Discovering Toy Story’s Built-in Level Editor - CODING SECRETS

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  • Опубликовано: 19 дек 2024

Комментарии • 330

  • @Tyletoful
    @Tyletoful 3 года назад +59

    This stuff blows my mind. Programmers like you had such a perfect knowledge of the hardware and exploited every little bit. The new games are impressive visually and story wise, but the fact that in these older games you needed to design the editor for everything while limited on storage is insane to me.

  • @GimblyGFR
    @GimblyGFR 3 года назад +228

    Toy Story is one of my favorite games on the Genesis. I could have never imagined, as a teen, that I would be - one day - watching the game's creator showing and explaining the tools used to design the game. I loved the games TT produced on the 16 bit days, and I have to thank you for dedicating so much time of Coding Secrets to those amazing pieces of software. Any chance of a Director's Cut of Toy Story?

    • @JosiahGould
      @JosiahGould 3 года назад +9

      Strangely, I only had Sonic 3D Blast as my sole Sonic game on my Genesis. I loved that game and never really understood its flaws until the director cut came out. Now it's one of my kids favorite games. I love hearing these stories and learning how they were able to take advantage of a limited system.

    • @GimblyGFR
      @GimblyGFR 3 года назад +8

      @@JosiahGould When I bought my Genny, I got two games with it, and one of them was Dracula. And I played the hell out of it and loved every second. I was always amazed by the scaling effect on the book on Dracula. Later I bought Toy Story and got hold of Mickey Mania and Sonic 3D, and also loved them. Usually, games developed on the west were no competition to Japanese stuff, but TT were always an exception (in general, games by UK developers were, usually, very good).

    • @Jambion
      @Jambion 3 года назад

      Top result when searhing game hut mickey mania

    • @fredtaylor9792
      @fredtaylor9792 3 года назад

      Exactly.

    • @superrayman3
      @superrayman3 3 года назад +3

      @@GimblyGFR Be sure to check out Puggsy as well if you haven't already, definitely one of Traveler's Tale's lesser known titles and a true hidden gem that could have been the next evolution in the puzzle platformer genre had it gotten the attention and recognition it deserved when it came out.

  • @atom_zero5413
    @atom_zero5413 3 года назад +129

    I am blown away. A full editor on a Mega Drive. And so smooth!! 🤩

    • @Valientlink
      @Valientlink 3 года назад +13

      people are making things like this possible with games and speedrun practice tools, but it's cool to see people were doing it for their own games already in some cases. I don't think this was very common

    • @Shaflugi
      @Shaflugi 3 года назад +24

      @@Valientlink plenty of games back then had debug modes for placing objects, but I''ve never seen one quite so advanced running on the system itself. Cool stuff!

    • @РусскиеВидеоигры
      @РусскиеВидеоигры 3 года назад +1

      @@Shaflugi What's so surprising, really? I mean there were already fully fledged PCs with GUI based OS and multi-tasking on much inferior hardware than the mega drive.

  • @brynshannon6692
    @brynshannon6692 3 года назад +10

    That editor is utterly amazing. I'm especially intrigued by the memory mapper tool, and how it's visually represented. I almost feel a bit sad that games and the tech powering them is complex enough nowadays that this kind of precision is probably a bad idea to have, because I would feel really happy having that kind of control to fine tune things and make them efficient.

    • @williamdrum9899
      @williamdrum9899 3 года назад

      If you get into Assembly programming for old consoles you end up having to be this precise

  • @ElLevidente
    @ElLevidente 3 года назад +13

    As a mere web developer your programming skills are mind-blowing to me. It would be awesome if you made a programming course, it feels like you have this cool old school programming wizard level of knowledge. The idea anyone managed to learn this much about programming pre-internet is unfathomable to me.

  • @DefinitelyReagan
    @DefinitelyReagan 3 года назад +38

    I can't begin to describe how much my childhood is thanking you for making these videos. I feel closer to these classics than ever before and it brings me a tonne of joy. Thank you, man.

  • @ncot_tech
    @ncot_tech 3 года назад +118

    How did you get that edited data out of the editor and back into the game’s code?

    • @kyler247
      @kyler247 3 года назад +40

      He probably had development hardware that could dump the rom

    • @mattsephton
      @mattsephton 3 года назад +9

      Came here to ask this

    • @Baegus
      @Baegus 3 года назад +7

      I'm also interested in this. I'm not sure if dumping the ROM from the developer cartridge would be ideal.

