Just a correction, the sub-boss music (Death Ballad) is actually by TenNoKoe_, not Alianger. There is so much going on with this project that even I get a little mixed up sometimes!
The rolling animation was not actually missing from the site. That's because they only store the sprites, and the spinning was actually done rotating the same sprite by the PSX itself. You could just do the same rotation in photoshop or gimp, kust keeping all pixels intact while doing so.
There are a lot of rotating sprites in the original, so a lot of the spritesheets online tend to include multiple versions of a sprite at different angles. For those that don't I can either capture each frame from an emulator (as in this case) or just use software to rotate (as you suggested). I might try the later technique next time
Damn, following this project since the first videos, it's crazy and heartwarming to see it eventually take shape and look better and better with each video.
Man, looking awesome! One thing that might be a good idea to save on storage and VRAM space is to split large enemies like this into multiple sprites. I'm pretty sure they did that in the original version (the arms and hammer are one sprite, the legs are another, the torso and maybe head are another). That'd make the animations take up less space. Even if you don't need to do it, it might be a useful skill to teach in a tutorial in the future. Keep up the awesome work! 👍
SGDK's sprite engine provides plenty of optimisations in that regard, plus it's a case of if any savings are worth the extra development time and effort required
@@PigsysRetroGameDevTutorials I'm wondering in the same thing as @GreyMatterShades I love the videos and the project and have been following for some time, but you didn't really go into how you got the roll to work. did you grab enough sprites to render him rolling for 4/8 frames and use x/y sprite flipping to get the other quadrants??? or did you do sprites for a full rotation? for those of us that are technically minded, more insight on how you implemented the new features is a gold mine that as of late you really haven't been showing. I hope this returns to your videos. especially given the name of your channel. I'm also interested in the ROM size at this point. As good as you report SGDK engine to be at sprite optimization, it it's also interesting to know if what you are building would've been feasible in the peak genesis days on say a 16-meg cart. 😊 edit I forgot about the last vid when you went over rom size lol.
I normally use mirroring h/v flipping to minimise rom space, but in this case I just copied over the whole rotation. For these dev videos I like to explain the general process. Don't worry, I'll eventually cover these topics in much more technical detail in future tutorials@@andrew_stamps
6:51 Just a small correction, Death Ballad was done by TenNoKoe_ :) Looking forward to kicking the monster's ass. But how are you handling sub weapons and alternate main weapons or is this undecided so far? Brainstorming challenge ideas - the hammer (or an alternate stronger version of the attack) could stun the player if they're on the ground, he could throw the hammer and jump afterwards, or he could move faster and faster as the fight goes on
Ah, you're right, I even get confused about who is doing what in my own project sometimes! Sub-weapons will pretty much work the same as in the original. Any alternative main weapons will be added at a later date (probably much later!) Thanks for the ideas! I'll no doubt iterate over the boss/enemy AIs as the project progresses. I need to find a balance between adding some new stuff while staying true to the original
i understand. the fans might hate something drastically changed. but in my opinion as a fan, new things are welcome too, we played it on ps1 until exhaustion, we need something refreshing. maybe put an option to choose between new and old?@@PigsysRetroGameDevTutorials
Yet another spectacular video from you, great job!! 👏🏻👏🏻💪🏻💪🏻 You know, I was thinking: if SGDK eventually gets to support MegaCD, you could try the Megacolor encoder and include all these videos as a bonus Gallery. It would be pretty sweet.
This video is the one that convinced me that this project is actually happening. I've been following this since the begginjng and a admit that at first I thought "well, that is a very cool hobby project, but probably not going to go too far". But video after video it is getting better and better and you keep showing actual progress. I'm kinda perplexed on how good you are! Thank you for all the effort you're putting on this!
Good move. I think the added challenge for this boss is appropriate. Almost as if you fixed what was once broken. I'm surprised his colors translated so well to the Mega Drive, it looks great so far!
