While the project still has a very, very long way to go, this does feel like the "end of the beginning". After so much fragmented experimentation of different game mechanics, it's nice to finally get everything working together in an actual beta build of the first level, no matter how janky! While I could theoretically continue to build on this and iron out its many bugs, I think the time has come to completely rebuild from scratch. That way, the resulting code/game engine will allow for newer content to be added much more quickly and efficiently. To be honest, even if I tried adding a second and third level to this current build, I think the whole thing would just collapse anyway! It's thousands of lines of code in a single file, and even I get confused by it sometimes, haha! Thanks for the patience and support everyone :) I'm going to really study hard and try to up my programming game over the winter, which I hope will quickly start to pay off on the both the SotN and GG Shinobi projects next year. But there will still be some videos in the meantime. I hope to have a demonstration on real hardware and CRT later this month.
Pigsy, I am blown away by what you've accomplished here. It's truly impressive, to say the least. We're with you all the way on this and looking forward to where it goes. Thank you for your hard work and effort. A 16-bit SotN has long been a dream of mine, and seeing your development of it is nothing short of historical.
Take ALL the time you need, although we're rooting for this SOTN Port, do not rush! Awesome and totally inspirational work of yours and ALL people helping you out there. You guys deserve the best!!
I would not expect for it like people are doing. He is not promising a SoTN port. He is learning low level programming with old video-games. I would not be sad if he just stop suddenly because he found something else to do. So “take your time” is not something applicable, since no promises regarding making a port were made. Of course, it could happen that he let other people work on his code if he would abandon this learning project. But that wouldn’t make sense also since there are plenty of people that could be doing the same port even faster than he is partially doing for learning purposes once those people could know more than him about megadrive system. So I conservatively suggest people to do not expect a complete project, since he is doing for his personal growth and, for fun and portfolio maybe, publishing on youtube. As you can see in this video, past parts of the learning process are being designed to other people, naturally forming a team. After he learns something, he can ask other person to help him speed up stuff. That is the only indicator that, for porting purposes, it may eventually be complete.
Man, everyone is so good with this little challenges! I guess that song wasn't as much a deep cut as I thought, haha. But then again, you're a Megadrive musical expert, so maybe I should delete or hide this comment and see if a second person gets it :)
I'm so thankful your reading a book and expanding your knowledge, when I originally understood the project to be one of your first programming projects I felt as though it was destined for failure. I myself wasted a considerable amount of years working on developing games without looking more in detail of real programming books. Very excited for this project I hope you have a good day.
Thanks for your understanding :) I think you can achieve a decent amount with SGDK and a little knowledge of C (as I have here), but as I start putting complex levels together I can feel my lack of more advanced programming knowledge beginning to hold me back. I will still be doing at least some work to both this and Shinobi every week, but I need some time to really go hard on regular C language study too.
This has been such a quick turnaround from concept to Demo. Fantastic work! :) I wish you the best of luck your quest to sharpen your skills, while I am an ASM guy you have all of my support!
SGDK does actually allow the use of assembly too, so it's possible that I will have to learn some eventually for use in any particularly CPU-intensive scenes, but for now I'm happy sticking with C. Some 68k assembly may be worth learning anyway, as it does give you a nice feel for the hardware (I have done a little Z80 asembly)
This video was randomly recommended by youtube and I was impressed by what I saw. It kept my attention focused on how you showed the process. And to be honest, I'm looking forward more to seeing the rest of the making of than playing the game Lmao. That was amazing :D
11:30 - wow, so sick! I didn't knew you were working on the Atari 2600 port too! As for first stage boss, just for shits and giggles you can add Skeleton Leader (the Punk Skeleton from Underground Garden in the Saturn version), although he might need to be nerfed alot in order to make him a proper stage 1 boss(that is in case you aren't willing to add Saturn version locations later on). And no need to worry, if you feel like you need to improve your skills - we all will be patient, take as much time as you need. It will greatly benefit the project after all, nobody needs a rushed port(we got enough of that stuff back in the 90s). I wish you (and the rest of the squad) best of luck!
Hmm, that's actually a pretty good idea. I definitely want to have Underground Garden in the game for Maria's path, but I was thinking of an alternative (more plant-like) boss for that level, so maybe I could use Skeleton Leader for the Entrance boss instead.
