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/vr/ - Retro Games


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8496108 No.8496108 [Reply] [Original]

Tools are becoming easier to use, and the console is generally easier to develop for than its competitors. So there's been an explosion of new games out there.

Is this a good or bad thing?

>> No.8496127

>>8496108
9/10 of them are kind of shitty
Only ones I’ve played that were actually good are Xeno Crisis and Pier Solar

>> No.8496156

>>8496127
Paprium is fun and I'm tired of pretending it's not :^)

>> No.8496192

>>8496156
It has a weird Asian American vibe combined with the worst aspects of 90s culture.

>> No.8496212

>>8496108
makes me feel like a dumbass for being lazy and not putting my 2612 music out there years ago, a lot of these games could use better music.

>> No.8496221

>>8496212
>my 2612 music
go on...

>> No.8496245

>>8496108
What game is pic?

>> No.8496249

>>8496221
>>8485369
people liked this one in the other thread but I don't have a lot of complete tracks, which is why I never went anywhere with it. but I made a shitload of patches some of which are really advanced and unlike anything I've heard on the system from anyone, and those sounds could've become part of the ecosystem and copied by other people. most people never really dive deep into FM synthesis the way I did; you can tell because the vast majority of original patches from most people seem to use algo 4, while algos 0-3 when used often seem to be ripped from older games or modified from them.

>> No.8496269

>>8496108
This is basically a Squaresoft JRPG

>> No.8496367

>>8496269
Also calls itself the Chinese term for Final Fantasy. Sadly, the battles are a bit jank, but still enjoyable.

>> No.8496374

>>8496249
That one is pretty grating. Post another of yours, please.

>> No.8496379

>>8496108
/vr/ answer: of course it's bad, more zoom zoom reddit pixelshit flooding the market and making people think that's what retro gaming is about.
Personal answer: of course it's good; it's more people being more able to make the games they want to make, that other people will probably enjoy, especially people who like retro games.

>> No.8496382

>>8496156
How would any of us know?

>> No.8496406

>>8496374
https://vocaroo.com/13XDFJAcD9oC
this one is only four channels

>> No.8497560 [DELETED] 

bump

>> No.8497564

>>8496367
What game is that? I don't recognize the screenshot

>> No.8497583

>>8496127
Xeno crisis is awful, good pixel art, shit game with no depth.

>> No.8497585
File: 538 KB, 692x677, 1547337792343.png [View same] [iqdb] [saucenao] [google]
8497585

Anyone want to post a dump of modern mega-drive games?

>> No.8497653

>>8497585
The standard term for those releases is "Aftermarket"

>> No.8497816

>>8497583
>Xeno crisis is awful, good pixel art, shit game with no depth.

That's typical of these modern games. You need gameplay geniuses with years of experience to make something memorable. Wayforward is in a similar boat, where you can tell they're inpisred by great classic games, and they can do nice art and music, but can never pull it together for something that is on par with past games.

>> No.8497846 [DELETED] 

>>8497816
19 year olds with home computers used to make masterpieces.

>> No.8497861

>>8497816
FWIW 19 year olds with home computers used to make masterpieces.

>> No.8497880

>>8497564
Brave Battle Saga

>> No.8497901

>>8497816
>>8497861
I think the problem is that games today are made by people who played old games and use them as an inspiration, whereas older games were made by people with absolutely no prior knowledge. Shovel Knight is basically 'Duck Tales was kinda cool, let's do something similar', while Duck Tales was 'what if you could use your cane to jump higher and attack?'

>> No.8497927

>>8497861
no they didn't and no one will ever care about the ZX Spectrum

>> No.8497990

>>8497901
There was always tons of derivative crap. How many Pac-Man clones were there or scads of bland Dragon Quest copypaste RPGs?

>> No.8498024

>>8497585
Yeah i could use them.

>> No.8498032

>>8497901
There's a mix of both.
The slay the spire genre, whatever the fuck is called, deck building rogue lites? Thats a pretty new creation. And even though it the description references rogue, there's only the most minimal and basic of connection.

Also some of the other characters in Shovel knight play extremely unique. Specter and Plague don't control like any other game I know of.