You are doing a great job! As far as my limited knowledge on Genesis hardware goes, if you wanted to reproduce the same sprite rotation effect you'd have to code the rotation routines yourself as the hardware was not able to rotate sprites by itself, which is a task for programmers who have deep knowledge on the M68000 programming, and yet the results probably would disappoint because of the system's limitations, it would end up with a dropped frame rate and the movement would not be as smooth. Not impossible, but quite unrewarding initiative. You went the alternative way and it worked so well. Keep it up, man!
I'm glad to see you making progress on stuff like this and do feel that this is a good fit for The Creature. that being said, I do think a vital bit you missed was that creature kinda bounces up when he gets to the edge of the room. he slows to a stop and has a bit of momentum. There's been a lot of that in this project that i've noticed. little bits and bobs of polish that you haven't yet had a chance to implement before showing them off to the public. I understand that these are iterative passes that each segment of game needs to get, but I do hope that this project gets to that level of polish. one of the things that makes SOTN such a special game is that attention to detail; little things that didn't have to be in the game but the devs bothered to put work into making sure was there.
Thinking about it, the end of the original seemed so rushed, so I can see why you moved him. I'm excited to see what goes where now; breaking muscle memory and map memorization, and providing new challenge is something I imagine is a thing for remakes. :v ~5:45 - He's such a chonky boi. I'm glad he likes his new home. Look, he's playing! :B
Great job on this project so far! I know you mentioned possibly adding screenshake for the hammer hit, which is a great idea. Maybe have it timed to where it goes until the hurtbox on the hammer is done? That way players have an extra visual indicator on when it's still dangerous or when it's safe.
This is looking excellent. As a suggestion, you may consider adding an enemy attack pattern where it bounces around the stage while rolling, forcing the player to move on the floor to evade him, instead of jumping. The battle would become more interesting with one or two new attack patterns for the thing. I can't wait for the demo.
Meu caro Pigsy... isso está INCRÍVEL. FANTÁSTICO. Trabalho Maravilhoso. Muito obrigado por seus esforços. Uma pena não ter tido a chance de ajudá-lo de alguma maneira nesse projeto. Minha vida tem sido Muito corrida e complicada. Mas quem sabe numa próxima. Ps: eu faço modelagem 3D se precisar num futuro próximo. 😉
I feel like a third attack where he shoves the hammer out horizontally toward the player a little bit might mix things up and provide additional challenge. It would force the player to not get comfortable getting too close to the boss. the hammer strike comes down so closely to the boss, it doesn't pose a lot of risk to make you keep some distance. Just a thought! Very cool boss battle recreation, though! Very cool.
Looking pretty great! Good choice for a sub-boss I would say~ Looks like it would be fair to fight as well, I would probably stand in the middle and spam sub-weapons. Any thoughts as to which weapon you would allow the player between latest checkpoint & this boss?
@@PigsysRetroGameDevTutorials For sure! One thing you could decide this early however, is if you want to give *no* item-providing candles between checkpoint & sub-boss. Result: -Giving players who survived up until the boss an edge & rewarding good play. -Players who died will get to fight legitimately next try, & practice strike/backdash. I can't remember if this is how the other games handled sub-bosses, but it could be an interesting way to give *a few of them* a quirk of their own, compared to the big bosses.
Gameplay, level design, everything is so well thought and done. Each video has its impressive aspect. do you think you could released the demo as you planned ? Everyone is waiting for it, thanks to you. Well done again.
Hi Pigsy, you're doin a great job!! For your next tutorial, can you show us how to code from one screen to the next? Such as the splash screen when starting a new game, moving to the title screen, then starting the game to the first level, then from one level to the next. Because I assume each new level has it's new palettes
I cannot stop imagining this to be out for MD/Genesis in 1997 just a month or two before the console was discontinued. What a hit it could have been! But would have anyone been able to make it this beautiful? And how much the cart would have costed? After all we have seen prototypes of Street Fighter Alpha (Zero) and Fatal Fury (with revamped graphic and gigantic sprites) but, again, even if technically possible, how much would the price of the chips to contain all that data would have costed? And who could program it at the time?