It beautiful.. the sprite work, the coding, the video editing, everything. I love watching these!
2 года назад+2
Man, this dev series are just awesome. You are doing such an amazing work for the Mega Drive community as a whole and giving us a lot of fun. Please, keep working on it, you are making a lot of people dream with this work. Congratulations!
I wish you nothing but success. I think you're making the right decisions, it's better to have solid foundation in order to make something bigger, you can do it! I don't like to criticize this type of projects, because I can imagine the sheer amount of work you're already doing, so take this only as a friendly comment that might or might not be attended: I think Alucard's jump should be "interrupted" by banging on the ceiling, that is, not keeping the same amount of hang time as with a regular, open space jump. He should go down sooner because he just hit a platform with his head, I think that might add to the overall physics and provide you with more solid mechanics. Cheers and congrats, once again!
That's ok, I appreciate any honest criticism :) For that particular issue you pointed out though don't worry, I'm already aware of it. If you look back at the first video with the Maria collisions test you'll see that she loses all upward velocity and immediately falls to the ground upon hitting her head. After that I was programming the ninja characters in my GG Shinobi game, and they need to keep that velocity when hitting their heads, so I programmed that in, but then that code somehow made its way back into SotN with Alucard, haha. I was just testing having everything working together in this update and so didn't bother fixing it, but soon I want to really try to nail down Alucard's exact animation and movement code, so hopefully everything will be fixed then.
instead of using frames for the 18:21 Zombie death animation I think it'd be better if you had a way to spawn small sprites i.e. particles to produce the smaller blood effects. Also Just have a few frames of the larger blood spurt repeated in a few places, if you run both fast enough it'll still look good especially when played at normal speed, and you'll save on a lot of GFX mem
Thanks for the suggestion, I'll look into that. I believe that the SGDK sprite engine itself does some optimisations to minimise VRAM usage (automatically recognising where it can use mirrored versions for example), but some things may benefit from a more manual touch.
@@SleepingCocoon Compiled layered animation is only wasteful in terms of space. It does have the added benefit that it doesn't eat into your scanline pixel limit. You also have to script the layered individual sprites as an animation set - that's not exactly a beginner exercise.
This is amazing! For the added death animation of the zombies, my first thought was it could be speed up. Then you wrote the exact same line and asked for opinion. And here I am. :D
I look forward to one day playing this on the Sega Genesis. I remember reading about Castlevania: SOTN in magazines back in the day, and how they were saying a game of its size would never be possible on 16-bit consoles, and yet here we are. Never say never, I guess.
@@eskanda3434 Never say never. If this sort of thing is this guy's passion, he'll see it through as best he can. I don't expect a project this daunting to be completed either, but no need to crush his ambition before it has a chance to get off the ground. The fact that he's come THIS far shows major dedication, so whether it ends up being one stage long or he sees it through to the entire game, I'll certainly keep supporting him! This type of experimentation is how great programmers are born and go on to make their own great games in the future :)
This video so far is my favorite, because you talk about modularization and code management. To me, that's exciting part because it's actual game engine development (instead of just demos)! Looking forward to it! And looking forward to see your reflections on how expectations of designs matched execution haha.
Haha, I think you're probably in the minority there, as code management isn't the most exciting thing to most people. Apart from C I have also been studying Rust and I personally quite enjoy thinking about modularising code and managing memory etc. For single screen games/levels you can actually get away with not thinking about this too much (and my basic SGDK tutorial series is going to keep things nice and simple in this respect too), but once you start actually putting a full game together you can't get away with being sloppy anymore. I'm looking forward to getting stuck in to some more advanced C :)
Wow, wow, wow, just wow! And the Blut splatter in the death animation is the best I have seen on a 16-Bit console! Incredible work, dedication and love for our beloved retro games!
I just can't believe SotN would fit on Sege Genesis cartridge. I was 9 year old when I saw SotN for the first time at a neighbor's house (it was friend of my older brother). We didn't have a PS1, but still had a famiclon and a Genesis, in which I played Castlevania and Castlevania Bloodlines. I would have killed someone to get that CD working on my genesis, lol.
