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/vr/ - Retro Games


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7442936 No.7442936 [Reply] [Original]

Have you ever attempted to make your own retro game?

>> No.7442973
File: 152 KB, 881x1024, 6e36887f13264256cffe6ff38c947bdd.jpg [View same] [iqdb] [saucenao] [google]
7442973

>>7442936
Wouldn't I need a time machine for that?

>> No.7442974

>>7442936
Plenty in my head but sadly I am too tech illiterate to ever attempt such a task.

>> No.7442975

a game that looks retro or a game that only works on retro hw?

>> No.7442996

>>7442936
I technically did by modding GTA3.

>> No.7443000

>>7442975
A game thats made for and runs on actual retro consoles

>> No.7443498

>>7442936
What did the zoomie mean by this?

>> No.7443505

>>7443498
Are you an idiot?

>> No.7443508

>>7442936
yeah but I gave up past bouncing babies complexity

fuck, old hardware is hard to code for

>> No.7443669

>>7443505
>Are you an adult?
Why yes! Yes I am.

>> No.7443719
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7443719

I tried making a basic platformer on the PICO-8 and couldn't even figure out the physics because I'm a brainlet.

Speaking of which, why aren't fantasy consoles allowed on /vr/? They're way more retro than 6th gen.

>> No.7445282

>>7442936
Isn't that like trying to "make your own manga" when you're literally not Japanese and nothing you can ever make would therefore qualify as manga?

>> No.7445301

>>7445282
low iq post

>> No.7445306

>>7445301
lowest iq post

>> No.7445308

>>7445306
except your post was actually moronic

>> No.7445340

>>7445301
>>7445306
>>7445308
>weebs trolling weebs trolling weebs
I love it

>> No.7445345

>>7442936
No, but it would be interesting. As long as it on pc and programmed in a high level language like python, it could be fun.

However, if you want to program it for old hardware, you probably have to use assembly, which is not fun to program with.

>> No.7445360

>>7442936
I've never really gotten into coding beyond a Java 101 class I had to take for college, but it'd be fun to try someday, even if it's just something simple.
Wonder how hard it would be to get a version of City Connection running in Basic.

>> No.7445435

>>7445282
uh

Watch this, I'm about to blow your mind. Did you know that 漫画 ("manga") actually just means comics? It doesn't necessarily mean that they're from Japan or created by Japanese people? Garfield is a 漫画.

>> No.7445446
File: 352 KB, 1366x768, manga.png [View same] [iqdb] [saucenao] [google]
7445446

>>7445282
Boom shaka laka

>> No.7445451

>>7445446
>retarded namefag tranny
>Facebook
>discord
>pathetic sissy hypnosis
suicide is your only option

>> No.7445457

>>7445451
>sissy hypnosis
WOAH. Bimbos and sissies are NOT the same thing, let's not get it twisted.

>> No.7445462

setting up a crossdevelopment environment is hard

>> No.7445468

>>7445457
the fact you think repeatedly watching gay porn will make you into a girl belies your deep mental illness

>> No.7445478

>>7445468
Nobody cares

>> No.7445504
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7445504

For any brainlets wanting to try making there own games that are not afraid of messing around in japanese only games check out the Dezaemon series (NES-Saturn to my knowledge) you can make your own shmups. Also all the really old rpg makers for SNES through PS2. If anybody knows any other games where you can make your own game be sure to tell me.

>> No.7447063

>>7443508
>fuck, old hardware is hard to code for
What specific old hardware we mean?

>> No.7447069

>>7445504
>you can make your own shmups
sorry but I want to make a good game

>> No.7447117

>>7442936
I'd love to make a beat em up/visual novel hybrid. But I only know how to draw and write.

>> No.7447503
File: 55 KB, 777x781, NESblast_21_2_6.png [View same] [iqdb] [saucenao] [google]
7447503

>>7442936
ya

>> No.7447516

I made a Megaman engine/map editor. I got burned out when trying to program bosses....but it works.

>> No.7447570

>>7445435
Everybody knows only Japanese people can draw manga

When someone tries to copy the aesthetic, it shows

>> No.7447647

>>7447516
nice! for 3-6?

>> No.7447721

>>7447069
Sorry Shigeru. Never gonna happen.

>> No.7447731

>>7445282
stupid fuck

>> No.7447748

>>7442936
"retro" games were just normal games at the time, but yes.

>> No.7447751

>>7442973
Really the community uses the words wrong. Something like shovel knight is retro, while journey to silas is vintage.

