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/vr/ - Retro Games


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5181449 No.5181449 [Reply] [Original]

Why aren't you making a Sega Genesis game?

>> No.5181943

Because Watermelon killed the industry.

>> No.5181951 [DELETED] 

Genesis is for niggers SNES is where it's at.

>> No.5181976 [DELETED] 

Because I'm not a programmer/homebrewer, dumb frogposter.

>> No.5181981 [DELETED] 
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5181981

Dumb frogposter

>> No.5181992

>>5181943
This.

>> No.5182008 [DELETED] 
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5182008

>>5181981
Fuck the following:
1. Jannies
2. Niggers
3. Europoors
4. Zoomers

>> No.5182018
File: 437 KB, 1176x772, segagenesis.jpg [View same] [iqdb] [saucenao] [google]
5182018

Because I don't have the knowledge or desire.

>> No.5182049

Didn't people find design documents for a bunch of Sega consoles?

>> No.5182060

>>5181449
I don't know the first thing about making games. I would love to, though.

>> No.5182067 [DELETED] 
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5182067

>>5182008
5. Poorfags
6. Collectorfags
7. Emulatorfags

>> No.5182096

>>5181449
Because I'm making shit more than a handful of hipster losers play

>> No.5182097 [DELETED] 
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5182097

>>5182008

>> No.5182156 [DELETED] 

>>5182097
Is this from the infamous videl rape scene

>> No.5183542

Because Tanglewood got made and noone talked about it.

>> No.5183556

>>5181449
Because the Sega Genesis is the last console I care about. If I were to make a Genesis game it would be just for the sake of having one good game on the system.

>> No.5183563

Why do you even care?

>> No.5183574

>>5183556
This, but the opposite. I'd only make a game just to say the Genesis finally has a bad game.

>> No.5183793

>>5181449
https://www.youtube.com/watch?v=xVioUL1QBeM

>> No.5183871

>>5183542
because it sucked

>> No.5183895

>>5181449
Because programming for retro consoles is fucking hard and not worth the effort.

>> No.5184418

>>5183895
Nah. You can shit out reto "games" in a game maker or baby friendly language pretty easy these days. But agree it's not worth the "effort"

>> No.5184430

I don't know assembly.

>> No.5184451

>>5184430
learn something more badass than javascript

>> No.5184462

>>5181449
I'm neither a Russian nor a Brazilian

>> No.5184754
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5184754

>>5181449
I literally am working on a genesis game

>>5184430
you can use C and SGDK which is a fan made sdk. 68k assembly is very easy and a lot of fun though

>> No.5184768

Because I don't like the Megadrive.

>> No.5185442
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5185442

Because I can't into math

>> No.5185494

That's funny I've been thinking about doing a simple Metroidvania the last couple days since I was following along the Big Evil blog a while back somewhat ok. I need some ideas that aren't vampire hunters or space marines though.

>> No.5185610

>>5185442
no big deal, neither can the 68k

it can only handle integers and add/sub/mul/div

>> No.5185763

>>5184754
>"Planet" has no gravitational pull
>Either the "planet" or the capsule is retardedly massive
>Either way the "moon" near the "planet" is far too close to the planet
Keep trying anon.

>> No.5185764

>>5185763
Either the "planet" is tiny or the capsule is retardedly massive*

>> No.5185775

>>5181449
> Why aren't you making a Sega Genesis game?
I'm making a PC Engine game and I previously did a NES one. Close enough?

>> No.5185783

making games for modern computers where I can just load a .png and display it on the screen, rotate it, whatever the fuck, is still a lot of work. Doing it in assembly and the tooling and learning the hardware is just a real pain in the dick. I'm not interested / too busy anyway

>> No.5186003

>>5185783
>is still a lot of work
wew lad

>> No.5186049

>>5181449
Because Genesis a shit

>> No.5186074

How much skill do I need to make a game and pixel art like Bloodstained: Curse of the Moon? Or basically any "retro game without limitations" Super Cyborg, Maldita Castilla, Oniken all of those?

>> No.5186143

>>5185610
>it can only handle integers and add/sub/mul/div
Really? It has division? That's pretty advanced.

>> No.5186147

>>5185783
The cool thing about these consoles though is that the graphics hardware is like a game engine in that the hardware itself provides background layers, sprites and the manipulation of aforesaid.

>> No.5186192

>>5186147
kids. lol

>> No.5186305

>>5185775
No, it's not close enough. Sega Genesis or bust

>> No.5186312

>>5184754
Explain this game.