Moving on, always! Congratulations on your progress so far, the port is already spectacular for a 16-bit console, looking forward to the next dev-diary! Furthermore, a big hug to everyone involved ♥🙌
In the original, most death animations are particle effects. This could be heavy on the genesis, but instead of using the sheet with the effects baked (which would have to be made in a per enemy basis and would take up a lot of memory) you should have each kind of particle effect have their own sprites. For more complex particle effects, you can merge them into a single animation for more efficient resource usage
This is very cool, very impressive. I love seeing this kind of thing, and seeing a person develop their coding and analytical skills to realize a project like this. Keep at it, don't give up!
I sure recognize that deep cut, and good choice on it. Owned it, beat it. Solid game, and very nice conversion of the Arcade versions by Hitoshi Sakimoto! Good work on this, always interesting to see people challenge themselves by developing for platforms with a lot of technical limitations. Keep it up!
So, the YM-2162 has an LFO, so you can probably generate both droplets and rain background noise through the Noise envelope it... it would limit the remaining tracks, but if it's only used before the track changes to the song that shouldn't be an issue.
If it had been released 30 years ago, they could have made it Part 1 and Part 2 and Part 3, with the 1st cartridge having a pass-through like Sonic 3. The 1st cartridge would have the save data for all 3 parts. So for example if you wanted to go from the upside-down castle back to the normal castle, you'd unplug cartridge 3 and put #2 back in.
Super excited with the progress you've made and sincerely hope you take all the time you need to learn and grow as a programmer to continue your phenomenal work! This is my first time commenting since I've been following, and I've gotta say I'm blown away that you are getting so much out of the genesis. The 16 bit era probably never should have ended. Sure, other systems and styles should have come along, but as far as what 16 bit could do, sidescrollers, old style rpgs, etc, design and games could have gone on with a market I believe. It would be really interesting to see projects like yours cause system reboots. Then again, the hassle of having to work with the orginal manufacturers for licensing may not be worth it. It's fun to think about regardless, as a fan of older games.
Thanks for the support. I agree, Sega should have supported the Megadrive much longer than they did. The Master System had a great "post-obsolescence" life, continuing to be great support all the way to 94/95. With the Nomad releasing, Sega should have continued to support the 16-bit machine like they did with the Master System/Game Gear.
One thing I'd like to point out to you, just for the future since you are taking the time to grow so much as a programmer. There is a current project releasing old school games that are exclusive to it's format I think. iircade. It's an arcade cabinet. Price for it is pretty close to modern consoles, though it lacks their power, it's intended more towards the nostalgia crowd which is where I think your heart is. I'm not associated in any way. I don't even have one yet, but plan on it. Just have a Legends Ultimate from AtGames and a Ms. Pacman from arcade1up right now. If you check out youtube, you will see that many people are building their own arcades to go back.
Just found out about this project from a random RUclips recommendation. This looks AMAZING! This seems like a crazy undertaking, but with how passionate you seem about the project, I support it 100%! The fact that you're trying to get a game like this to fit into real hardware is insane, and so far, it looks fantastic! Please keep doing your best! I'm absolutely following this project from here on out. I can't wait to see more! Though, please take your time with learning code and whatnot. As you said in the video, even though not much visible progress will be made in the near future, it will benefit the long run by a huge margin! Please don't burn yourself out, either. I could imagine a project this huge being overwhelming to work on, haha. Also, forgive me if you've answered questions like this elsewhere before, but are you going to eventually attempt to make the ENTIRE game, more or less 1-to-1 of the original? I noticed in the video you were asking the viewers what enemies and bosses they'd like to see in certain areas and, if that's the case, are you planning on shortening the game or making your own changes to the layout here and there? If you end up reading this, thank you for your time, and I can't wait to see what you have in store for the future! :)
Looks cool. Would love to try it once it's done. One request if possible though - add Sega CD support for audio sources. Would be cool if we can use redbook audio CD to provide OST for the game, kinda like 32X Doom Resurrection.
Once this is finished (circa 2030, haha) I would be more than willing to work with any skilled 32X devs out there. I heard a rumour that someone has been working on some kind of 32X Castlevania game engine...I certainly hope it's true.
@@PigsysRetroGameDevTutorials The 32X would certainly help with more colors for the enemies, more frames of animation and better music (Although samples are made in software like the MD, they're much higher quality). One problem is the lack of VRAM for the two framebuffers
@@mortenera2294 To be honest, I'm not very clear on the exact capabilities of the 32X when it comes to 2D games. There is a lot of contradictory information out there.