I think the song could have some kind of complement, like a channel in one octave lower or something like that, along with the melody in the "loop beginning".
your rolling animation is actually more accurate to the speed of travel, the original looks goofy and slippery..! Maybe you can make the rolling speed faster along the animation then! On top of that, have the boss "angrier" before the last couple hits so animation and travel are even faster
Pretty cool boss!!! But hey, I think the rolling animation should mirror to the right when he go right. The rolling animation doesn't change directions which is a bit weird
terá upgrades de armas? por exemplo a espada de longo alcance? a textura do cenario é bem diferente do que vemos no ps1, será assim mesmo ou isso é apenas teste?
I dunno, to me, midair roll looks like a totally legit (and kinda awesome) attack! 😁 There could potentially even be a 2nd version where instead of passing over you, he hammers out of it so that you have to backdash? Seriously though, these videos are pretty much at the top of my list of favorite things, thanks so much again for making them!!! I love everything about these from the sense of discovery, to the clever solutions, esoteric geeking out, and the sense of community from everyone that shows up! In terms of esoteric geeking out, definitely agree that the Alchemy lab is the perfect place for this boss/definitely would get my vote for saying it’s even better than the original game’s placement. I wonder if the creature actually was SUPPOSED to appear there in the original, but ultimately was passed over for beelzebub since it’s one of the few rooms where the latter would actually fit? (Creature pretty much appears in the 1st available opportunity afterwards) Glad to also hear that there also won’t be boss doors in this version! I think that does lead to more of a sense of exploration, which would be nice even if exploration not as much of a focus in this version (the dread of getting locked in with a boss, or even the humor of seeing a boss in the room and turning around to say “nope!” 😁) Would definitely love to hear more about the sound effects and any other considerations you’ve ran into on them (maybe how to determine where a ripped sample starts/stops, navigating memory issues, or if there’s a certain priority when multiple effects are played at once?). Thanks so much again/seriously looking forward to the Christmas demo!!
First I want to give the congratulations and thank you for the project that excites all of us lovers of the mega drive. I'd like to raise a question. If the mega drive were relaunched, with larger color palettes and a more powerful processor, would the same conditions and knowledge be maintained for game development? I think if that were possible, that idea would be interesting.
5:57 you could do the 8-bit Sonic 2 or NES DuckTales approach there, that would probably work, i would also suggest giving the HUD extra score or an enemy/boss health so the HUD doesn't look too empty
This is a really nice project. I kinda want to see something like that for the 3DO, which is more powerful than a SNES/MD but weaker than the PS1 (SOTN target platform); Although i guess something like the SGDK doesn't exist for the 3DO, plus it only would be available for the 12 3DO owners out there.
what would you do if the colors in the character are shared in the background pallet? I kind of assume that would be more common in 16 bit games though since they have fewer colors to work with.
Personally, I think it would have been more space efficient to have The Creature's legs be separate sprites in the Mega Drive version if it's part of the second background layer.
Having a kick anticipation animation before the rolling attack could be more fair to the player, specially if you are going to speed it up. Looking great so far!
There is a quick kneel animation before the roll, but I could add something extra later. So long as you stay alert, it's normally fairly straightforward to avoid
Do you think symphony of the night could’ve come out for both super Nintendo and Sega genesis? I mean if streetfighter alpha-2 did if Mortal Kombat ultimate dead
Considering the technique you used to grab the sprites from the PS1 game, and the fact that you are 100% faithfully mimicking "hardware rotation" effects, could you use the same technique if say you wanted to do a remake of Out Run on the Genesis/Mega Drive? In that case you could grab all the sprites that are used to scale the cars and road side sprites and then add them to mimic the sprite scaling the Arcade used! It would be heavy as far as ROM size would be concerned but that shouldn't be an issue today considering the cheap cost of ROM chips (in case you wanted to do a physical release) or just make a ROM file and use an emulator... Is that possible or would the ability of the console to produce sprites on screen be an issue? I know in the "Mark V" version of Space Harrier they were able to recreate the sprite scaling but the flickering onscreen was quite bad. I am interested to hear your opinion. Amazing work btw... That had to be said!
Given the larger rom sizes realistically available nowadays, I think you could probably do a much better job of imitating sprite scaling by storing sprites of many different sizes. Swapping them in and out of VRAM shouldn't be an issue either. Hopefully someone will give it a try one day to see what is possible!
