Crash Course In HuC (technically this isn't quite done, as I still have a couple of tutorials I would like to add, but it's done enough to allow others to start their own projects)

FWIW, this is huge. First, I wouldn't have been able to jump into TG16 programming without this.

Second, and most surprising, this doesn't exist, at all, for the SNES. Let that sink in. The #1 leader of the 16 bit era doesn't have a decent set of programming tutorials.
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touko

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Re: How many projects have been started for our beloved machine...
« Reply #19 on: January 27, 2017, 07:34:39 AM »
chuck no-rice karate is close to be finished,and i have some SGX projects only .

ParanoiaDragon

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Re: How many projects have been started for our beloved machine...
« Reply #20 on: January 27, 2017, 08:35:04 AM »
Don't forget Neutopia 3.  It unfortunately seemed to be problematic to even think about making it as a proper Neutopia IIRC.
Yeah, and when the trademarks were renewed on the first two games, it just sealed that. N3 wasn't listed on the page though, so I didn't comment on it. There are a few other games which never made it through the production process that also aren't listed so I left them out, such as Valkyrie Midnight (since FU is no longer officially active, though perhaps SS could pick this up in the future) and our proper conversion of Golden Axe (because it's a spare time project that can never be released as a properly manufactured disc). There is also Mysterious Song II: Eternal Silence, which is inactive at the moment, as it was always a side project which I worked on by myself from time to time using stock assets until the time came to find proper talent for it. There are also a few projects that few have ever heard of that I have had a hand in but that are either inactive or just never got off the ground, such as Road to Tenochtitlan, Honey Kitty, Two Ladies, and the one that Necromancer has been pining for for years, Bikini Girls Of Puerto Rico. :lol:

One thing that many people don't know is that this all is not too dissimilar to Hollywood. For every movie that makes it to the big screen, scores of movies are either choked up in development hell, never get the necessary funding to complete, or are abandoned/shelved for a variety of reasons. Games are the same way... for every game that is released, plenty are not, for a myriad of reasons. Any dev who states that he or she has never had a game in the works that never made it is being dishonest. As Henry Rollins would say it, "you're a liar and you're boring!"

How could I forget about Golden Axe & Valkyrie Midnight!?  I think I'm begining to lose it! :P

chuck no-rice karate is close to be finished,and i have some SGX projects only .

Very much been looking forward to Chuck no-rice!!

fragmare

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Re: How many projects have been started for our beloved machine...
« Reply #21 on: January 27, 2017, 10:27:38 AM »
I can speak for stuff I've been involved in and why they've either stopped or have been put on hold.

I was working with Fragmare on Xymati but it was requiring a level of competence above and beyond what I was capable of at the time. I just didn't have the skills to program all the stuff it required. That's not an issue nowadays, now it's just time.

Yea, it is quite an ambitious project.  Funny part is, I've still got all the completed graphics sitting on my hdd, ready to go.  It's literally almost all completely drawn.  I still crack open the WIP folder and tinker with pixels sometimes.  :)   If somebody gets the balls to try and program it in HuC6280 one day, let me know... it's definitely not for the faint of heart.  It's basically on par, in terms of complexity , with any TG-16/PCE vertical shmup you can think of.

elmer

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Re: How many projects have been started for our beloved machine...
« Reply #22 on: January 30, 2017, 03:27:41 PM »
A Crash Course In HuC (technically this isn't quite done, as I still have a couple of tutorials I would like to add, but it's done enough to allow others to start their own projects)

FWIW, this is huge. First, I wouldn't have been able to jump into TG16 programming without this.

How come I'd never heard of this until you mentioned it ... this is HUGE!  :)

This is just what I've been looking for!  :D

Brilliant!  :dance:

touko

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Re: How many projects have been started for our beloved machine...
« Reply #23 on: January 30, 2017, 11:55:02 PM »
Quote
Very much been looking forward to Chuck no-rice!!
Thanks  :wink:

nodtveidt

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Re: How many projects have been started for our beloved machine...
« Reply #24 on: January 31, 2017, 12:27:27 AM »
How could I forget about Golden Axe & Valkyrie Midnight!?  I think I'm begining to lose it! :P
They were both a pretty long time ago so hey, it happens. :) I would like to be able to finish both of them someday but the latter is more likely, as you and Black Tiger pretty much finished all of the assets for the game, and ChrlyMac's sprite dumps are already color-corrected for the PCE hardware. Now it's just a matter of time, like everything else.

elmer

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Re: How many projects have been started for our beloved machine...
« Reply #25 on: January 31, 2017, 07:03:14 AM »
I was working with Fragmare on Xymati but it was requiring a level of competence above and beyond what I was capable of at the time. I just didn't have the skills to program all the stuff it required. That's not an issue nowadays, now it's just time.