@@mortenera2294 also some 32x sprites/backgrounds could feature scaling and rotation effects I think the key is to use 32X just in some spots... since 2D games that use 32X heavily have crap framerates (Pitfall)
The first corridor could have enemies coming from left and right and also some debris fallongt from the ceiling. Also you can add some light platforming! Amazing job. Keep up the good work!
Pigsy, I had trouble keeping my jaw next to the rest of my head. What a time to be alive for a 16-bit era kid! I wish I knew coding to help you. If you start a donation campaign to get seriously hell-bent on a pirate ROM that will give Konami and SEGA a run for their money, let us know.
Haha, thanks, but no need, any ROMs will be available for free. If in future I create my own SotN-style game as an original IP then I'll take your money then :)
You could perhaps use one of those blob bosses since the area has some water I think? Or the snake from Rondo (s2 I think). Not sure those will fit in here though. There's also the werewolf which could work for one of the outdoors rooms. Of course an easy Death that tests your powers would work too.
While the project still has a very, very long way to go, this does feel like the "end of the beginning". After so much fragmented experimentation of different game mechanics, it's nice to finally get everything working together in an actual beta build of the first level, no matter how janky! While I could theoretically continue to build on this and iron out its many bugs, I think the time has come to completely rebuild from scratch. That way, the resulting code/game engine will allow for newer content to be added much more quickly and efficiently. To be honest, even if I tried adding a second and third level to this current build, I think the whole thing would just collapse anyway! It's thousands of lines of code in a single file, and even I get confused by it sometimes, haha!
Thanks for the patience and support everyone :) I'm going to really study hard and try to up my programming game over the winter, which I hope will quickly start to pay off on the both the SotN and GG Shinobi projects next year. But there will still be some videos in the meantime. I hope to have a demonstration on real hardware and CRT later this month.
Pigsy, I am blown away by what you've accomplished here. It's truly impressive, to say the least. We're with you all the way on this and looking forward to where it goes. Thank you for your hard work and effort. A 16-bit SotN has long been a dream of mine, and seeing your development of it is nothing short of historical.
@@Write-Stuff Thanks for your support :) It's going to be a very long journey, but also a very enjoyable one!
Check Out Global Gladiators for the Mega Drive / Genesis. They use a rather convincing Thunder Sound on the first level :)
Looking forward to the long-term impact you have on the gaming community!
@@Hazelminker Thanks, I'll check it out.
Take ALL the time you need, although we're rooting for this SOTN Port, do not rush! Awesome and totally inspirational work of yours and ALL people helping you out there. You guys deserve the best!!
No I want it faster
I completely agree take your time. Sometimes you need to take a step back before you leap forward.
I would not expect for it like people are doing. He is not promising a SoTN port. He is learning low level programming with old video-games. I would not be sad if he just stop suddenly because he found something else to do. So “take your time” is not something applicable, since no promises regarding making a port were made.
Of course, it could happen that he let other people work on his code if he would abandon this learning project. But that wouldn’t make sense also since there are plenty of people that could be doing the same port even faster than he is partially doing for learning purposes once those people could know more than him about megadrive system.
So I conservatively suggest people to do not expect a complete project, since he is doing for his personal growth and, for fun and portfolio maybe, publishing on youtube.
As you can see in this video, past parts of the learning process are being designed to other people, naturally forming a team. After he learns something, he can ask other person to help him speed up stuff. That is the only indicator that, for porting purposes, it may eventually be complete.
The music in 3rd stage is "flood of power" from Midnight resistance. I never played the game but the music is kickass.
Same here - never played it, but love the music!
My brother had it when he came to live with us. Played the hell of it. Badass.
I’m so jacked for this, it’s insane. It’s amazing to see what the Genesis is actually capable of. You should do a 32X port after you’re done.
That would jack up the 32x price even more
Once this project is complete, TecToy will most likely bundle this game on newer editions of their Megadrive Consoles.
It's a lot more likely Konami will just C&D this.
2:45 Midnight Resistance - Flood of Power :)
This is looking damn good so far!
Man, everyone is so good with this little challenges! I guess that song wasn't as much a deep cut as I thought, haha. But then again, you're a Megadrive musical expert, so maybe I should delete or hide this comment and see if a second person gets it :)
@@PigsysRetroGameDevTutorials Maybe you should lol
@@Alianger It's lucky that I wasn't offering a prize, else people might think it was an inside job, with me secretly giving you the answer!