    • @sails9311
      @sails9311 3 года назад +16

      If not dumping the RAM via something like a ZAX ICE for the 68000 for directly porting through a custom tool, then likely just printing to the screen the active object ID list and attributes. Key them in on the PC per what the screen reads out. Individual creatures attributes are likely stored in a level as no more than a handful of bytes each making it very easy to type their hex values in to your assembly for the level's objects.

    • @ncot_tech
      @ncot_tech 3 года назад +7

      @@sails9311 I was thinking something like that. Either there's some debug connection to the PC, or you just go through the menus and write down the changes on paper for later.

  • @Amy_A.
    @Amy_A. 3 года назад +37

    I love everything you show in this video, but I particularly love the vram editor. It's so clean and simple, and it gives you an easy, visual way to arrange data in memory. Great work on this, and great video!

  • @heidirichter
    @heidirichter 3 года назад +26

    I love how the cursor looks to be a copy of the Amiga kickstart 2/3 default mouse pointer!

    • @BenColemanUK
      @BenColemanUK 3 года назад +2

      I thought exactly the same the second I saw it!

    • @andreinoooo
      @andreinoooo 3 года назад +1

      Even the menu font looks very similar to the glorious Topaz 8!

    • @DanielPinel
      @DanielPinel 3 года назад

      Probs the Kickstart cursor WAS the inspiration for the cursor.

    • @heidirichter
      @heidirichter 3 года назад

      @@DanielPinel Yes, I strongly suspect that is the case.

  • @micheledeconti7535
    @micheledeconti7535 3 года назад +18

    The music is sooo fitting to your videos, i love it as much as the content itself.

    • @Brahvim
      @Brahvim 6 месяцев назад

      I'm trying to find it myself. I _think_ it's related to Minecraft. Maybe because the Minecraft RUclipsrs also use it.

  • @Monacomaverick
    @Monacomaverick 3 года назад +39

    Imagine if Jon used the background warping trick to simulate different sides of the room as you move through the level.

  • @l33794m3r
    @l33794m3r 3 года назад +10

    The one thing I didn't see was how you saved the data from that menu. Was there some sort of key-combo that let you store the level in it's current state? It is amazing to think that your team had an ingame level editor of that quality back then, because I still remember being blown away by the unreal editor when I was younger.

    • @CodingSecrets
      @CodingSecrets  3 года назад +11

      You programmed using a PC development system. You could issue a special command on the SEGA to upload a section of memory back to the PC

    • @l33794m3r
      @l33794m3r 3 года назад +5

      @@CodingSecrets I didn't know if it was some menu option or some sort of command on the PC that caused the data to be xferred back to you.That was the only thing I didn't know about was if the editor had that built in to it as I didn't see that bit. I know that obviously the perpiheral that you used wouldn't work anymore unless you rebuilt a DOS computer with a parellel(or serial) port. Just found it amazing that you had that level of a level editor way back when. I always love to see how developers make their games. Even if I never will venture down that road it's still fascinating learning the ins and outs of how they accomplished what they did. I wish more developers of old would do what you've done hear. The only insights I tend to get is from "making-of" bonuses in games or a GDC/other insdustry talk.
      Thanks for the amazing content on your channel, I'll be sure to continue sharing the videos with my circle of contacts.

  • @GreatFox42
    @GreatFox42 3 года назад +11

    This fills a hole I've been thinking about for a good few years now. There are quite a few games out there that have left their editors in the code for fans, data miners and romhackers to find. And while they're always neat to look around in, it's usually only up to your imagination how they were used. Sure, some might be self-explanatory, but it's still a treat to see something like this be demonstrated in its use by a developer of one of these tools.

  • @DrButthugger
    @DrButthugger 3 года назад +7

    That’s incredible, and super intuitive, loved how you could just manipulate bounding boxes and paths on the fly.

  • @gameboy8425
    @gameboy8425 3 года назад +3

    I love how the creator of these classics tells us the secrets to how they were made. Nice work

  • @LokiScarletWasHere
    @LokiScarletWasHere 3 года назад +136

    >ads play
    >come back, background is white
    >”I don’t know why it changed the background to white”

    • @Sukigu
      @Sukigu 3 года назад +18

      The background glitch was what possibly triggered RUclips's algorithm to put an ad there, as it thought it was a change of scene.