>> No.8498137

>>8497585
Most original recent games:
Demon turf
Gravity Rush
Subnautica
Astral Chain
Crypt of the Necro dancer
Captain toad
Catherine
Carrion
Dicey Dungeons
Golf peaks
Golf Story
Lost in random
Mario vs Rabbids
Monster Sanctuary
Pool Panic
Plague knight
Slay the spire
Snake pass
Yokus Island

>> No.8498153
File: 85 KB, 1080x608, main-qimg-d8f6ca23035c49ad8761477050b1aef8.jpg [View same] [iqdb] [saucenao] [google]
8498153

And yet there's no SNES homebrew and nobody gaf about it.

>> No.8498210

>>8498153
Hong Kong 97

>> No.8498570

>>8497901
they end up being lack luster copies, often with some flashier graphics but just not as good. So why play the copy when I have the original?

>> No.8498613

>>8498570
even back in the day there was loads of painfully average, derivative shovelware. you're looking at a handful of AAA classics made by Capcom or whatever and ignoring all the trash shat out by Acclaim, Ocean, Hi-Tech Expressions, etc.

>> No.8499285

the SNES is awful to program that's why nobody develops for it

>> No.8499642
File: 8 KB, 640x480, ss21_1024x1024.png [View same] [iqdb] [saucenao] [google]
8499642

Tanzer rules

>> No.8499670

>>8498613
>>8498613
Yeah, but those games weren't just carbon copies of existing titles with some smoother animations. Random games tried to be their own things rather than clones, even if they failed or were uninspired or lacked polish. Now it's just clone games.

My big fear is that this is exactly what I'd probably design too which sucks. I play old game and be like "damn I want to make more liek this, and I wish to improve on this.". But then I see all these indie titles that are just what I'm thinking and they're just okay at best.

>> No.8499724

>>8499670
I think the issue is many of these "clones" have the gameplay, but lack any aspects to them to make them feel like their own thing.

>> No.8499782

>>8498153
Part of it is due to the SNES having a CPU pretty much specific to it, whereas even the NES' 6502 was used in tons of places. You could theoretically make an SNES game using NES code, but they'd only be more colorful NES games at best.

>> No.8499864

>>8499724
I think it's level design and making it all snap cohesively as a product. These are more like frankenstein projects where they throw in some Castlevania, Symphony of the Night, Demon's Crest, and Ghost n Ghoul's, all as tributes, but then don't quite make it all cohesive.

>> No.8499983

>>8499724
>>8499864
They clearly lack an identity. Often the older games were because someone really liked a tv show, fairy tale, or movie, and then made a game based off of it. Actually translating that into a game created something unique and you had to create gameplay for it. Wtih these clone games they just copy-paste an old game.

>> No.8500006

>>8499983
Kinda on the same tangent, im assuming its mostly everyone just using the same tools, but so many modern indie games just all look the same to me. Similar sprites, colors, physics, same menus and text boxes. Rarely do i see something that feels like a art style that seems to stick out.

>> No.8500014

>>8499983
>>8499864
How can you actually be fucking retarded enough to claim that Shovel knight doesn't have an identity?

So much irrational indie hate from dumb faggots on this board who don't really fucking pay attention to what games are out there.

Hylics, Blasphemous, Crypt of the Necro dancer, Rosenkreuzstilette, Freedom Planet, A Hat In Time, Demon Turf, Andodyne, Banner Saga, Crosscode, Cyanide & Happiness, Cyber Shadow, DEX, Dicey Dungeons, Enter The Gungeon, Golf Story, Huntdown, Trine, etc...

>> No.8500025

>>8496108
Good. Even if most are shit it's always nice to have new games for one of my favorite consoles to look forward to. It's pretty easy to tell who is a genuinely passionate dev that loves the Genesis from some hack job indie dev tacking advantage of a niche market to sell their shovelware too.

>> No.8500457

https://youtu.be/ki0MPr89X5o
What are you looking forward to?

>> No.8500526

>>8496108
There has been? Holy shit, could you name some?

>> No.8501160

>>8498570
>the original
Do you only play one game in an endless loop, without ever getting bored or curious about others?

>> No.8501246

>>8501160
You can stop playing them, and enjoy other media. But I don't quite see the point of knock-offs that aren't as good.