So yes you could make retro games


Even by community standards here, the halo atari port and that shitb8bit guy makes would be retro too since it runs on original hardware

>> No.7447760

>>7442936
I kind of want to learn C and mess around with 3d graphics on PS1... but I have no idea where to start.
So far I'm watching the CS50 course from Harvard.

>> No.7447780

>>7447760
If you want to start learning to make stuff with C you can use the toolkit for C on Gameboy and start from there with online tutorials. (This will be more helpful that CS50 which uses Love2D if I remember correctly as love 2D is largely a glue language for other game engines)

>> No.7447808

>>7447751
I disagree. Shovel knight isnt retro, its just retro-styled, while a new retro game is something made recently but actually runs on retro hardware, like GG aleste 3

>> No.7447891
File: 16 KB, 478x432, gb-studio_2021-02-01_21-45-04.png [View same] [iqdb] [saucenao] [google]
7447891

>>7442936
yeah I actually made a short game boy color game with GB studio

>> No.7447894
File: 255 KB, 603x659, Untitled-2.png [View same] [iqdb] [saucenao] [google]
7447894

been working on and off trying to turn zelda into my own game. n64 dev from scratch is impressive and i wish i could understand how it all works. modding is already its own kind of difficult

>> No.7447916
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7447916

>>7442936
Released a GameBoy game called "Weekend" a couple months back. Very thankful for all the feedback and responses I got on here. In talks with a homebrew publisher about potentially doing a small, physical run of the game. I've also considered releasing the game on Steam, since others in the GameBoy homebrew community have done that. I couldn't imagine charging more than a few dollars though, since you can just download the game for free on itch.io. If anyone's interested in playing, here's a link:
https://kirb69.itch.io/weekend

>> No.7447930

>>7447780
>CS50 which uses Love2D
I'm not sure; CS50 just feels like an overview to me.
https://cs50.harvard.edu/college/2020/fall/weeks/1/
Even gameboy development looks extremely overwhelming. For example, it seems like it would take me a year or more to read through and understand all these pages linked on this github page
https://github.com/gbdev/awesome-gbdev
It would be nice if there was somewhere that said "Don't know shit? Start here:"
I wonder if this is how people who are just getting into music production feel... It's so easy to take things for granted when you've been exposed to a lot of it for years.

>> No.7447985

>>7447808
Well splitting hairs but either way is closer than calling SMB retro.

>> No.7448017

>>7447808
Something seems very odd to me about this terminology. It's a distinction without a difference. If a game could easily be played on a retro system (with programming work) then there's no difference to the user.

Games that are made for old systems have a lot of modern tools to work with that older games didn't have, they can also make major use of chips/enhancements/etc.. In some ways this could make them look more advanced than actual retro games. There are also games that run in emulators but don't run on real systems.

It makes a lot more sense to distinguish between modern retro games and old retro games. Not between "retro" (old and new games that run on old systems lumped in together) and "retro-styled" (new games that adhere exactly to retro principles but are only on PC).

>> No.7448036

>>7443000
>best retro platform is DOS
Checkmate.

>> No.7448051

>>7448017
But there is a distinct difference in terms of the limitations of the hardware. If an nes game released today that blowed every other game out of the water technically, then its an impressive feat, unlike spots in shovel knight or curse of the moon with highly detailed sprites that come across as ingenuine

>> No.7448057

>>7448017
Yeah I think requiring it to have been "made in the wrong decade" complete with old hardware compatibility is too narrow a definition (although that kind of exacting detail is great), on the other hand you have games like Shovel Knight that follow an older game design type but are completely modern in construction.
Honestly the naming of the board kind of threw things off, otherwise there's a clear distinction between "vintage" (actually old) and "retro" (took notes from old games but modern), as well as "retraux" for when it's not old school at all but puts on the aesthetic.
That still leaves the question, how do you distinguish between exacting retro games (recent "boomer shooters") and the true "time traveler's games" that run on old hardware? Just extra retro?

>> No.7448106

>>7445451
absolutely seething due to chad princess sevenleaf completely destroying your argument

>> No.7448189

>>7447894
ZOMG IT'S AMONGOUS!!!

>> No.7448267

I started developing a game on godo mimicing gameboy color specs, it's far easier to develop for

>> No.7448309

Working on it right now. Still working on drawing out the 8x8 tiles needed to make my level maps. Figuring out art style, or at least what I can do with GB graphics. Three shades and a transparent. I believe I have a hard limit of how many 8x8 tiles I can use as well but I'm far from the limit so I'm not worried about it right now. Already have most of the game figured out outside of graphics, but I have no idea what I'm going to do about sound.