I'm so thankful your reading a book and expanding your knowledge, when I originally understood the project to be one of your first programming projects I felt as though it was destined for failure.
I myself wasted a considerable amount of years working on developing games without looking more in detail of real programming books.
Very excited for this project I hope you have a good day.
Thanks for your understanding :) I think you can achieve a decent amount with SGDK and a little knowledge of C (as I have here), but as I start putting complex levels together I can feel my lack of more advanced programming knowledge beginning to hold me back. I will still be doing at least some work to both this and Shinobi every week, but I need some time to really go hard on regular C language study too.
Fantastic zombie death animation! Absolutely br00tal!
This has been such a quick turnaround from concept to Demo. Fantastic work! :)
I wish you the best of luck your quest to sharpen your skills, while I am an ASM guy you have all of my support!
SGDK does actually allow the use of assembly too, so it's possible that I will have to learn some eventually for use in any particularly CPU-intensive scenes, but for now I'm happy sticking with C. Some 68k assembly may be worth learning anyway, as it does give you a nice feel for the hardware (I have done a little Z80 asembly)
This video was randomly recommended by youtube and I was impressed by what I saw. It kept my attention focused on how you showed the process. And to be honest, I'm looking forward more to seeing the rest of the making of than playing the game Lmao. That was amazing :D
11:30 - wow, so sick! I didn't knew you were working on the Atari 2600 port too!
As for first stage boss, just for shits and giggles you can add Skeleton Leader (the Punk Skeleton from Underground Garden in the Saturn version), although he might need to be nerfed alot in order to make him a proper stage 1 boss(that is in case you aren't willing to add Saturn version locations later on).
And no need to worry, if you feel like you need to improve your skills - we all will be patient, take as much time as you need. It will greatly benefit the project after all, nobody needs a rushed port(we got enough of that stuff back in the 90s). I wish you (and the rest of the squad) best of luck!
Hmm, that's actually a pretty good idea. I definitely want to have Underground Garden in the game for Maria's path, but I was thinking of an alternative (more plant-like) boss for that level, so maybe I could use Skeleton Leader for the Entrance boss instead.
looks more like a zx spectrum version
Haha btw have yoy seen the insane intellivison port of first Castlevania?
It beautiful.. the sprite work, the coding, the video editing, everything. I love watching these!
Man, this dev series are just awesome. You are doing such an amazing work for the Mega Drive community as a whole and giving us a lot of fun. Please, keep working on it, you are making a lot of people dream with this work. Congratulations!
I wish you nothing but success. I think you're making the right decisions, it's better to have solid foundation in order to make something bigger, you can do it!
I don't like to criticize this type of projects, because I can imagine the sheer amount of work you're already doing, so take this only as a friendly comment that might or might not be attended: I think Alucard's jump should be "interrupted" by banging on the ceiling, that is, not keeping the same amount of hang time as with a regular, open space jump. He should go down sooner because he just hit a platform with his head, I think that might add to the overall physics and provide you with more solid mechanics.
Cheers and congrats, once again!
That's ok, I appreciate any honest criticism :) For that particular issue you pointed out though don't worry, I'm already aware of it. If you look back at the first video with the Maria collisions test you'll see that she loses all upward velocity and immediately falls to the ground upon hitting her head. After that I was programming the ninja characters in my GG Shinobi game, and they need to keep that velocity when hitting their heads, so I programmed that in, but then that code somehow made its way back into SotN with Alucard, haha. I was just testing having everything working together in this update and so didn't bother fixing it, but soon I want to really try to nail down Alucard's exact animation and movement code, so hopefully everything will be fixed then.
@@PigsysRetroGameDevTutorials That's great to know, thanks for being so cool about it! Keep on rocking man :D
I'm pretty happy i could make this spectacular team together! @pyron thank you for joining. This project will bring us genesis lovers, the SOTN game!
Epic. Please see this journey through to the end. I wholeheartedly wish to play this homebrew SOTN!
It's wonderful and the Pyron's work is amazing. Good job guys.
This project is incredible. Thank you for posting these videos detailing your progress, techniques and everything along the way. This is fascinating.