@@PigsysRetroGameDevTutorials The mega drive scales road rash, but the fps is very low, I use overclocking on the emulator to play at 30 fps, it's impressive
Not trying to mimic the original is the way to go, because as you noted, the original is not without flaws. I think the slower rolling animation looks better (I mean the animation speed and not the movement speed). I think it looks too fast in the original, and does not fit a big and slow character.
I think the regular enemies are generally fine, but a lot of the bosses need to be buffed to make them more of a challenge - plus the level design needs fewer long corridors :)
So to rip these assets from the PS1 game is basically a matter of photoshopping frame by frame? Like I was thinking about what it might take to make a port of an arcade game that was never originally ported to megadrive but seems feasible. I guess that would be more reasonable than trying to dig out the Sprite data from the compiled ROM
Can't you turn off the background in the emulator to make it easier to grab sprites? I think how you removed the flame from the sword reduced the hitbox enough to where hitting the creature from the front will be very difficult. Maybe delay the hammer attack by a few frames to make more time to come in for a strike.
Just a correction, the sub-boss music (Death Ballad) is actually by TenNoKoe_, not Alianger. There is so much going on with this project that even I get a little mixed up sometimes!
Thanks, Pigsy!
@@tennokoemusic Sorry for the mix-up! I'll make a correction at the beginning of the next video too.
This continues to look better and better. Megadrive version continues to impress with how incredible it looks. Great work as always - keep it up :-)
Thanks!
The rolling animation was not actually missing from the site. That's because they only store the sprites, and the spinning was actually done rotating the same sprite by the PSX itself. You could just do the same rotation in photoshop or gimp, kust keeping all pixels intact while doing so.
There are a lot of rotating sprites in the original, so a lot of the spritesheets online tend to include multiple versions of a sprite at different angles. For those that don't I can either capture each frame from an emulator (as in this case) or just use software to rotate (as you suggested). I might try the later technique next time
I think the rolling speed on your version looks more realistic. Your doing a sterling job.
Looking at it again, I actually think I might keep it at the current speed too
Damn, following this project since the first videos, it's crazy and heartwarming to see it eventually take shape and look better and better with each video.
Thanks! It's great seeing some of the same old facing showing up since the beginning. It's a long journey, so it's nice to have some company :)
Man, looking awesome!
One thing that might be a good idea to save on storage and VRAM space is to split large enemies like this into multiple sprites. I'm pretty sure they did that in the original version (the arms and hammer are one sprite, the legs are another, the torso and maybe head are another). That'd make the animations take up less space. Even if you don't need to do it, it might be a useful skill to teach in a tutorial in the future.
Keep up the awesome work! 👍
SGDK's sprite engine provides plenty of optimisations in that regard, plus it's a case of if any savings are worth the extra development time and effort required
In the original version everything was flat 2d polygons. Did they need to treat things as multi segmented sprites?
@@PigsysRetroGameDevTutorials I'm wondering in the same thing as @GreyMatterShades I love the videos and the project and have been following for some time, but you didn't really go into how you got the roll to work. did you grab enough sprites to render him rolling for 4/8 frames and use x/y sprite flipping to get the other quadrants??? or did you do sprites for a full rotation? for those of us that are technically minded, more insight on how you implemented the new features is a gold mine that as of late you really haven't been showing. I hope this returns to your videos. especially given the name of your channel. I'm also interested in the ROM size at this point. As good as you report SGDK engine to be at sprite optimization, it it's also interesting to know if what you are building would've been feasible in the peak genesis days on say a 16-meg cart. 😊
edit I forgot about the last vid when you went over rom size lol.
I normally use mirroring h/v flipping to minimise rom space, but in this case I just copied over the whole rotation. For these dev videos I like to explain the general process. Don't worry, I'll eventually cover these topics in much more technical detail in future tutorials@@andrew_stamps
6:51 Just a small correction, Death Ballad was done by TenNoKoe_ :)
Looking forward to kicking the monster's ass. But how are you handling sub weapons and alternate main weapons or is this undecided so far?