>> No.8502161

it's easy to program, great CPU, and no bank switching

>> No.8502650

Are there any genre limitations that the Mega Drive does not do well? Like how the SNES wasnt great for games like shmups or stuff moving fast, are there any noticeable limitations the Gen struggles with?

>> No.8502742

>>8501246
>But I don't quite see the point of knock-offs that aren't as good.
Same reason I play games that aren't my 10/10 absolute favorites.

>> No.8502775

>>8502650
Obviously it's not so good at PC games where you want a keyboard and lots of CPU speed+RAM. Ultima VI on the Mega Drive would not have been so nice.

>> No.8502912

>>8502775
you could have put extra RAM in the cartridge but nobody ever bothered with it for some reason

>> No.8502917

>>8496108
One thing thats cool today is with flash carts and emulators. One can make a big file sized game. Imagine what like a fifty mb genesis game would look like pulling all the stops on graphics and shit for it. With big levels and sprites. That would be cool

>> No.8502919

>>8502917
Or better see how well you can cope with the limitations of a 4 megabit ROM.

>> No.8502936

>>8496108
All Western ones apparently. If there's any Japanese MD homebrew I haven't heard of it.

>> No.8502967

>>8502936
the MD was irrelevant in Japan so they don't gaf about it

>> No.8502997

>>8502936
Omega Blast. Prepare yourself.

>> No.8503091

>>8498137
what ROM sizes are these?

>> No.8503096

Anyway, what was the biggest and smallest MD games?

>> No.8503109

>>8503096
The smallest games are 1 megabit (128k) titles like Flicky and Columns. Biggest official release was 40 megabits (5MB) Street Fighter II Turbo but it used bank switching for compatibility with the Sega CD. Most early MD games from 1988-90 used 4 megabit (512k) ROMs. Between 8 megabits and 16 megabits (1MB-2MB) is the most common ROM size.

>> No.8503878

>>8503109
on average assume scaling the ROM size up by a factor of 4 compared to an NES or Master System game. so if the game uses 128k on the 8-bit consoles figure 512k on the Mega Drive and 256k would scale up to 1MB, etc because 68000 code uses more space and so do the game assets (each 8x8 tile is 16 bytes on the NES and 32 on the Mega Drive)

>> No.8503883

>>8503878
>because 68000 code uses more space
Owing to using 32-bit instructions I take it?

>> No.8503913

>>8503883
I doubt most Mega Drive games needed 32-bit math and you would never need a 32-bit pointer especially since the CPU had a 24-bit address space. also doing 32-bit ops on a 68000 was slow because the data bus was 16-bit meaning it had to make two passes to perform it.

>> No.8504303

>>8503913
Lots of megadrive games used 32bit math. Physics was often calculated using 16.16 fixed point math.

>> No.8504304

>>8497583
good pixel art and good music :)

>> No.8504309

>>8503883
Well all 68k instructions are 2 bytes or more (16-bits). The type of operation doesn't necessarily affect the instruction size, a 32-bit add between two registers is the same size as a 16-bit add.


>also doing 32-bit ops on a 68000 was slow because the data bus was 16-bit meaning it had to make two passes to perform it.

If they're memory ops yeah, or if the instruction is 4 bytes in size, but the key to 68k optimization is using registers as much as possible (and tons of code unrolling :) ) so the bus width has less of an effect.

>> No.8504815

>>8503109
>>8503883
>>8503878
Flicky is only actually about 42k in size, most of the ROM is empty. Not much more than an NROM NES game.

>> No.8504826

>>8503878
Sprites are 8 bytes each same as the NES. The bg tiles are bigger. I agree 68000 code can be bigger depending on what you do with it. Though most of what eats your ROM space is graphics assets rather than code because the Mega Drive has two scroll layers each with their own set of tile data. It is true that 512k is going to be a pretty small, short Mega Drive game while it's a cavernous NES game.

>> No.8504885

well Sonic 1 on the Genesis is 512k and has 18 levels. on the Master System it's 256k and has 29 levels.

>> No.8505154

>>8504826
you can def make bigger levels and not have to break them into little segments like on the 8-bit consoles because you have to bank switch every time you change screens

>> No.8505971

>>8504309
even worse on the SNES because its CPU had an 8-bit data bus. do a 16-bit memory op and it slows way the fuck down.

