Wonderboy
https://youtu.be/M-LlrbNNp5Y
Well here will be my entry for Amigamejam, SEGA's Wonderboy. Made using earok's amazing Scorpion engine along with Aseprite and PPaint. Have some bugs to squash and many features/levels to add, including tweaking of the skateboard and the egg crack routines (which is proving tricky) along with the fairy egg. Area 1 Round 2 is also mostly up and running but want to have round 1 working well before working on that any further. Seen some amazing looking ports recently and hope when this is released you will enjoy this one to! |
Loved Wonderboy. This looks really close! Is it going to run on an A500?
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Aiming at OSC with some extra memory, palette is 32 colour. Will do my best to get it running on A500 for sure.
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Ahh! Yes! This is looking great! Congrats :D And good luck with the rest of it!
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Joke aside, this is really good so far :great . Do you plan to implement as well the bonuses that happen when you jump or throw axes on some places? Hope you will manage to port as much of the levels of the game as possible. Keep up the excellent work ! :bowdown |
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I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns. |
Have some music assets i made for the attempted Seko port, but still missing pieces - let me know if you want it
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Nice!
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That is a classic that I loved.
Looking great :) |
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I’ll be impressed if it can run at 50 fps on OCS though, though not really surprised! I think monkey lad ran smoothly on OCS.. but this has a lot more going on. Exciting. :D |
God bless earok!
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:bowdown:bowdown
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@ malko - Thank you! I intend to throw in as much as my limited skills will allow, certainly the doll bonus and perhaps even the ESC bonus to. The intent is to get at least 2 levels running solid and well then adding in little extras as time allows. Since the project may not be complete by the end of February, will certainly continue work on it for as long as is possible.
@ Mixel, again thank you! I fear you may be right about OSC and steady 50fps. It certainly works flawless on unexpanded a1200 (tested on real hardware but use winuae for testing mainly). I did have a quick run on some settings this morning. Results were not as stellar as I may have hoped. It does run on OSC with 512 chip and 512k other ram, 68000 cpu, but there is very noticeable slowdowns and a couple more visual bugs to. Runs on 1.3 right through to 3.1.4 to which was nice! However, despite bumping up the stock A500 cpu to 68020 it didnt help too much. Will keep optimizing though as there is plenty of scope for that, including shifting bobs to sprites. Cannot shift the main character though due to my palette setup, doh! @saimon69 - Much appreciate your offer, will message you if required since I probably wont have time to re-learn my protracker (lackof)skills!! Certainly would be nice to get some sound fx in game at this stage. The music would need creating from scratch at my end since no wonderboy like mod exists afaik. @indie retro news - thanks for the coverage, so much going on at the moment am sure everyone's head is spinning! The quality of all of these projects are very high. I say now there is no chance of this winning but it is real good fun giving it a bash! |
wow! Great news, respect! ;)
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Nice one...another fine port :)
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A stable 25 is better than a irregular 25-50 imo.. On a related note.. Now things like Yield support variables, one of the things I'm going to do with my low spec CMO is abstract all my timings so I can replace every eg 15yield with a 7 tick yield by just changing a single variable. That will save some time when converting code blocks for the 25fps build. :) |
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NICE!!
Why not add some copperlist gradient to the sky? Maybe with an option disable them, but having improvements to the original is always nice :) |
is there something that scorpion engine (and talent :)) can't do ?
I'm amazed about the number of people who successfully adopted this engine. This is incredible work (and Wonderboy is a long awaited game too). The competition is going to be crazy. Good work. |
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