Brainstorming challenge ideas - the hammer (or an alternate stronger version of the attack) could stun the player if they're on the ground, he could throw the hammer and jump afterwards, or he could move faster and faster as the fight goes on
Ah, you're right, I even get confused about who is doing what in my own project sometimes!
Sub-weapons will pretty much work the same as in the original. Any alternative main weapons will be added at a later date (probably much later!)
Thanks for the ideas! I'll no doubt iterate over the boss/enemy AIs as the project progresses. I need to find a balance between adding some new stuff while staying true to the original
Great job! Colours on the boss look great and the animations are smoothly implemented.
Thanks. Pyron has since provided a version with even better colours, so I will be swapping it out later
The Creature have a great design, but is a joke for how easy fights.
Great work there, Pigsy man. That was a clean way to rip those sprites! ⭐⭐⭐⭐⭐
yes, it could be implemented new attacks from him, not just hammering and rolling. it would be awesome
There are a lot of cool bosses who go down too easily in the original, so it's nice to give them a second chance
can you include new surprise attacks or it's difficult to make something like this?@@PigsysRetroGameDevTutorials
It's possible, but I want to be careful with how much I change from the original.@@ElsweyrDiego
i understand. the fans might hate something drastically changed. but in my opinion as a fan, new things are welcome too, we played it on ps1 until exhaustion, we need something refreshing. maybe put an option to choose between new and old?@@PigsysRetroGameDevTutorials
Yet another spectacular video from you, great job!! 👏🏻👏🏻💪🏻💪🏻
You know, I was thinking: if SGDK eventually gets to support MegaCD, you could try the Megacolor encoder and include all these videos as a bonus Gallery. It would be pretty sweet.
The work you are doing is incredible, keep it up
Thanks!
This video is the one that convinced me that this project is actually happening. I've been following this since the begginjng and a admit that at first I thought "well, that is a very cool hobby project, but probably not going to go too far". But video after video it is getting better and better and you keep showing actual progress. I'm kinda perplexed on how good you are! Thank you for all the effort you're putting on this!
Wow. Legit this looks and sounds amazing. Thx for sharing this update
My god this is....
Just....
Honestly brings a tear to my eye 😢😅
Tears of joy, I hope 😅
Good move. I think the added challenge for this boss is appropriate. Almost as if you fixed what was once broken.
I'm surprised his colors translated so well to the Mega Drive, it looks great so far!
5:45 That really brought a smile to my face😊 . loving the progress and process of this.
The Sega Genesis is gonna win the 16bit war with this one
The 16-bit console war is eternal!
You are doing a great job! As far as my limited knowledge on Genesis hardware goes, if you wanted to reproduce the same sprite rotation effect you'd have to code the rotation routines yourself as the hardware was not able to rotate sprites by itself, which is a task for programmers who have deep knowledge on the M68000 programming, and yet the results probably would disappoint because of the system's limitations, it would end up with a dropped frame rate and the movement would not be as smooth. Not impossible, but quite unrewarding initiative. You went the alternative way and it worked so well. Keep it up, man!
I'm glad to see you making progress on stuff like this and do feel that this is a good fit for The Creature. that being said, I do think a vital bit you missed was that creature kinda bounces up when he gets to the edge of the room. he slows to a stop and has a bit of momentum. There's been a lot of that in this project that i've noticed. little bits and bobs of polish that you haven't yet had a chance to implement before showing them off to the public.
I understand that these are iterative passes that each segment of game needs to get, but I do hope that this project gets to that level of polish. one of the things that makes SOTN such a special game is that attention to detail; little things that didn't have to be in the game but the devs bothered to put work into making sure was there.
Thinking about it, the end of the original seemed so rushed, so I can see why you moved him. I'm excited to see what goes where now; breaking muscle memory and map memorization, and providing new challenge is something I imagine is a thing for remakes. :v
~5:45 - He's such a chonky boi. I'm glad he likes his new home. Look, he's playing! :B
This is looking great.
Thank you for your hard work Pigsy.