  • @MatthewBester
    @MatthewBester 3 года назад +1

    What impresses me the most is all the tools and options work in real time. I would have expected that it would require a restart and test play.

  • @MajotasWrath64
    @MajotasWrath64 3 года назад +1

    Jon, you never cease to amaze me. I love this channel and how you let us peek behind the curtain. It’s truly fascinating. Thanks!

  • @devikwolf
    @devikwolf 3 года назад

    I'm a huuuuuuuge fan of 8- and 16-bit computers and consoles, in no small part because of the cool techniques programmers used to squeeze out every bit of magic from these systems. Thanks for not only making these games, but taking the time decades later to talk about how you did it!

  • @Gaia_BentosZX5
    @Gaia_BentosZX5 3 года назад +440

    Is it possible to release a public domain version of this editor? It will make a LOT of people very happy if you do.

    • @GabrielLopes-br8zq
      @GabrielLopes-br8zq 3 года назад +22

      Up

    • @trooperx36
      @trooperx36 3 года назад +53

      probably can't due to copyright. It would have to go through the process of free licensing the software.

    • @dgamer5075
      @dgamer5075 3 года назад +52

      Theoretically, if the tool is his (which it likely is if he designed it) then by scrapping the Disney materials like the Toy Story ROM and Mickey name, as well as any SEGA IPs, that could potentially be legal, provided he find open-source or PD stand ins for the removed content.

    • @mrmimeisfunny
      @mrmimeisfunny 3 года назад +12

      a rom hack file can be made.

    • @Those_Weirdos
      @Those_Weirdos 3 года назад +59

      @@dgamer5075 There’s so many bad assumptions here, I’m not quite sure where to begin. Let’s just go with the idea that messing with copyright with Disney is about as wise as doing so with Nintendo, and that odds are he developed this on company time and thus not at all his property to release or repackage.

  • @it4040
    @it4040 3 года назад +12

    I had no idea you could make tools like these back then. I thought all of them were really unintuitive because of the hardware limitations. This channel just keeps on giving :D
    BTW, do you have anything from Toy Story 2 to show? that game was a HUGE part of my childhood and I'd love to see ANYTHING from behind the scenes!

  • @SlaughterDog
    @SlaughterDog 3 года назад +7

    Level editors running in-game on the hardware are almost as impressive to me as the games themself!

  • @KalokesMysteries
    @KalokesMysteries 3 года назад +9

    Six months! Sheesh, that's incomprehensible for a full game today!

    • @GraveUypo
      @GraveUypo 3 года назад +2

      i failed to launch a doom mod in 7 years. sure, it grew 100 fold in scope over time, but i couldn't finish it. got really close and burned out and started something else that i probably won't finish either (trying hard not to stop though)

  • @karl205
    @karl205 3 года назад +1

    That's amazing to create a game that looks that great and has so many coding tricks in six months!

  • @aperturius
    @aperturius 3 года назад +1

    Wow, this is more intuitive and more useful than the Mario Maker editor!

  • @Ceagon
    @Ceagon 3 года назад

    Laughed so hard at "I have no idea why that changes the background to white, though" The most appropriate software development reasoning

  • @dend1
    @dend1 3 года назад +1

    The key thng to keep in mind is that our narrator had to think about all of this to implement it. It wasen't just there when he arrived on the scene. The cornerstone of computer science is developing a mind capable of creative problem solving when given a set amount of tools.

  • @GermsOilCotten
    @GermsOilCotten 3 года назад

    I've been watching these since they used to be uploaded on gamehut. I'm so happy they are still coming out. one of of not my all time favorite series on RUclips.

  • @Gannio
    @Gannio 3 года назад +41

    With the game being released on the same day as the movie, did you receive renders from Pixar for things like Woody's sprites, or did you have to render the models yourself/find some other way of acquiring said sprites?

    • @Toonrick12
      @Toonrick12 3 года назад +7

      Like, how much of the movie was done when you started? You started in like April or May of 1995.

    • @philmuller-geib3361
      @philmuller-geib3361 3 года назад +1

      Great question!