>> No.8506031

>>8497583
it's great so nuts to you

>> No.8506168

>>8496269
>>8496367
IIRC the original release of it even aped sprites from various SNES RPGs including Breath of Fire and a few Squaresoft games. I believe those sprites were removed/edited in the "official" Piko release.

>> No.8507315

bump

>> No.8507662

>>8498613
Most of the terrible console games from back then were made by Muricans/Europeens while most of the terrible homebrew these days were made by Muricans/Europeens. It's kind of a pattern seeing as how the worst of the modern gaming market today is smartphone trash made by the same types of idiots.
>>8502936
16Bit Rhythm Land & Mad Stalker: Full Metal Forth.
If you want Japanese GameGear & GameBoy: gameimpact.info
Dracula's Castle & that Blackjack one were dumped. There are also hacks for them to play on Master System: https://archive.org/details/newmd

>> No.8507686

>>8507662
Actually, I want to clarify that the GB & GG Dracula's Castle was dumped. Didn't see the Mega Drive port of it on site before since I didn't know that was also a thing now.

>> No.8508452

>>8507662
Are you saying Earthworm Jim was garbage? Really, dude?

>> No.8508471

>>8507662
You do realize all those shit LJN games were made by Japanese outfits, right? And then there were Micronics and Bits Laboratory.

>> No.8508659

>>8508452
There weren't that many western console games that really stood out until the mid 90's. That still doesn't excuse the majority of the sports games.
>>8508471
>all
That's not true.

>> No.8508675

>>8508452
and...Battletoads?

>> No.8508684

>>8508675
>>8508452
What part of _most_ games were garbage do you not get?

>> No.8509697

making he graphics is the biggest overall time investment

>> No.8509719

>>8500014
>Rosenkreuzstilette
What a weird example. I like the game, but how can you say it has an identity of its own?

>> No.8510209

>>8506168
Terraria has sprites traced over from Final Fantasy V and no one seems to care. Rosenkreustilette is more obscure but also more blatant with the sprite tracings.

>> No.8510215

>>8509719
It just apes the Mega man gameplay, but it completely ignores the mega man story and mythos instead going for magical girl.

>> No.8510289

>>8503878
The MD has 64k video RAM so you can in theory fit 2048 background tiles and 8192 sprites but in practice most of this gets eaten quickly because you have a couple scroll layers and tile maps. Since it has DMA you can stream graphics data into video RAM in real time which allows high speed scrolling and on-the-fly sprite transformations. The SNES can't do this. Well it was supposed to but the DMA didn't work due to a bug (fuck you Ricoh).

>> No.8510387

>>8510289
>8192 sprites
The genesis could display a maximum of 80 sprites. The amount of space the actual sprite table takes up is no the limiting factor.
> 64k video RAM
Its a dam shame it never got 128kb of vram like originally designed for.

>> No.8510402

>>8503091
bout tree fiddy

>> No.8510457

>>8496156
I'll find out on PC (pirated) or Switch (emulated) I guess. Think it was announced that it'll get ported.

>> No.8510570

>>8510289
The SNES has the same amount of video RAM but only allows 16k for sprites. This was a fairly annoying limitation.

>> No.8510865

>>8510289
I'm pretty sure DMA works on snes, but I'm not an expert, what bug are you talking about?

I know HDMA is used extensively on snes and it's something we genesis devs sorely miss.

>> No.8511118

Imagine.... if these tools include Sega CD and 32x?

>> No.8511659

>>8496406
Not the guy you replied to, but I think this is nice. Would fit in an ice level.

>> No.8512083

>>8510865
The DMA controller on the first production run of SNESes was bugged and didn't work. They did fix it on later models but unfortunately no games could use it because they would break on early units.

>> No.8512650

>>8510209
I believe. I was just saying it does more than just "look" like FF games on the SNES. I'm not sure to what degree the Piko release changed things. Probably just simple color swaps or something to make them legally distinct.