This is so amazing. I'm looking forward to this series every day !
instead of using frames for the 18:21 Zombie death animation I think it'd be better if you had a way to spawn small sprites i.e. particles to produce the smaller blood effects. Also Just have a few frames of the larger blood spurt repeated in a few places, if you run both fast enough it'll still look good especially when played at normal speed, and you'll save on a lot of GFX mem
+1, storing so much animation is very wasteful in comparison to using just a few frames of smaller sprites and having much more flexibility with them
Thanks for the suggestion, I'll look into that. I believe that the SGDK sprite engine itself does some optimisations to minimise VRAM usage (automatically recognising where it can use mirrored versions for example), but some things may benefit from a more manual touch.
@@PigsysRetroGameDevTutorials Contra hard corps for example had only one sprite animation for explosions.
@@Spirit66659 I think that Bloodlines generally uses the same blue explosion animation for all characters too.
@@SleepingCocoon Compiled layered animation is only wasteful in terms of space. It does have the added benefit that it doesn't eat into your scanline pixel limit. You also have to script the layered individual sprites as an animation set - that's not exactly a beginner exercise.
I’d love to see SotN on the Neo Geo!
It's really nice to see this project coming along
Holy shit thats beautiful 😭
Keep up man yall doing a fantastic work
This is amazing!
For the added death animation of the zombies, my first thought was it could be speed up. Then you wrote the exact same line and asked for opinion.
And here I am. :D
Haha, I always try to anticipate any questions or criticisms people may have as I'm editing the video :)
I look forward to one day playing this on the Sega Genesis. I remember reading about Castlevania: SOTN in magazines back in the day, and how they were saying a game of its size would never be possible on 16-bit consoles, and yet here we are. Never say never, I guess.
This game will never get past the demo stage, my guy. It would take him literally years. If ever.
@@eskanda3434 Never say never. If this sort of thing is this guy's passion, he'll see it through as best he can. I don't expect a project this daunting to be completed either, but no need to crush his ambition before it has a chance to get off the ground. The fact that he's come THIS far shows major dedication, so whether it ends up being one stage long or he sees it through to the entire game, I'll certainly keep supporting him! This type of experimentation is how great programmers are born and go on to make their own great games in the future :)
Great work, and great video!! As usual 🙏
This video so far is my favorite, because you talk about modularization and code management. To me, that's exciting part because it's actual game engine development (instead of just demos)! Looking forward to it! And looking forward to see your reflections on how expectations of designs matched execution haha.
Haha, I think you're probably in the minority there, as code management isn't the most exciting thing to most people. Apart from C I have also been studying Rust and I personally quite enjoy thinking about modularising code and managing memory etc. For single screen games/levels you can actually get away with not thinking about this too much (and my basic SGDK tutorial series is going to keep things nice and simple in this respect too), but once you start actually putting a full game together you can't get away with being sloppy anymore.
I'm looking forward to getting stuck in to some more advanced C :)
Need to live long enough to see the end. Good job, wonderful concept of demake.
This is exiting, looking forward to see how this will turn out at the end
using FM for the weather sounds a lot better than a crunchy sample- less looping and could work well with just a few channels at most.
Wow, wow, wow, just wow!
And the Blut splatter in the death animation is the best I have seen on a 16-Bit console!
Incredible work, dedication and love for our beloved retro games!
I just can't believe SotN would fit on Sege Genesis cartridge. I was 9 year old when I saw SotN for the first time at a neighbor's house (it was friend of my older brother). We didn't have a PS1, but still had a famiclon and a Genesis, in which I played Castlevania and Castlevania Bloodlines. I would have killed someone to get that CD working on my genesis, lol.
sheesh is this all from scratch?
next level work, really pushing that YM2612 to the limit!
Nice work pigsy good luck with your studies
Thx for the explanations and diary.
Looking and sounding awesome!
Excellent stuff Pigsy,it's getting better & better with each update,keep up the great work! 👍
Great video as always
Está incrível, sensacional!
👏👏👏👏👏👏👏
Music is simply excelent! Tremendous job!
I can only imagine the effort you’ve already put into this. Such good work! I wait with great anticipation for the end result!