Great job on this project so far! I know you mentioned possibly adding screenshake for the hammer hit, which is a great idea. Maybe have it timed to where it goes until the hurtbox on the hammer is done? That way players have an extra visual indicator on when it's still dangerous or when it's safe.
This is going to be amazing. Your work so far has been very detailed and it's great to see just how much the Mega Drive is capable of doing.
Simply amazing. I cant wait for the final version
You should make a playlist with the soundtrack for this version! It's kinda hard to find because it's made by lots of different people.
I've already made one, check out the playlist section on my channel page :)
This is looking excellent. As a suggestion, you may consider adding an enemy attack pattern where it bounces around the stage while rolling, forcing the player to move on the floor to evade him, instead of jumping. The battle would become more interesting with one or two new attack patterns for the thing. I can't wait for the demo.
Meu caro Pigsy... isso está INCRÍVEL. FANTÁSTICO. Trabalho Maravilhoso. Muito obrigado por seus esforços. Uma pena não ter tido a chance de ajudá-lo de alguma maneira nesse projeto. Minha vida tem sido Muito corrida e complicada. Mas quem sabe numa próxima. Ps: eu faço modelagem 3D se precisar num futuro próximo. 😉
Thanks. If I ever do a 3D Dreamcast game in the future maybe I can ask for your help then :)
Wow this game came out beautiful!
Thanks!
No problem@@PigsysRetroGameDevTutorials
Great work as always! I patiently await a final build. Right now though, I'd like to compliment your choice of Castlevania Chronicles music.
I feel like a third attack where he shoves the hammer out horizontally toward the player a little bit might mix things up and provide additional challenge. It would force the player to not get comfortable getting too close to the boss. the hammer strike comes down so closely to the boss, it doesn't pose a lot of risk to make you keep some distance. Just a thought! Very cool boss battle recreation, though! Very cool.
Great ideas and shouldn't require too many more resources, should only need a few more tiles to make it happen!@@SirBuzz
Looking pretty great! Good choice for a sub-boss I would say~
Looks like it would be fair to fight as well, I would probably stand in the middle and spam sub-weapons.
Any thoughts as to which weapon you would allow the player between latest checkpoint & this boss?
Which items appear in which candles is going to take a lot of experimentation, so nothing decided yet
@@PigsysRetroGameDevTutorials
For sure!
One thing you could decide this early however, is if you want to give *no* item-providing candles between checkpoint & sub-boss.
Result:
-Giving players who survived up until the boss an edge & rewarding good play.
-Players who died will get to fight legitimately next try, & practice strike/backdash.
I can't remember if this is how the other games handled sub-bosses, but it could be an interesting way to give *a few of them* a quirk of their own, compared to the big bosses.
You achieved perfection with this game, I think it's the maximum the console reaches .
Still far from perfect right now, but improving all the time!
A shockwave moving forward when the hammer hits the grownd, so the player would have to jump over and then have the window to attack. Would be cool!
Gameplay, level design, everything is so well thought and done.
Each video has its impressive aspect.
do you think you could released the demo as you planned ? Everyone is waiting for it, thanks to you.
Well done again.
seu trabalho é imprecionante parabens, acho que está mais bonito que o porte ps1 devido as cores estarem mais vivas
Amazing !
🙏
The speed of your spin is accurate, don't change it.
It would be sweet if you could add cracks to the floor upon hammer hits
Hi Pigsy, you're doin a great job!! For your next tutorial, can you show us how to code from one screen to the next? Such as the splash screen when starting a new game, moving to the title screen, then starting the game to the first level, then from one level to the next. Because I assume each new level has it's new palettes
This is amazing 👍
🙏
Brilliant as usual
BTW I love how you've done with the graphics, The game looks a bit colorful for 1989 console, I love it 👍
I cannot stop imagining this to be out for MD/Genesis in 1997 just a month or two before the console was discontinued. What a hit it could have been!
But would have anyone been able to make it this beautiful? And how much the cart would have costed?
After all we have seen prototypes of Street Fighter Alpha (Zero) and Fatal Fury (with revamped graphic and gigantic sprites) but, again, even if technically possible, how much would the price of the chips to contain all that data would have costed? And who could program it at the time?
