Posted: Sat Aug 02, 2014 10:27 pm
the whole game.... looking forward to it man! 

Sega Megadrive/Genesis development
http://gendev.spritesmind.net/forum/
That approach sounds quite ideal. The extra menu will hide the sudden available button swapping from view, waiting for a key will ensure there are no duplicated actions and it's fast to rebind.gasega68k wrote:On the PC, the menu "customize" is separated from "control", and so I'll do it too, in the menu "control" will be the options "3 button", "6 button" and "customize" and then, in the menu "customize" will be the configuration of buttons, depending on the type of the chosen control.
Now the method to configure it (to maintain the "A=accept, B=back"), I think I could do also similar to PC: First, choose the action, then press "A, C", a small box appears (where the button corresponding to the action shown), indicating that is waiting for a button, then press the desired button and the box disappears.
Those 2 options alone... next release sounds lots of fun already!gasega68k wrote:I've added the "Sound Test", I have also done the "Demo playback", and also add sound when BJ (player) dies, at first wanted to do with PSG, but it was very difficult, so I did it with sample (PCM).
Great news!gasega68k wrote:I want to make the next update, the last of the "Shareware version" (the first episode), so I want to add all that remained, also would like to know if anyone has more suggestions of anything I could add.
I have been drawn (converting) the graphics on the walls and other enemies, for the other 5 episodes, just need some code (or a fair amount of code) for other enemies, and also the music for the other levels. I hope to finish it before the end of the year.
Sounds like a nice improvement, and anything that makes it look a little more like the PC original is cool in my book.You're right, since I add the graphics for the menus, I do not like how it turned out the "control" menu, so I'll do it more similar to PC. On the PC, the menu "customize" is separated from "control", and so I'll do it too, in the menu "control" will be the options "3 button", "6 button" and "customize" and then, in the menu "customize" will be the configuration of buttons, depending on the type of the chosen control.
Everything about the menu I'm fixing it now, although the menu "Sound" will be a little different, instead of having "A, C = Select" "B = Back" at the bottom, you will only have "B = Back" because in the Sound Test, I will use the A Button to play, and C to stop.inu wrote:Regarding changes...
The game itself feels pretty much 'perfect' to me. There might be some little things missing, but at least I could not notice any, other than the loading screen bar that was already mentioned.
Actually, I find it's not very easy to "stun lock" enemies with the knife like it is on a PC, perhaps because it's a bit slower, but this is really a very minor detail.
All the stuff I noticed missing is menu related.
There's the Control\Customize menu that you already found a good solution for, so that's one less thing.
There's the issue with the non-standard placement\color for the "A,C = Select B = Back". On most menus it's yellow at the bottom, but in others, like Sound, Graphics and Debug, it's gray... and not at the bottom.
The menu "Graphics" is not centered at least, there might be other menus with minor alignment issues. Smile
Hope it helps.
Yes, I think it's better as you say, put the option to save after level results are displayed in the same "screen" with a little message like the "quit game".ICEknight wrote:Regarding the "Save Game" feature between levels, I've found it a bit flow-breaking, having its own additional "scene" for the separate prompt. I think it would speed things up if, after the score tally, the message was just displayed on top of the screen, in the same way as the "Quit game?" prompts in the PC version.
It would be also nice to have the option for turning it off, though. Perhaps something like:
-SAVE MODE:
--Automatic -> Always uses the latest loaded file for saving after each level, without asking (will only ask for a save file before starting a new game).
--Semi-automatic -> Asks after each level (current mode)
--Manual -> Must get into the menu in order to save.
About filters, I'm not sure it works so well with the way you say, I think it would be something like interlaced mode and could give the feeling that the resolution (height) is reduced.ICEknight wrote:Going back to the subject of graphic filters, would it be possible to implement a similar one to "Type 1 (1H-scr. Dynam)", but with horizontal alternating lines? This would take advantage of the interlaced video on CRT TVs, for those systems that aren't connected through an RF connector.
Then perhaps it would make sense to have a "C = Clear", for the 6 button configuration too. As not all the actions are required, like the strafing modes, and would not require the strafing mode option you talked about before.gasega68k wrote:Everything about the menu I'm fixing it now, although the menu "Sound" will be a little different, instead of having "A, C = Select" "B = Back" at the bottom, you will only have "B = Back" because in the Sound Test, I will use the A Button to play, and C to stop.