Moving on, always! Congratulations on your progress so far, the port is already spectacular for a 16-bit console, looking forward to the next dev-diary! Furthermore, a big hug to everyone involved ♥🙌
In the original, most death animations are particle effects. This could be heavy on the genesis, but instead of using the sheet with the effects baked (which would have to be made in a per enemy basis and would take up a lot of memory) you should have each kind of particle effect have their own sprites. For more complex particle effects, you can merge them into a single animation for more efficient resource usage
Liking this more with each video!
Awesome work. Its interesting seeing whats actually going on as you play games like this!
This is very cool, very impressive. I love seeing this kind of thing, and seeing a person develop their coding and analytical skills to realize a project like this. Keep at it, don't give up!
This is a very very cool project.
this is crazy....well done
Wow. Thanks for upload this developer diary and show your progress.
I am so ready for this! Please take your time in making this 100%!
man i love you so much i can't describe. so glad now you guys make a team. bear in mind we yearn to see the progress, despite the conclusion.
Saludos cordiales desde Michoacán México viva sega siempre siempre siempre siempre siempre siempre
I sure recognize that deep cut, and good choice on it. Owned it, beat it. Solid game, and very nice conversion of the Arcade versions by Hitoshi Sakimoto!
Good work on this, always interesting to see people challenge themselves by developing for platforms with a lot of technical limitations. Keep it up!
So, the YM-2162 has an LFO, so you can probably generate both droplets and rain background noise through the Noise envelope it... it would limit the remaining tracks, but if it's only used before the track changes to the song that shouldn't be an issue.
Great vidéo. Thx! Keep going
Amazing video as always. I can't wait to try this out. 👏🏻👏🏻💪🏻💪🏻
Awesome work. Keep it up... It looks really good...😁💪💪💪
Flood of Power is such a brilliant tune! Midnight Resistance is also a super fun and little menrtioned game.
I love seeing stuff like this, keep up the good work.
Amazing job you're done guys! I'll keep eyes on the progress, keep going you guys are doing an awesome job!!!
As for the size of the game, you can use the sega mapper, with an increment to be able to have an easy rom up to 16MB.
Good job on the game.
I'm going to see what I can fit into a regular 4MB ROM to begin with, and maybe expand to 16MB later.
If it had been released 30 years ago, they could have made it Part 1 and Part 2 and Part 3, with the 1st cartridge having a pass-through like Sonic 3. The 1st cartridge would have the save data for all 3 parts. So for example if you wanted to go from the upside-down castle back to the normal castle, you'd unplug cartridge 3 and put #2 back in.
Keep on the good work, this is shaping up to be fantastic!
Excellent job, man!
Super excited with the progress you've made and sincerely hope you take all the time you need to learn and grow as a programmer to continue your phenomenal work! This is my first time commenting since I've been following, and I've gotta say I'm blown away that you are getting so much out of the genesis. The 16 bit era probably never should have ended. Sure, other systems and styles should have come along, but as far as what 16 bit could do, sidescrollers, old style rpgs, etc, design and games could have gone on with a market I believe. It would be really interesting to see projects like yours cause system reboots. Then again, the hassle of having to work with the orginal manufacturers for licensing may not be worth it. It's fun to think about regardless, as a fan of older games.
Thanks for the support. I agree, Sega should have supported the Megadrive much longer than they did. The Master System had a great "post-obsolescence" life, continuing to be great support all the way to 94/95. With the Nomad releasing, Sega should have continued to support the 16-bit machine like they did with the Master System/Game Gear.
One thing I'd like to point out to you, just for the future since you are taking the time to grow so much as a programmer. There is a current project releasing old school games that are exclusive to it's format I think. iircade. It's an arcade cabinet. Price for it is pretty close to modern consoles, though it lacks their power, it's intended more towards the nostalgia crowd which is where I think your heart is. I'm not associated in any way. I don't even have one yet, but plan on it. Just have a Legends Ultimate from AtGames and a Ms. Pacman from arcade1up right now. If you check out youtube, you will see that many people are building their own arcades to go back.
you've made a ton of progress in a very short time, it's all coming together very nicely.
Death must send minions, some big monsters like that Floating Eye, maybe the green skeletons, and Dodo. Then, when we win, she steal our equip
Honestly my most anticipated retro project. Looks great.
Just found out about this project from a random RUclips recommendation. This looks AMAZING! This seems like a crazy undertaking, but with how passionate you seem about the project, I support it 100%!