  • @Darth001
    @Darth001 3 года назад +1

    This game was great in the day. I then went on to play clockwork knight 1+2 on sega Saturn which I also enjoyed. Keep releasing videos and I will watch coding secrets I do enjoy them and learn alot

  • @jowiwa
    @jowiwa 3 года назад +1

    Easily one of my favorite videos you've done. Amazing stuff. Your intuition and ability to streamline functionality to work within a set of limitations is admirable. I wish we had more people like you running for political office.

  • @Siosal01
    @Siosal01 3 года назад

    This is amazing. Surely you've won every video game award imaginable! You were ahead of your time. Thank you for not only sharing this, but for everything you did for us in these games that brought us joy. God bless you kind sir.

  • @sharksandbananas
    @sharksandbananas 3 года назад +61

    This is amazing! Please could you show off the level editor for Mickey Mania next?

    • @Splayn
      @Splayn 3 года назад +4

      this

  • @renakunisaki
    @renakunisaki 3 года назад +2

    It's actually pretty common for games to have their editing tools built in, as it saves work; you don't have to write a separate program that can render the game assets, test performance, etc. What's especially nice is when they're left in!
    It's interesting to learn about how this game was implemented too. I don't think I've seen some of these techniques before. Having the "path" be a box, having a region explicitly control when they're visible, manually assigning VRAM with an intuitive UI... all very clever.

  • @Gredran
    @Gredran 3 года назад

    It’s cool to see with how far we’ve come, how much we still do in similar ways!
    So much about this editor made me think of map editors, Construct, and Unity, with some of its features, even basic.
    Good job! This is cool to see how things were done back then!

  • @pikachuclasico2366
    @pikachuclasico2366 3 года назад

    I remember playing this game as Snotty nose, now I’m watching the guy who made the darn thing explain the coding process for it, you are the GOAT SIR. I remember your games for how incredible they looked when I played it on the Sega Genesis

  • @ultrairrelevantnobody1862
    @ultrairrelevantnobody1862 3 года назад +3

    Please talk about Toy Story 2: Buzz Lightyear to the Rescue. It's one of the best games I've ever played.

  • @bennahum9642
    @bennahum9642 3 года назад +5

    Every time you post a video like this I'm amazed by your forward thinking. Seems like you did these tools (and hacks) not only because it would make a better game, but because it was the right way to do things. I'm willing to bet this "engine" was ultimately un-needed and an overkill for a single game, but you did it anyway... Because you could.

  • @jimmyhirr5773
    @jimmyhirr5773 3 года назад

    As a working programmer, I appreciate good tooling. I imagine this saved a lot of time when designing levels compared to having to re-burn an EPROM whenever you want to change something. Brian Provinciano gave a good talk on a similar topic: how he made Retro City Rampage deterministic. This made development, testing, and debugging a lot easier.

  • @xravenx24fe
    @xravenx24fe 6 месяцев назад

    I just went back and beat this game, after about 25 years of owning it. Thanks for the game Jon and co!

  • @alzorion6208
    @alzorion6208 3 года назад +29

    6 months!? Wow, you guys did a great job for such a short times

    • @theannoyedmrfloyd3998
      @theannoyedmrfloyd3998 3 года назад +1

      Howard Scott Warshaw spun E.T. for the Atari 2600 in about 6 weeks.

    • @jimmyhirr5773
      @jimmyhirr5773 3 года назад +3

      @@theannoyedmrfloyd3998 I don't know if I would call that "a great job" though.

  • @superrayman3
    @superrayman3 3 года назад

    Another level editor for another awesome game, I've noticed that during Mickey Mania's development you really. started trying to figure out as many ways as possible to really make things even easier with development and I'd say you were very successful considering the fact you were able to not only get your games finished and out within strict project deadlines but still managed to provide such enjoyable and memorable experiences as well.
    When you really stop and think about it, the legacy Travellers Tales and TT Games has behind it is truly astounding and it was forward thinking such as using things like your level editing technique that helped make something like that possible.
    Also this episode is missing from the GameHut channel.

  • @VenusHeadTrap2
    @VenusHeadTrap2 3 года назад +11

    You showed me how the characters in my childhood game were done!

  • @TheBroz
    @TheBroz 3 года назад +14

    That’s an incredibly impressive editor Jon. I’ve always found game development tooling really interesting, not every team had such an aptitude for making things easier.

  • @AmyraCarter
    @AmyraCarter 3 года назад +1

    This is really neat. Makes it really simple to change things around.