>> No.5186321

ive tried so many times to get into building a game, i get so far and lose my motivation, even with user friendly GUIs and premade assets, im like pffffffffffffffff naah lol

>> No.5186403

Why not make a 32X game?

PS do you need a dev kit to make new games for older consoles or are their workarounds?

>> No.5186542

>>5183556
Never played shadowrun on genesis i see

>> No.5187072

>>5186403
More people own a genesis (or repo)

>> No.5187075

>>5184754

looks like asteroids

>> No.5187081

https://www.youtube.com/watch?v=PSYhSmXBgIw

https://www.youtube.com/watch?v=tdjVfl_YWd8

>> No.5187093

>>5186321
>>5187081

This.

>> No.5187543

>>5184418
GameMaker can be decent when making arcade-like games properly, which I've done with a version of Polybius. I stress the word PROPERLY like Hell, and for obvious reasons. However, when this is achieved you may get something like what some guys over in Spain(?) did. They used Adobe Flash to make a game called Nave and built a cabinet for it with even a 19" CRT arcade monitor and made it look kickass. Definitely wouldn't use these tools to make console games, obviously. Gotta use the real thing.

>> No.5187561 [DELETED] 

>>5183895
Faggot

>> No.5187567

>>5185442
It isn't math. It's keeping track of register maps.

>> No.5187581
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5187581

>>5186312
>>5187075
Have you ever played escape velocity?

It's gonna have trading, combat (as pictured), upgradeable ships, missions, etc.

You can already land on planets and fly to other systems, but the planet graphics are missing so nothing happens when you land.

>> No.5187585

>>5186403
There are compilers and assemblers for most consoles, and you can target emulators (though, not all of them are perfect, so your game might behave differently on real hardware).

>>5186143
It has division, but it's quite slow. Really, a lot of sega fanboys play up the speed of the 68k in the genesis, but for 8/16 bit ops its around the same speed as the SNES 65816. It's only when you start using a bunch of 32-bit instructions that the 68k has an advantage (and also when compared to slower rom that the SNES had to deal with)

>> No.5187874

>>5181992
> This
..isn't reddit
>>5184754
very nice start, anon. sgdk is pretty cool. but I haven't done much with it except playback my own music and simple routines. I hate C (give me m68k assembler any day), but the sgdk has some routines in it I have no chance in hell of coding myself.

>> No.5187897

>>5185783
with kits like sgdk, a lot of stuff is in the package for converting graphics, handling/playing audio, etc. you don't really need to do much. just include the files in your sources and "make" does all the rest. doing it all in assembler, and with such a dire lack of any decent graphics tools, map editors, music editors/compilers for sega consoles, you'll end up working on your megadrive program for a long time.

>> No.5187906

>>5187897
There's actually a good number of tools for working with the genesis that interface fine with assembler. Sound engines, graphics tools, decompressors, even whole open source games you can learn from. Still more work than with sgdk but it's definitely possible for a single person.

>> No.5188318

>>5187581
Reminds me of Star Control

>> No.5188383

>>5188318
Someone on /agdg/ told me that

>> No.5190108

>>5187906
>Actually a good number of tools
>Sound engines, graphics tools, decompressors
links with source code, thanks. I've seen plenty of genesis music systems over the years, and they're all closed source and come with no way to playback on the genesis. Shiru's genesis tracker was the only one i can remember that actually had source code to use on the genesis side. Most music solutions I've seen use the tracker's custom formats (like SGDK) or use that incredibly shit-tier format called VGM. (whoever invented VGM seriously needs to be gassed). I cannot recall seeing a tile + map editor for genesis that wasn't from the 1990s or early 2000s and not a broken pile of fucking shit.
> tl;dr
links with source code, thanks.

>> No.5190351

>>5190108


https://github.com/sikthehedgehog/mdtools
has a couple compressors, a tiling tool (converts bitmap graphics to tiles), various music conversion tools

https://github.com/Stephane-D/SGDK/
has a bunch of code you can use, MIT licensed, sound engines, compression and decompression tools, more tiling tools, etc

another sound engine
https://github.com/sikthehedgehog/Echo

source code to read
sik has 4 games and an operating system you can read the source code for on github
https://github.com/sikthehedgehog/dragon
https://github.com/sikthehedgehog/miniplanets
https://github.com/sikthehedgehog/projectmd
https://github.com/sikthehedgehog/meka
https://github.com/sikthehedgehog/indigo

https://github.com/Mikejmoffitt/LICS
https://github.com/andwn/cave-story-md

There are more games you can find if you look around on the spritesmind forum.