The fact that you're trying to get a game like this to fit into real hardware is insane, and so far, it looks fantastic! Please keep doing your best! I'm absolutely following this project from here on out. I can't wait to see more!
Though, please take your time with learning code and whatnot. As you said in the video, even though not much visible progress will be made in the near future, it will benefit the long run by a huge margin! Please don't burn yourself out, either. I could imagine a project this huge being overwhelming to work on, haha.
Also, forgive me if you've answered questions like this elsewhere before, but are you going to eventually attempt to make the ENTIRE game, more or less 1-to-1 of the original? I noticed in the video you were asking the viewers what enemies and bosses they'd like to see in certain areas and, if that's the case, are you planning on shortening the game or making your own changes to the layout here and there?
If you end up reading this, thank you for your time, and I can't wait to see what you have in store for the future! :)
Looks cool. Would love to try it once it's done.
One request if possible though - add Sega CD support for audio sources. Would be cool if we can use redbook audio CD to provide OST for the game, kinda like 32X Doom Resurrection.
That track is rocking for the first level.
Yeah, 76KB did a great job with it
Holy shit, this keeps getting better and better! I'd love to see someone attempt an "enhanced edition" on 32X for the lulz
Once this is finished (circa 2030, haha) I would be more than willing to work with any skilled 32X devs out there. I heard a rumour that someone has been working on some kind of 32X Castlevania game engine...I certainly hope it's true.
@@PigsysRetroGameDevTutorials It would be very fitting, considering SotN supposedly started development on the 32X.
@@PigsysRetroGameDevTutorials The 32X would certainly help with more colors for the enemies, more frames of animation and better music (Although samples are made in software like the MD, they're much higher quality). One problem is the lack of VRAM for the two framebuffers
@@mortenera2294 To be honest, I'm not very clear on the exact capabilities of the 32X when it comes to 2D games. There is a lot of contradictory information out there.
@@mortenera2294 also some 32x sprites/backgrounds could feature scaling and rotation effects
I think the key is to use 32X just in some spots... since 2D games that use 32X heavily have crap framerates (Pitfall)
Keep up the great work!
Wow! Incredible work. Well done!
Midnight resistence theme :D one of my favorites :D
Really nice job !!
Keep cool and still be patient.
A cada vídeo, fico mais impressionado com a capacidade dos envolvidos.
Thanks for the updates! Keep up the great work!
Awesome Project!
Love it!
HELL YEAH MIDNIGHT RESISTANCE MUSIC ❤❤❤
The first corridor could have enemies coming from left and right and also some debris fallongt from the ceiling. Also you can add some light platforming!
Amazing job. Keep up the good work!
You aré awesome dude !!!! Please continue this beautifull projects !! Im a bit Castlevania fan .i cant wait to play It on my génesis !!!
Pigsy, I had trouble keeping my jaw next to the rest of my head. What a time to be alive for a 16-bit era kid! I wish I knew coding to help you. If you start a donation campaign to get seriously hell-bent on a pirate ROM that will give Konami and SEGA a run for their money, let us know.
Haha, thanks, but no need, any ROMs will be available for free. If in future I create my own SotN-style game as an original IP then I'll take your money then :)
This is absolutely insane.
Wonderful work!
I think the camera should be more in the front. here 3/4 of the screen show behind alucard
I'll try to remember to get that fixed for the next update :)
You could perhaps use one of those blob bosses since the area has some water I think? Or the snake from Rondo (s2 I think). Not sure those will fit in here though. There's also the werewolf which could work for one of the outdoors rooms.
Of course an easy Death that tests your powers would work too.
Good suggestions, thanks :)
What you do is truly impressive. Proved the older gaming hardware had much untapped potential
Beautiful music 👌😍
Good job!!!
Very good!
2:44 Midnight Resistance! Awesome! xDDD
Maravilhoso! Parabéns!
Great reveal 5:51
Most interesting thing on youtube for me!
Muy buen trabajo espero que puedas seguir adelante con este proyecto es increíble
The music on the first level has some Splatterhouse vibes and it fits great.
The music at the 6 minute mark reminds me of the music from Splatterhouse 2 and 3 Genesis. Two of my favorite games.
I really hope this gets completed to download....
Absolutely awesome.
Please complete along with gg shinobi deluxe 16bit edition lol.
Don't worry, GG Shinobi is still very much in development :)
👊🏻 thanks
This is so cool.