  • @notthemilkybarkid
    @notthemilkybarkid 3 года назад

    I got this game in the box with my Mega Drive II- the very first console game I had! Thank you for sharing the secrets behind it.

  • @CowboyJoseph64
    @CowboyJoseph64 3 года назад +40

    Wow, this looks borderline intuitive. You'd have to still know about the video ram and dma and stuff, but still. This is really cool to see.

    • @thefunkdroid2777
      @thefunkdroid2777 3 года назад

      This is not meant for the general public, is an in house tool to help the coders' job. It doesn't have to be intuitive for you.

    • @CowboyJoseph64
      @CowboyJoseph64 3 года назад +1

      @@thefunkdroid2777 I didn't mean it that way. I was just observing.

    • @coreywest9597
      @coreywest9597 3 года назад +1

      @@thefunkdroid2777 I took it as that being exactly what OP intended. In that even though the editor did not have to be intuitive, it still ended up being far more so than it had to be.

  • @MultiYiff
    @MultiYiff 3 года назад +2

    Never seen so smooth level editor! Specially at this the time. Played with some game's editor on PC and they was slow and clucky. I'm also curious how did you store all changes?

  • @AliFOJ5
    @AliFOJ5 3 года назад

    I can't believe one of my favorite Mega Drive game that I spent hours playing back in the day is actually being shown by its creator in editor mode. Its weird and fascinating at the same time.

  • @moominpapa1980
    @moominpapa1980 3 года назад

    Always a pleasure to see a new coding secrets. I have no coding skills, it I can appreciate what you do.

  • @__-bm5zj
    @__-bm5zj 3 года назад +4

    Wow I can't imagine coding a full ui into my console

  • @AshnSilvercorp
    @AshnSilvercorp 3 года назад

    I still have this game on a disc lying somewhere.
    This game made part of my childhood, and it's good to know that skill with editing is what made this game so great with such simplicity. Thank you.

  • @chowmein0941
    @chowmein0941 2 года назад

    This has got to be one of the most interesting videos I've ever seen in my life...

  • @greatsageclok-roo9013
    @greatsageclok-roo9013 3 года назад +1

    This is an amazingly easy to use editor tool!
    A lot of editors available are REALLY tedious to work with.

  • @AnthonyMiele
    @AnthonyMiele 3 года назад +24

    Could we get more bts on stuff like the 3d models used for this game? I've always been fascinated by pre rendered 3d games like this and DK Country.

    • @battleonfan1
      @battleonfan1 3 года назад

      bump

    • @dgamer5075
      @dgamer5075 3 года назад +1

      I'd be interested in such behind the scenes as well. I'm not the best source for this, but I think the prerendered sprites are just that - 3D models that are rendered into 2D space from modelling software and converted into sprites. As for the exact process, I assume it would involve converting the image into a bitmap of the proper amount of colors for the Mega Drive, and dividing it into a sprite set and animation with, likely proprietary, Tile Editor software. Keep in mind, this is based off a rough experience with deprecated free tools and Sonic 1 ROM Hacking information, and is very likely inaccurate. If I am proven wrong by a master of the hardware, I'd be honored.

    • @gekk1985
      @gekk1985 3 года назад +1

      ruclips.net/video/96DO4V8qrR0/видео.html

    • @AnthonyMiele
      @AnthonyMiele 3 года назад

      @@gekk1985 that's not what I mean

    • @daylightanimation
      @daylightanimation 3 года назад +5

      @@AnthonyMiele I think 3D renders were made by Pixar guys and given to TT as some sort of raw images sequences, which were converted into sprites.
      I don't think TT team was actually involved in animation process.....

  • @StreetsDisciple01
    @StreetsDisciple01 3 года назад

    I remember borrowing this game from the video shop and being amazed by the graphics. Definitely one of the best on the Genesis.

  • @JJKoester
    @JJKoester 3 года назад

    Brilliant, as always. I enjoyed thinking about the different types of creatures and they damage they do and receive. Really fun and intriguing work as always.

  • @chumorgan443
    @chumorgan443 3 года назад

    This feels like seeing my magician uncle who dazzled me as a child , finally show how his magic was done.
    Thank you for the wonder then. And the wizardry now.