>> No.8512747

>>8499642
this

>> No.8512762

>>8500014
/vr/ hates indie and homebrew, because they are holding out for a restoration of the kinds of games their loved in their youth in big-publisher retail releases that will never happen

>> No.8512772

>>8512762
lyl no that's not what it is. if anything we more dislike the poor taste and lack of game design or art skills most homebrew devs have.

>> No.8512786

>>8512772
That’s what you have to live with when people have to support themselves with full-time jobs while working on their spare time projects. Indie games don’t pay the bills, especially when people pirate them like in this thread, and if you work full-time in the industry then you don’t get to pick cool projects.

>> No.8512791

>>8512772
Or the fact that they somehow can't make a Mega Drive homebrew in less than 64 megabits.

>> No.8512797

>>8512791
Who cares? If they can afford to market a ROM of that size then literally who cares? It’s not a 16k demo competition.

>> No.8512805

>>8512772
>>8512791
Tanglewood was 32 megabits and even with all that space the guy still needed help trimming down his graphics to be able to fit because he was that incompetent.

>> No.8512809

>>8512805
>all that space
4 megabytes, in current year. Why the arbitrary limit, if the console can address that space?

>> No.8512818

>>8512791
We found that out with Paprium. The actual game needed less than half its advertised ROM space.

tl;dr is all marketing to impress suckers

>> No.8512830

>>8512791
actually i'd like to see a 4 megabit homebrew that looks like the early Mega Drive releases where they have to reuse tiles and stuff. let's see if these guys have the skill to deal with that kind of limitation.

>> No.8512834

>>8512805
Really? Tanglewood looks like ass.

>> No.8512840
File: 129 KB, 1648x1215, A3DA8F8D-ADBC-4BCF-91BB-990D92F209E5.jpg [View same] [iqdb] [saucenao] [google]
8512840

>>8512830
>let's see if these guys have the skill to deal with that kind of limitation.

>> No.8512842

>>8512834
Also it ripped off an obscure C64 game.

>> No.8512846

>>8512840
Sonic 1 and SoR1 were 4 megabits and two of the Mega Drive's defining games, so you tell me.

>> No.8512850

>>8512846
Ranger X is 8 Megabit and it has massive sprites, slick effects and detailed backgrounds. Tanglewood's backgrounds are are like 2 colors.

>> No.8512854

>>8512846
Who cares? It’s like you’re invested in some technical pissing contest where you’re the only one keeping score.

>> No.8512872

>>8512850
People who worked on games of that era crunched constantly, slept in the office, and eventually burned out of the industry or moved to lower-responsibility roles. They made huge achievements but those weren’t sustainable.

>> No.8512890

>>8512854
>>8512840
>>8512809
>>8512786
>>8512762
You can tell this is an asshurt indie dev.

>> No.8512898

>>8512850
It wasn't the backgrounds so much as the inefficient use of tiles IIRC.

>> No.8512901

>>8512890
Always this non sequitur response, never a real argument for why this kind of wankery matters.

>> No.8512931

.>>8512818
pretty sure he spent most of that space on the graphics while the game itself was mediocre as fuck

>> No.8513048

>>8512890
i dunno what it is but it's sure butthurt

>> No.8513072

As I believe someone else pointed out, it's an amusing dichotomy how NES homebrews are mostly all NROM while Mega Drive ones all try to have gigantor ROMs that would have never even been used in its commercial lifespan.

>> No.8513210

same thread same bullshit every week

>> No.8513238

>>8512890
If anything the asshurt indie devs are here coming up with arbitrary metrics and empty pejoratives to diss their more popular competition.

>> No.8513249

>>8513238
Competition? I don’t see any of the masturbating autists in here releasing any games. You’re 3 or so gossiping hens who never do anything.

>> No.8513596

>>8512791
>all that space and they can't make anything as good as all the Sega/Treasure/Capcom etc classics that fit in 8 megabits

>> No.8513638

Nowadays you can pretty much spin a roulette wheel and pick any ROM size you want. It can be big or small. Devs couldn't do that in 1991, they had to pick what was available and what the publisher would pay for.

>> No.8513682

>>8513638
but I doubt many homebrewfags would want to limit themselves to CNROM 64k like a 1986 Famicom game

>> No.8513698

>>8513210
At least they didn't spend 40 posts attacking Micro Mages.