The loading bar "Get psyched" is done, lasts about 1 second, but could be half a second.
Think I remember talks about this before. Might as well add that "Off" option as well, to make it jump the the next level right away, without being prompted to save.gasega68k wrote:On the Mode to save the game, I could only add the first two: automatic and semi-automatic, because the "manual" mode require saving at the precise moment of the game, ie as a "save state" of an emulator, and for this you need to save a large amount of memory per slot, could do compressing the data, but still would not be enough for 10 slots (I think even 3). The method I chose just needs a little more than 100 bytes per slot, because only need to keep a few variables (score, lives, level, weapons ...) and then the level is loaded from scratch keeping these variables, this is like when you advance from one level to another.
I'm thinking of adding a new option that could be called "Misc. Options", in which I could add the option "save mode", plus others such as enable / disable "Get Psyched" screen, also could put "debug options" within it (inside of "misc options").
The "Auto" mode would do just that, as well. The "Off" option you mention would be equivalent to the "Manual" mode I was talking about.inu wrote:Might as well add that "Off" option as well, to make it jump the the next level right away, without being prompted to save.
That would make it inconsistent with almost every game released on the system, so I don't think it's a wise idea.inu wrote:Would almost be worth it not to have C do anything in the other menus, just for consistency.
Also for consistency, I think it might be more intuitive to assign C to "Play" (the main action) in that menu.gasega68k wrote:Everything about the menu I'm fixing it now, although the menu "Sound" will be a little different, instead of having "A, C = Select" "B = Back" at the bottom, you will only have "B = Back" because in the Sound Test, I will use the A Button to play, and C to stop.
Well, it could just be used to save the same data as in the other modes, only whenever the player wants to end his current session or wants to save the current progress into different slots.gasega68k wrote:On the Mode to save the game, I could only add the first two: automatic and semi-automatic, because the "manual" mode require saving at the precise moment of the game, ie as a "save state" of an emulator
Oh, it wouldn't need the special interlaced mode that Sonic 2 uses, if that's what you mean.gasega68k wrote:About filters, I'm not sure it works so well with the way you say, I think it would be something like interlaced mode and could give the feeling that the resolution (height) is reduced.ICEknight wrote:Going back to the subject of graphic filters, would it be possible to implement a similar one to "Type 1 (1H-scr. Dynam)", but with horizontal alternating lines? This would take advantage of the interlaced video on CRT TVs, for those systems that aren't connected through an RF connector.
And that's exactly the type of CRT I saw that effect on. =|TmEE co.(TM) wrote:Horizontal stripes won't blend like that, only on really small CRTs like those put into bedrooms.
That's a big part of why people today bitch about how bad old systems look. They're looking at these games on a big modern LCD that deinterlaces, scales, and maybe tries enhancing a display that was meant to be shown on a small CRT, smearing the image so it blends. Today's TVs need a special mode for old systems. Maybe have some options for it that can be set in the menu, like horizontal and vertical blending levels.ICEknight wrote:And that's exactly the type of CRT I saw that effect on. =|TmEE co.(TM) wrote:Horizontal stripes won't blend like that, only on really small CRTs like those put into bedrooms.
But hey, it looked perfect in there.
L/R strafing is plain useless for official 6-button pads due to the button layout and shapes. No matter which buttons from the top row you use, the one-button strafe will always be far less confusing to use, unless you're using a SNES-style gamepad.inu wrote:Finally, this is a question for players that actually have an official 6 button controller.
How much better\worse you think strafing with X(L),Y(R) would be (since they're closer together, while still being close to Shooting and Running)?
Code: Select all
A -> Fire
B -> Open
C -> Strafe Right
X -> Run
Y -> Change weapon
Z -> Strafe Left
Going to have to totally disagree on that. I've always found it very unintuitive to use before, and basically never used it, unless I was purposely testing strafing.ICEknight wrote:No matter which buttons from the top row you use, the one-button strafe will always be far less confusing to use
inu wrote:Going to have to totally disagree on that.ICEknight wrote:No matter which buttons from the top row you use, the one-button strafe will always be far less confusing to use
How can you disagree if you haven't even tried the controller I'm talking about?The closest thing I own to a 6 button controller to test, is an old MS Sidewinder