That's amazing!
Cheers!
Fantastic work
I think the song could have some kind of complement, like a channel in one octave lower or something like that, along with the melody in the "loop beginning".
Instant like incoming👍
Thanks :)
your rolling animation is actually more accurate to the speed of travel, the original looks goofy and slippery..! Maybe you can make the rolling speed faster along the animation then! On top of that, have the boss "angrier" before the last couple hits so animation and travel are even faster
Good idea, a couple of people have suggested that too
Pretty cool boss!!! But hey, I think the rolling animation should mirror to the right when he go right. The rolling animation doesn't change directions which is a bit weird
Majestic!
Thanks!
Every new ever improvement is just amazing... can't wait to play this version of the game. Genesis Does!!!!
Que trabalho limpo, porquinho! 🐽 🔌
haha!
Se ve perfecto 👌
terá upgrades de armas? por exemplo a espada de longo alcance? a textura do cenario é bem diferente do que vemos no ps1, será assim mesmo ou isso é apenas teste?
instead of the screen moving when the hammer hits the floor, you could do falling debris you need to avoid. just an idea ;)
Outstanding.
I dunno, to me, midair roll looks like a totally legit (and kinda awesome) attack! 😁 There could potentially even be a 2nd version where instead of passing over you, he hammers out of it so that you have to backdash?
Seriously though, these videos are pretty much at the top of my list of favorite things, thanks so much again for making them!!! I love everything about these from the sense of discovery, to the clever solutions, esoteric geeking out, and the sense of community from everyone that shows up!
In terms of esoteric geeking out, definitely agree that the Alchemy lab is the perfect place for this boss/definitely would get my vote for saying it’s even better than the original game’s placement. I wonder if the creature actually was SUPPOSED to appear there in the original, but ultimately was passed over for beelzebub since it’s one of the few rooms where the latter would actually fit? (Creature pretty much appears in the 1st available opportunity afterwards)
Glad to also hear that there also won’t be boss doors in this version! I think that does lead to more of a sense of exploration, which would be nice even if exploration not as much of a focus in this version (the dread of getting locked in with a boss, or even the humor of seeing a boss in the room and turning around to say “nope!” 😁)
Would definitely love to hear more about the sound effects and any other considerations you’ve ran into on them (maybe how to determine where a ripped sample starts/stops, navigating memory issues, or if there’s a certain priority when multiple effects are played at once?).
Thanks so much again/seriously looking forward to the Christmas demo!!
Thanks for your kind words. There'll be more on SFX in next year's tutorials
Awesome thank you! Looking forward to it!!
Awesome
Cheers!
cant want to see more, keep up the great work!
Thanks!
First I want to give the congratulations and thank you for the project that excites all of us lovers of the mega drive. I'd like to raise a question. If the mega drive were relaunched, with larger color palettes and a more powerful processor, would the same conditions and knowledge be maintained for game development?
I think if that were possible, that idea would be interesting.
5:57 you could do the 8-bit Sonic 2 or NES DuckTales approach there, that would probably work, i would also suggest giving the HUD extra score or an enemy/boss health so the HUD doesn't look too empty
I'm going to add number of lives to the HUD eventually. I'll have to see if there are enough sprites left over to add an enemy lifebar
Nice job on the sprite rotation, does it take a lot of CPU time without a dedicated chip? I don't remember any games that implemented it so well BITD.
Gunstar Heroes have sprite rotation
Air Rolling 5:50
LUL
New attack, haha!
How about making the creature rebound in a parabolic arc as it hits the ramp?
This is a really nice project. I kinda want to see something like that for the 3DO, which is more powerful than a SNES/MD but weaker than the PS1 (SOTN target platform); Although i guess something like the SGDK doesn't exist for the 3DO, plus it only would be available for the 12 3DO owners out there.
absolutely stunning🎉🎉 ✊️✊️✊️
Good
👍
impressive!
Is possible a jumping hammer attack?
Parabens
Nice upgrade, there's some special effects like the boss is getting hit and Alucard damage. How would you'll be able to pull it off
Magic!
what about add slide ahead when hammer hits?