>> No.8513721

>>8513072
you're not getting it.

1. homebrewers are lazy af and don't want to be bothered with bank switching
2. a lot of the time they want to release a physical cartridge and you can't get an MMC3 short of stealing it from a NES cart

>> No.8513734

>>8513721
>homebrewers are lazy af and
Great, now you did it.

>> No.8513779

There's no Mega Drive bank switching up to 32 megabits. After that a cartridge needs an address decoder to have a larger ROM size, although the only commercially released >32 megabit game used banking in 512k pieces so as to not break compatibility with the Sega CD which had its RAM and hardware registers starting at $400000.

>> No.8513783

>>8513779
i checked into it. the largest physical size a MD game can be is 80 megabits since the remainder of the CPU address space up to $FFFFFF is occupied by the RAM and hardware registers.

>> No.8513792

>>8496127
I couldn't find a full version of Pier Solar anywhere so I never bothered with it.

>>8496108
That's not Barver Battla Saga, izzit? Been forever since I even thought of that game so I don't remember what it looks like.

>> No.8513797

>>8513779
Yeah you could have just unplugged your SCD but for some reason Sega thought that was too much for people to deal with.

>> No.8513816

>>8496192
What would say are the bad aspects of the 90s that these games use?

>> No.8513820

>>8513797
the typical Genesis owner in the 90s couldn't read or write, only PCfags would have been smart enough to unplug something to get a game to work.

>> No.8513830

>>8498153
They're very few, but do exist. IIRC, there was one recently, called "Dottie Dread Nought" or something similar. Also, that one Super Mario Land remake, done with 3D-styled sprites, got somewhat famous when released.

>> No.8513835

>>8496245
Brave Battle Saga, I think

>> No.8513838

>>8513820
I could believe it. If you ever played a C64 game the instruction manual would usually tell you "make sure joystick is in port 2" or "remove all cartridges prior to starting computer." apparently this was too much for consolefags to deal with.

>> No.8513841

>>8497583
This. Shit, uncustomizable controls, as well.

>> No.8513847

>>8496406
Guy you replied to. Thanks. This one is pretty cool.

>> No.8513851

>>8513838
Consolefags back then were NPCs who didn't want to do anything more challenging than "insert cartridge, press power button." That's not to shit on console gaming or anything, just that it doesn't appeal to the same audience as PC games.

>> No.8513870

>>8512901
Indie-kun, I'll be a good sport and give a serious response. I suppose you know the antics of the famous Chris-chan, don't you? The guy's house was a mess, and hoarded to the roof. People urged him to throw away useless stuff, clean his place and achieve a healthy home. But he just sperged about needing a bigger place, so the cluttering would be lessened. Guess what, it's just like your answers of "who cares? I can have X amount of ROM". If you don't learn to optimize your code and assets, using them in a cohesive and smart way, it's like needing a fucking frigate to cross your community pool. The end result will be subpar, because you never improved your dev skills, instead opting to sweep the dirt under the rug using big ROM sizes. Learn to do something nice with up to 32 megabits. When you're experienced, *then* you further your creation with something larger.

>> No.8513921

>>8513870
Who cares, though?

>> No.8513996

>>8513847
thanks, I can sound even better doing live playing of 2612 patches with a MIDI keyboard than I can with a tracker but I don't record that stuff.

>> No.8514101

>>8513921
Everyone. Even you, that's why you seethe behind a false smugness. But don't fret, anon. If you're that weak of a dev, then your games will never be noticed, and you won't have to improve. What a relief, right?

>> No.8514108

>>8514101
>false smugness
Well, you’d know.

>> No.8514147

>>8513870
There are commercial Genesis games like that, one that comes to mind is Pocahontas where the actual gameplay is anemic and they spent most of a 32 megabit ROM on pretty graphics.

>> No.8514174

>>8513870
Not him, but fuck off. No one is making a living doing these games (I doubt). Its a hobby. If you want to be super anal and authentic, go for it. Did it ever cross your mind that people are not trying to play pretend that its 1992 still and MUST make games in the same manner? As long as a game functions and is enjoyable, it can be the most ass-blasted text strings abomination and feel like its held together with shit and duct tape. The limitations shit doesnt really matter anymore to an extent. If you want to go challenge yourself with arbitrary rules, good for you, but dont act like everyone else should be impressed by your autism.