Aiming to make it just a simple game with a few levels. I may downsize to just a single level depending on how much room it will take up. I'm not trying to push the Gameboy to it's limits, or anything stupid like that. No attempted 3D or pseudo-3D, no fuckheug world, just a simple game for quick 20-30 minute sessions.

>> No.7448351

>>7448017
>Games that are made for old systems have a lot of modern tools to work with that older games didn't have, they can also make major use of chips/enhancements/etc
Unlimited dev time, no content censorship, etc.

>> No.7448372

>>7447808
If you actually did Shovel Knight for the ZX Spectrum or something (whatever your retro machine of choice is) you'd have to contend with the extreme limitations of the target platform which are a royal PITA.

>> No.7448608

>>7448372
What if it was a game that could believably have been on the ZX Spectrum, but the guts were modern for convenience?

>> No.7448715

>>7448608
In other words, a shitty modern retro-styled game.

>> No.7449207

As far as I could possibly get is "inspired by" rather than actually having the programming chops to get it working on an old system. Besides, 2 games I've been slowly designing may only work on something equivalent to a genesis or quake era pc.

>> No.7449498

>>7442974
>Plenty in my head but
That's already halfway there.

>> No.7449514

most homebrew retro stuff is on C64, Spectrum, Atari 2600, Gameboy...not as much on other machines because they're harder to code for and/or not as many people are interested in them

>> No.7449531

>>7449207
You should at least have a general idea of the game and probably some mockups of the graphics. If you can't actually program, that's fine. Most of us can't. The idea is what counts.

>> No.7449543
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7449543

>>7449531
Yes, anon, I'd like to see you go to EA with that mentality.

>yeah I can't code but I could make some cool MS Paint drawings of Titanfall it's the thought that counts, right? XD

>> No.7449607

More into ports because I'm not that good at original game concepts.

>> No.7450101 [DELETED] 

>>7448608
>that could believably have been on the ZX Spectrum,
wtf are you talking about?

The SNES doesn't have "extreme limitations" not to mention fifth and sixth gen. gfy, you obviously are not getting this board.

>> No.7450102

>>7448372
>If you actually did Shovel Knight for the ZX Spectrum or something (whatever your retro machine of choice is) you'd have to contend with the extreme limitations of the target platform which are a royal PITA.
wtf are you talking about?

The SNES doesn't have "extreme limitations" not to mention fifth and sixth gen. gfy, you obviously are not getting this board.

>> No.7450215
File: 334 KB, 1920x1080, tranny tripfag.jpg [View same] [iqdb] [saucenao] [google]
7450215

Why yes, I am a faggot.

>> No.7450938

>>7442936

I got NES maker been learning it

But found out i could learn to import graphics and code the same way into unity and a modern 3d Game.

>> No.7451039

you ain't gonna make anything good with NES maker. lrn2 6502 assembly language or get out.

>> No.7451154
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7451154

>>7449498

What's the other half?

>> No.7451196

>>7445446
>bimbo hypnosis
based

>> No.7451201

NES programming is annoying because so many banking options.

>> No.7451448
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7451448

>>7451039
currently building alternative in raw ASM

>> No.7452428

>>7442936
I think I tried making an atari 2600 game with that old Tinkernut tutorial from... 11 YEARS AGO. JESUS CHRIST!
https://www.youtube.com/watch?v=Ww3her2zk_I

Anyways I never ended up making one, I probably should. It's likely super easy now.

>> No.7452431

>>7443719
PICO-8 came out in 2015. It's not retro.

>> No.7452569

>>7452431
I don't care when it came out, I care about the features and limitations of the platform itself. The Pico-8 has more in common with the NES or Genesis than it does with the Xbox or Gamecube. That makes it retro in my opinion.

>> No.7452579

>>7452569
Talk to the 4chan IRC if you have a problem with the rules. I 100% agree with you, but they go with the date, not the capabilities here.

plus if it was legal this board would just turn into Celeste shitposting, and we have enough of that on /v/

>> No.7452657

>>7452431
it's loosely based on and a superset of CHIP-8 which was developed in the mid 70's, but, it has been highly extended...
https://en.wikipedia.org/wiki/CHIP-8

>> No.7452717

>>7447916
Looks pretty.
What's the gameplay/playtime on it?

>> No.7452720

>>7451154
Actual effort.

>> No.7452721

>>7452579
>Talk to the 4chan IRC if you have a problem with the rules.
Yeah, they like having new users to laugh at and ignore.

>> No.7452724

>>7452721
I didn't say it would result in anything.

>> No.7452784

>>7451448
How is that to use? I was moderately curious about it when it came out.