  • @Pai3000
    @Pai3000 3 года назад

    This is a fantastic idea. Being proactive can be really rewarding

  • @dylan.t180
    @dylan.t180 3 года назад

    Wow thanks for an in-depth look at a childhood classic

  • @colos3284
    @colos3284 3 года назад +1

    Nice video created by John Burton, the man who made games from my childhood.)

  • @allenslucher8555
    @allenslucher8555 3 года назад

    I love watching more and more about this game. It amazes me to this very day, such amazing work!

  • @blazesapphire58
    @blazesapphire58 3 года назад

    Wow cresting a level editor in game to make game development easier is such an amazing idea! Even though it's probably not that necessary anymore with modern game development, I think I'd love to do something like this for my game development projects. Specially if I'm making a game for consoles.

  • @Cade_Squirrel
    @Cade_Squirrel 3 месяца назад

    Amazing how stuff like this never really changes in game development, I added a debug mode to my game just by using the keyboard and mouse so I could quickly add things like enemies to test them in an area or add platforms to test an idea.

  • @zummone
    @zummone 3 года назад

    Thank you very much for this video, I loved it immensely as this game was part of my childhood, but from a developer's perspective as well, it gives quite the few inspirations for how you want to plan your own level editors and object logic. That VRAM allocation table was really cool to see!

  • @Pho7on
    @Pho7on 3 года назад

    One thing I have to commend you on is how you made what pop culture imagined games should look like. If you watch all the little gimmick references to games of the era, you'll see this style of putting bit-crushed photographic versions of characters in a side-scroller. I feel like you really pushed the limit and delivered what your clients wanted, even though you could have taken shortcuts like other IP.

  • @davidt3563
    @davidt3563 3 года назад

    I love stuff like this, thanks for taking us down memory lane!

  • @WilliamMelton617
    @WilliamMelton617 3 года назад

    Thanks for making my childhood tolerable. Props

  • @mcsonicsimpson
    @mcsonicsimpson 3 года назад

    Making your own tools can be surprisingly fun sometimes
    Great stuff
    I'm glad we don't have to worry about so many details when making games nowadays

  • @RodrigoDavy
    @RodrigoDavy 3 года назад +20

    How do you store the results?
    Is there anything like SRAM to help with that? Or is the development unit connected to the PC and able to export the level to it?

    • @DanielPinel
      @DanielPinel 3 года назад +1

      Dev unit RAM dumpage to DevPC, most likely.

  • @KameariKillScreen
    @KameariKillScreen 3 года назад

    This is some intensely efficient development work

  • @cebfromthestreetsoftorn2886
    @cebfromthestreetsoftorn2886 3 года назад +1

    I remember this game. It was a blast. Fond childhood memories. That editor looks next level. That's what i really want!

    • @SlaughterDog
      @SlaughterDog 3 года назад

      Yeah, with all that 3D it sure was a blast!

  • @epsilonthedragon1249
    @epsilonthedragon1249 3 года назад +1

    This is actually really clever! Impressive work

  • @DeoMachina
    @DeoMachina 3 года назад

    I never had a Mega Drive and yet this game in particular evokes a lot of memories for me
    How wild to imagine that 25 years later I'd listen to the game designer explain how it worked!

  • @GraveUypo
    @GraveUypo 3 года назад +3

    i wish you'd leave this as a cheat code or something. i ALWAYS loved game editors. i played more duke3d's "build" editor than the game itself. like 10 fold. same for doom, warcraft2 and a bunch others.

  • @Kokomadeta
    @Kokomadeta 3 года назад

    Wow. This is great. Toy Story was my favorite movie back then. My cousin had given us Toy Story for SNES and I remember insisting on buying it for Genesis too. I still have it in the box. It's a good game. Really hard toward the end.

  • @TickyTack23
    @TickyTack23 3 года назад

    This is absolutely beautiful.

  • @Gonzie6
    @Gonzie6 3 года назад

    I loved playing this at my cousin’s house but damn that bit where you had to whip climb several hooks in quick succession took us forever to do.

  • @johnmullins8995
    @johnmullins8995 3 года назад

    Reminds me a lot of the amiga. Fantastic tool for development.

  • @weirdproq
    @weirdproq 3 года назад

    That's amazing! Some of that stuff seems pretty accessible to the average person.

  • @QuickTimeVelocity
    @QuickTimeVelocity 3 года назад

    Wow, a built-in editor for the Toy Story game? Just like in Sonic! Man, this channel always delights a games and coding enthusiast like me!