>> No.8514175

>>8513870
Filling a 24 or 32 megabit ROM is a challenge anyway; that's a lot of content. I think there were only around 20 or so commercial MD games that even used 32 megabits.

>> No.8514807

>>8514175
No its not difficult. The reason very few roms were 32mb was nothing to do with lack of content, it was that rom was expensive.

>> No.8514980

>>8514174
The game barely functions and is not enjoyable. If you're not even wanting to make a live out of it, then why waste your time showing the world you clearly have no talent in making games? The world ain't ma or pa, and nobody will praise shitty attempts. Grow at least one of these: your dev skills or a thick skin.

>> No.8514987

>>8514108
Everyone here does. After all, we have to put with you talentless people and that's your defense mechanism. Listening to our advices, for once, and either improving or gtfo seems to much for your kind. At least, if you make more shitty games, have the good sense to not let them go out of your discord server.

>> No.8514996

>>8513996
Post some more stuff. I like not-too-repetitive melodies, by the way.

>> No.8514997

>>8496127
Xeno Crisis is overrated garbage. Not remotely in the same league as the games it's copying, much less with Pier Solar.

>> No.8515003

>>8510387
64kb is a huge limitation these days but was more than enough at the time. I tried to load the first screen of metal slug on the megadrive and that took up the whole 64kb after I made some big cut backs but the colours looked pretty good so a decent port should be possible.

>>8514175
There was not enough 32mb games, comix zone should have been just the beginning, now we have the chance to make huge games in the same style.

>> No.8515247

>>8514147
How would you fill 2+ megabytes with "actual gameplay"?

>> No.8515252

>>8514987
>people who aren't autistically obsessed with ROM space optimization aren't here
Deep.

>> No.8515262
File: 66 KB, 389x292, CA357E0D-4D6B-4E1E-AA12-7330FCFCC1C4.jpg [View same] [iqdb] [saucenao] [google]
8515262

>>8514987
>listening to anyone on 4chin
>ever
>especially random autists with opinions

>> No.8515268

>>8514997
Literally better than Smash TV

>> No.8515301

>>8515003
Comix Zone was 16 megabits

>> No.8515305

>>8515003
>64kb is a huge limitation these days but was more than enough at the time
it came out in 1988, you understand. this was when the standard was 16k of video RAM.

>> No.8515403

>>8498137
>Yoku's island
Yea it was cool but a bit slow and boring. Also I expected a better final boss

>> No.8515642

>>8512786
>indie games don't pay the bills
Neither do ROM hacks, but they're the retro indies' primary "competition" in terms of more content on these platforms. Hacks tend to outclass most of the homebrew with many people spending years on a free hack while indies ragequit on a project after a month & whine about the prospect of someone hacking their lame game without their permission. It's why hacks of homebrew aren't allowed on RHDN and why practically no one cares to edit any of the source codes, either.

>> No.8515703

>>8514147
It was made by Euro demosceners IIRC.

>> No.8516237

>>8515262
>listening to anyone on 4chin

Could've stopped here.

>> No.8516405

>>8514980
/thread

>> No.8516639

>>8498153
The SNES is crap because its CPU is hot poop and forces you to put everything in 64k segments like a DOS PC. Also it has two different memory models depending on if the game is FastROM or SlowROM.

>> No.8516728

>>8514980
What fucking game are you even sperging on about that "barely works"? Im here talking about the actual shit being released and sold on carts people want and i feel like you're angry about some homebrew tic-tac-toe test rom someone threw online.

>> No.8516730

>>8514987
>thinks scum on this site are all Enlightened experts of game design with oppions that matter

>> No.8516804
File: 273 KB, 450x338, 1638674095306.gif [View same] [iqdb] [saucenao] [google]
8516804

>>8497583
Smash Tv is so much worse than this game jfc. Literally played them back to back and Smash tv's true ending requirements hinder the game in replayability and every fucking room takes 3 fucking minutes past stage 2. I swear to god you fuckfaces dont play any of the games you talk shit about. Also music in xeno is top 10 for the system get fucked.