>> No.7453123
File: 14 KB, 783x170, nesblast_logo.png [View same] [iqdb] [saucenao] [google]
7453123

>>7452784
it's not out. it exists on my hard drive =p
a few more months at least...

>> No.7453141

>>7453123
Oh, fuck. I got it mixed with NESMaker obviously, and didn't follow the chain to figure that out.
Sorry about that.
Still. Looks neat.
So I guess NESMaker wasn't enough. What does yours do differently?

>> No.7453158
File: 50 KB, 220x225, iwata.png [View same] [iqdb] [saucenao] [google]
7453158

>>7453141
Well the idea first and foremost is to build and edit games running live an an emulator, which so far is awesome, syncronizing VRAM / ROM / and the source code files. the camera is smooth and the scrolling is fast as hell, for an NES game anyway. im trying to optimize objects / sprites / hitboxes right now to see how many objects i can realistically support, at least 16 is a definite.
After that, it's just a question of putting puzzle pieces together and making something presentable and easy to use. it's a ways to go, but, so far so good. i'm somewhere near halfway done.

>> No.7453263

>>7445435
>>7445446
Bad argument. He's saying "manga", not "漫画". Of course Japanese people would use "漫画" to describe Garfield because that's their word for comic. In the same way you could refer to Naruto as a "comic" because that's our word for 漫画. When an English speaker speaking English says "manga" (not "漫画") however, it goes without saying they're not referring to comics in general. They specifically refer to Japanese-made comics, hence why we use the word in the first place. Same thing with "anime". Some people refer to Western stuff done in a particular style as "anime" or "manga", but that's more subjective. I personally wouldn't call Avatar or Code Lyoko anime, but others would. I look at a proper anime or manga as a cartoon or comic made by Japanese people or intended for Japanese audiences. I think that's Wikipedia's definition.

>> No.7453465

>>7452720
And if you can't do it, you can't do it. That's ok.

>> No.7453480
File: 25 KB, 500x374, olivia_munn_g4.jpg [View same] [iqdb] [saucenao] [google]
7453480

>>7453465
Nah it's gay AF. Download Unity and start poking around.

>> No.7454828

bump

>> No.7454875

>>7450215
That timestamp is way too blurry. Fake and gay

>> No.7454890

Assembly language isn't "hard", it's just a bit harder to add and remove pieces of code.

>> No.7455896
File: 16 KB, 552x349, NES_red_immediate.png [View same] [iqdb] [saucenao] [google]
7455896

>>7454890
> Assembly language isn't "hard"
ASM fag here. higher level languages are way easier. you reallllllly have to keep track of your shit or you will get eaten alive, especially as complexity increases.

>> No.7456173
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7456173

>>7452717
Thanks. The gameplay mainly consists of interacting with your environment using objects you find. I think much of the game's charm comes from the NPC dialogue. It would probably take most people ~1.5 hours for a first time playthrough. Maybe 2 hours if you go for secrets.

>> No.7456235

>>7455896
any tips for how to organize an NES rom? do you keep all your code on the fixed bank?

>> No.7456304

>>7456235
The layout of the ROM becomes completely different depending on the mapper and ROM size used.

>> No.7456330
File: 918 KB, 7680x7200, MetroidCompleateMap.png [View same] [iqdb] [saucenao] [google]
7456330

>>7456235
Yes. I have an 8KB "engine" in the fixed bank that accesses data from the switched banks. All personal preference, but, this seems to work well.
>>7456304
> completely different
Not completely. Usually there is a fixed bank of 16KB and switched banks of the other 16KB. Sometimes you can switch out 8KB chunks, sometimes you have to switch the entire 32KB. In the 32KB case, i just clone the top 8KB of the "engine" in every bank.

>> No.7456363

The standard Nintendo mappers use 16k or 8k PRG switching, the AOROM setup that Rare used simply banks the whole 32k PRG ROM but that's a PITA to use as you must take care that your code continues execution properly after switching the bank. For most cases where you want to make something bigger than NROM, it would be best to use MMC1 or MMC3. The millions of different NES banking setups are one of the more interesting and challenging aspects of coding for it.

>> No.7456445

>>7450215
that looks nothing like Princess Sevenleaf

>> No.7456848

>>7453158
Well keep up the good work. Like I said, I was interested in NESMaker, and having an alternative or superior or whatever would be great too.

>> No.7456995
File: 117 KB, 1730x796, NESblast_21_2_23.png [View same] [iqdb] [saucenao] [google]
7456995

>>7456848
Thanks. You should definitely check out NESmaker. People have made some cool things with it.
I'm taking my sweet ass time with this project. Don't hold your breath. It's gotta be done right. So that's that.