  • @mrtechpat
    @mrtechpat 3 года назад +1

    It looks good for a genesis game !!!

  • @SyrupFan
    @SyrupFan 3 года назад

    This is insane, inspirational, truly

  • @xxstraitmerknxx135
    @xxstraitmerknxx135 3 года назад

    Hey Jon idk if you will ever see this but I think I found an Easter egg for this game on the exact level you demonstrate in this video. Did you or someone you know sneak the initials of developers in the level with the letter blocks? If so that's awesome and possibly went undiscovered for 20 years! It was the game of my childhood and to stumble across that blows my mind! It was there hidden in plain sight yet overlooked for years, that's incredible! Thank you all for this amazing game that us kids in the 90s loved!

  • @VinsCool
    @VinsCool 3 года назад +3

    Just how much this game has packed inside? This is absolutely mind-blowing, it's got everything, impressive graphics, music, smooth gameplay, and only today I learn there's also a level editor hidden inside? This game sure deserves more credits than it already gets. You guys were really pushing the limits back in the day!

    • @kyler247
      @kyler247 3 года назад +4

      The level editor isn't in the retail version, just the development version he had

    • @VinsCool
      @VinsCool 3 года назад

      @@kyler247 oh, I see.
      I was excited for a moment.

  • @inceptional
    @inceptional 3 года назад +1

    When you understand that this game was made in six months from start to finish it's kinda mind boggling. Do you think any developer today could create this extremely impressive for the hardware it's on, stunning in many ways actually, fully finished, and presumably pretty bug free game in six months?

  • @elalezito
    @elalezito 3 года назад

    loved the idea! it's the early of what we have today in unity and ureal like engines

  • @chaseman113
    @chaseman113 3 года назад

    Man, I feel your editor could’ve been a game in itself.
    Even your neat Memory Map GUI is just inventory control to a gamer.
    Sorta a Mario Maker 20 years earlier.

  • @mbank3832
    @mbank3832 3 года назад

    love these educational video game videos

  • @f.k.b.16
    @f.k.b.16 3 года назад

    I'm not impressed by much lately but this impressed me in so many ways!

  • @angelbarrios426
    @angelbarrios426 Год назад

    8:08 The first game to be released at the same time the movie did?
    And you did it in just six months?!!
    That's really impresive seeing the final product 😉👌.

  • @the-moocow
    @the-moocow 3 года назад

    Love your videos! Thanks for the effort you put it.
    It'd be awesome if you made a tutorial series on 2d game development in C or Java. Nothing fancy, just hitting essentials like collision, rendering, sprite animation, etc... I've seen a lot of tutorials on this stuff and seems like there are many ways to do these things. I'd love to see a real game developer such as yourself tackle these topics. It could even be a conceptual overview, no coding needed.

  • @marcellosilva9286
    @marcellosilva9286 2 года назад

    Now I'd love to see what techniques you used in Toy Story 2, for some reason that game gave me trouble when I tried emulating the PS1 version, figured your programming tricks could have something to do with that, it looked really good for a PS1 title and with some impressive draw distance.

  • @yamamarques27
    @yamamarques27 3 года назад +1

    This is awesome! Love your videos. I have a question though. This game was one of my favorites when I was a kid and I always wonder why the Buzz sprite of the lvl 3 is mirrored (you can see it due the chest buttons placement). I can understand the boss of the lvl 4 due it can be in the left side of the screen or the right in order to save memory and space, but not the lvl 3. Why not just do it correctly right away?. I understand you put a lot of detail in the game after watching your videos, so there should be a reason. This answer will help me sleep at night 🤣

  • @espytpro
    @espytpro 3 года назад

    Nice, the pointer is reminiscent to AmigaOS's pointer. Just with a palette change.

  • @doufmech4323
    @doufmech4323 3 года назад

    Amazing video as always

  • @chrismanning5232
    @chrismanning5232 3 года назад

    He has returned! I already want more...

  • @MetalRenard
    @MetalRenard 3 года назад

    Thank you for these amazing videos!

  • @TheBeeshSpweesh
    @TheBeeshSpweesh 3 года назад +7

    I just saw you premiering this in my Recommended feed!

  • @techcrafter_jw
    @techcrafter_jw 3 года назад +7

    Please showcase the original Mickey Editor!