Also, I didn't mean tile or map editors, I agree that there aren't any good ones,
I just use GIMP for now.

>> No.5190383

I want to create a Game Boy game.

>> No.5190402

>>5190383
there's a ton of resources for that too
https://github.com/gbdev/awesome-gbdev

>> No.5190947

>>5184754
Implying JavaScript is badass to begin with.

>> No.5191937

>>5182018
Where is my fucking telegenesis modem, sega?!

>> No.5191940

I bought Pier Solar which comes on a 64 (yes 64) megabyte genesis cart, but i bought the dreamcast version for CD audio / better music

>> No.5191948
File: 357 KB, 441x600, 76463-philip-the-drummer.png [View same] [iqdb] [saucenao] [google]
5191948

http://deflemask.com/

im gonna start making some sweet fart modulation synth tunes for the genny

>> No.5191954

Check this out.

https://tanglewoodgame.com

It's being made by Mike Philips, who was involved in the development of Homefront.

>> No.5192823

>>5181449
Because i can't code for shit.

>> No.5193415

>>5181449
Tell me how, I have 0 knowledge in programming and would like to make one like Ninja Gaiden/Shinobi

>> No.5193613

>>5193415
>Tell me how
lrn2. That's really all there is to it

>> No.5193646

>>5181449
Because there are no good Mega Drive emulators with debugging features as comprehensive as on emus like VBA.

>> No.5193693

>>5185763
it's inspired by the game escape velocity and is supposed to play like that (that means no gravity, etc)

I'll probably move the moon further out but this was just a test star system I threw together in a few minutes.

>> No.5193706

>>5193646
exodus is pretty damn comprehensive
what else do you need?

>> No.5193718
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5193718

>>5181449
There is one that I've had my eye on for a while called Xeno Crisis. It looks like a mix between Aliens and Smash T.V.
The guy making the music seems pretty damn cool, and he even reworks a lot of Genesis songs to sound fuller and less farty.
https://youtu.be/dgdceaN99gU Here's the theme for the first level of the game.
https://youtu.be/krOuBnAvyHk And here's a trailer for it.
I just hope it doesn't end up like Paprium. In that it doesn't happen at all.

>> No.5193723

>>5186305
>Genesis or Bust
>Ugly ass master palette and color limitations that are only redeemed by the extra background layer
>No widespread adoption of CDROM add-on
Nigga prease.

>> No.5193727
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5193727

>>5193718
>Xeno Crisis
>Creates Jill Valentine lookalike space marine for the game instead of a Regina lookalike.
REEEEEEEEEEEEEEE

>> No.5193847

>>5187585
It didn't believe you so I looked it up. Yep, it has the DIVS and DIVU opcodes for signed and unsigned division. Cool stuff. I suppose they probably used lookup tables most of the time instead of those instructions though.

I just played through Rocket Knight Adventures. It seems like the Megadrive has some sort of advantage speed wise because a) I rarely see slowdown and b) I seem to see a lot of complex enemy AI that rapidly changes states and has more complex states. What I mean is there will be a boss that has a fairly complex pattern (including its animation) and then it will instantly change into a different pattern that is also complex. Maybe it is the ROM speed that allows this.

>> No.5194915

>>5193727
Maybe that's too on the nose? I don't know.

>> No.5194927

>>5193718
I'm hyped.

>> No.5195297

>>5193706
He probably wants something that has the features he's used to on the other emulators he uses. He probably also wants those features to work. Debugging is no fun when only some of the features work some of the time. I'm sure Exodus will be fine when it's finished but until now it's pretty half baked. Certainly compared to the stuff available for other systems.

>> No.5196008

>>5195297
I haven't used it in a while but I thought it was pretty solid.

>> No.5196025

>>5184418
You can't export game maker games to Sega Genesis...

>> No.5196065

>>5186074
You can program and design games like that with pseudocode engines like Construct (means you don't need to actually know a real programming language).

You still gotta be able to draw to do pixel art. It's actually kinda harder in some ways because it's simpler (assuming you mean 8-16 bit style pixel art).

Those games all probably took at least a thousand hours to complete. The tools and knowledge are super accessible now but it still takes time

>> No.5196586

>>5193718

I know one of the guys working on this. Don't worry, it's in good hands, it's gonna be great.