Getting Started! - Duke Nukem (DOS) 'Port'
Moderator: BigEvilCorporation
Getting Started! - Duke Nukem (DOS) 'Port'
Hi everyone!,
So I finally got around to playing with the SGDK after many months of "I'll get around to it",
The project I've decided to undertake is a port (I should technically say re-write, as no source code is being used from the original) of Duke Nukem 1,
Currently got the title screen going, as well as the sprite being able to move left+right(with animations thanks to a sprite sheet)
Nothing impressive yet I know, but I couldn't contain my excitement seeing it work on real hardware for the first time
Hoping I can see this through till the end, or at the very least get the engine finished and a level playable!
It seems the community is very helpful so I'm sure I'm in good hands
So I finally got around to playing with the SGDK after many months of "I'll get around to it",
The project I've decided to undertake is a port (I should technically say re-write, as no source code is being used from the original) of Duke Nukem 1,
Currently got the title screen going, as well as the sprite being able to move left+right(with animations thanks to a sprite sheet)
Nothing impressive yet I know, but I couldn't contain my excitement seeing it work on real hardware for the first time
Hoping I can see this through till the end, or at the very least get the engine finished and a level playable!
It seems the community is very helpful so I'm sure I'm in good hands
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- Very interested
- Posts: 710
- Joined: Sat Feb 18, 2012 2:44 am
Congratulations on your new project!
Propeller, an SGDK-based game engine, may be useful to you.
viewtopic.php?t=1373
Some features:
- 8-way scrolling engine with "special tiles" the player can interact with like coins.
- object management system with per-object type collisions
- contains examples of effects, level structure, tile collisions, projectiles, enemy AI, player handling, animation, rotations and distance calculations
- python based tools to generate sin/cos and distance tables
Propeller, an SGDK-based game engine, may be useful to you.
viewtopic.php?t=1373
Some features:
- 8-way scrolling engine with "special tiles" the player can interact with like coins.
- object management system with per-object type collisions
- contains examples of effects, level structure, tile collisions, projectiles, enemy AI, player handling, animation, rotations and distance calculations
- python based tools to generate sin/cos and distance tables
-
- Very interested
- Posts: 710
- Joined: Sat Feb 18, 2012 2:44 am
At the very least, you can mine it for ideas. I spent a year on it, being the base for my Goplanes project. It's not quite geared for a 2d platformer, but there are some useful bits in there.dosboss wrote:Thanks a lot!,
It can be rough trying to learn all this with no references , I'll no doubt spend a lot of time digging through that
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- Very interested
- Posts: 2440
- Joined: Tue Dec 05, 2006 1:37 pm
- Location: Estonia, Rapla City
- Contact:
This is awesome !
All the best for you in making it !
All the best for you in making it !
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
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- Very interested
- Posts: 710
- Joined: Sat Feb 18, 2012 2:44 am
http://gnukem.sourceforge.net
Same here, bro!Fernando wrote:It used to be one of my favourites games when I was little
Essentially, passion, patience, and magic (or beer, but it's basically the same!).KanedaFr wrote:How people could write port without source ...?
It's just awesome !
Yeh, pretty much nailed it, I've ripped all the graphics (although I've been spending the past few days doing the sprite sheets and color palette optimization), the actual game itself is being completely re-written from scratch, there was no music in the original, but I wouldn't mind experimenting with some original tunes...we'll see, as for sound FX, I'd like to bring the classic bleeps and bloops of the 'PC Speaker' to the Mega Drive, although I'm hoping to provide an option to switch between that and some original sounds, as, as classic as they are, they can drill into your sanity after a while hahadjcouchycouch wrote: I think it's more of a "conversion" rather than a port. Maybe he's got all the graphics but he still needs to recode the game from scratch.
PS - what do you guys think of this recolor?, looking back at the original title screen, the colors just don't sit right with me, I've restored his trademark colors and personally I was really impressed with the result, so opinions?