Yea, it is quite an ambitious project.  Funny part is, I've still got all the completed graphics sitting on my hdd, ready to go.  It's literally almost all completely drawn.

I'd seen the Xymati page on FB, but stopped scrolling down when I saw that it had gone Windows and dropped PCE.


Then you just posted this in the other thread ...

Here are a few > http://pixeljoint.com/p/7851.htm  ;)

Your art for the PCE is excellent, I absolutely love what I'm seeing there!  :D  :dance:

DarkKobold

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Re: How many projects have been started for our beloved machine...
« Reply #26 on: January 31, 2017, 08:01:37 AM »
A Crash Course In HuC (technically this isn't quite done, as I still have a couple of tutorials I would like to add, but it's done enough to allow others to start their own projects)

FWIW, this is huge. First, I wouldn't have been able to jump into TG16 programming without this.

How come I'd never heard of this until you mentioned it ... this is HUGE!  :)

This is just what I've been looking for!  :D

Brilliant!  :dance:


I'm not sure why you'd need a tutorial? You code the compiler!
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nodtveidt

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Re: How many projects have been started for our beloved machine...
« Reply #27 on: January 31, 2017, 08:59:50 AM »
I'm not sure why you'd need a tutorial? You code the compiler!
Not all coders are accomplished in all things code-related. Coding games requires a specific set of code-related skills; you don't have to be a hardcore h4xx0r to be a great game programmer, you just have to understand game systems and have enough knowledge of programming to make your ideas work. You can be the most amazeballs programmer of operating systems in the world but still hardcore fail to code a fun game... at the same time, you can program an awesome game and still be absolutely clueless about coding a compiler or a memory manager.

DarkKobold

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Re: How many projects have been started for our beloved machine...
« Reply #28 on: January 31, 2017, 09:19:37 AM »
Not all coders are accomplished in all things code-related. Coding games requires a specific set of code-related skills; you don't have to be a hardcore h4xx0r to be a great game programmer, you just have to understand game systems and have enough knowledge of programming to make your ideas work. You can be the most amazeballs programmer of operating systems in the world but still hardcore fail to code a fun game... at the same time, you can program an awesome game and still be absolutely clueless about coding a compiler or a memory manager.

I disagree, I find coding skills to be mostly portable. I'm not a game programmer by any means. My background was in computer and electrical engineering. The majority of my research has focused around signal processing in MATLAB, but I also had to write my own data acquisition system in C#. Additionally, I had to write embedded C for arduino for one part of the project. The point isn't to brag, the point is, it seems like most coding skills are incredibly transferable, depending on what your needs are. My strongest coding language is MATLAB by far, but I can manage my way around HuC.
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Arkhan

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Re: How many projects have been started for our beloved machine...
« Reply #29 on: January 31, 2017, 10:29:02 AM »
I disagree, I find coding skills to be mostly portable. I'm not a game programmer by any means. My background was in computer and electrical engineering. The majority of my research has focused around signal processing in MATLAB, but I also had to write my own data acquisition system in C#. Additionally, I had to write embedded C for arduino for one part of the project. The point isn't to brag, the point is, it seems like most coding skills are incredibly transferable, depending on what your needs are. My strongest coding language is MATLAB by far, but I can manage my way around HuC.

raw "coding skills" might be transferable, but you're only talking about like, how to properly use a C library, or the constructs of a language.

That has nothing to do with knowing how to use said things for a game engine VS. writing a compiler.

The two are very different things, with very different mindsets, skillsets, and hurdles to deal with.

being an expert on writing a state machine or enemy AI isn't going to help you much when you're trying to write a parse tree for a programming language, lol.

[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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