Is maybe a bit cheesy but what about a good screen shake once the hammer hit? Else feel like is not that dangerous
what would you do if the colors in the character are shared in the background pallet? I kind of assume that would be more common in 16 bit games though since they have fewer colors to work with.
Very good
Thanks for your continued support and encouragement!
Personally, I think it would have been more space efficient to have The Creature's legs be separate sprites in the Mega Drive version if it's part of the second background layer.
i think you should capture the genesis side without filtering, like on the PS side, so we can better see the pixel art.
Watch both mandarin and english ver🎉🎉
I always considered souls games as 3D symphony of the night
I've never played a souls game - I should try one sometime next year
@@PigsysRetroGameDevTutorials please do so.. especially Elden Ring, very much a very well done SOTN experience
And please do a live stream of play through. I would love to see that
Having a kick anticipation animation before the rolling attack could be more fair to the player, specially if you are going to speed it up. Looking great so far!
There is a quick kneel animation before the roll, but I could add something extra later. So long as you stay alert, it's normally fairly straightforward to avoid
This is pretty close to the original version.
Do you think symphony of the night could’ve come out for both super Nintendo and Sega genesis? I mean if streetfighter alpha-2 did if Mortal Kombat ultimate dead
Considering the technique you used to grab the sprites from the PS1 game, and the fact that you are 100% faithfully mimicking "hardware rotation" effects, could you use the same technique if say you wanted to do a remake of Out Run on the Genesis/Mega Drive? In that case you could grab all the sprites that are used to scale the cars and road side sprites and then add them to mimic the sprite scaling the Arcade used! It would be heavy as far as ROM size would be concerned but that shouldn't be an issue today considering the cheap cost of ROM chips (in case you wanted to do a physical release) or just make a ROM file and use an emulator... Is that possible or would the ability of the console to produce sprites on screen be an issue? I know in the "Mark V" version of Space Harrier they were able to recreate the sprite scaling but the flickering onscreen was quite bad. I am interested to hear your opinion. Amazing work btw... That had to be said!
Given the larger rom sizes realistically available nowadays, I think you could probably do a much better job of imitating sprite scaling by storing sprites of many different sizes. Swapping them in and out of VRAM shouldn't be an issue either. Hopefully someone will give it a try one day to see what is possible!
@@PigsysRetroGameDevTutorials The mega drive scales road rash, but the fps is very low, I use overclocking on the emulator to play at 30 fps, it's impressive
Not trying to mimic the original is the way to go, because as you noted, the original is not without flaws. I think the slower rolling animation looks better (I mean the animation speed and not the movement speed). I think it looks too fast in the original, and does not fit a big and slow character.
I think the regular enemies are generally fine, but a lot of the bosses need to be buffed to make them more of a challenge - plus the level design needs fewer long corridors :)
Y la lucha contra el doble de alucard ese va a estar?
I have something fun planned for that fight, but I'll keep it secret for now 😁
@@PigsysRetroGameDevTutorials mmm entonces estara en el castillo invertido es correcta mi deducción
Always a Metroidvania or an Action/Platform?
So anymore tutorials like inserting music into your projects
Yes, the tutorials will resume early next year (including about music)
Can't you rip the textures and sfx directly from the CD data? Aren't there any tools for it?
Any chance of grafting this into a 32X/Mega CD version that outdoes the PSX version in all aspects?
how far are u from completing the game ?
Very far 😅
So to rip these assets from the PS1 game is basically a matter of photoshopping frame by frame? Like I was thinking about what it might take to make a port of an arcade game that was never originally ported to megadrive but seems feasible. I guess that would be more reasonable than trying to dig out the Sprite data from the compiled ROM
😮la creatura 😹
its a new game for megadrive ??
osom!
It looks amazing! I will surely love this game when it is released...
Can't you turn off the background in the emulator to make it easier to grab sprites?
I think how you removed the flame from the sword reduced the hitbox enough to where hitting the creature from the front will be very difficult. Maybe delay the hammer attack by a few frames to make more time to come in for a strike.
PS1 doesn't have a background layer so it wouldn't be that simple.