Buy stuff at the Magical Game Factory, WaterMelon's crowd funding video game development site!
Do YOU have any games you want to get rid of that haven't been reviewed on the site and needs to be beaten for the sake of this project? Send 'em to me and I'll review and beat them! I'll pay for shipping of course. Shoot me a PM if you're interested.
Also the syntax part is a problem, because a lot of people learned to use AS, which has somewhat different syntax for some relatively advanced features, or GAS (to go along with GCC), which has completely different syntax for anything that isn't an opcode, and that's going by the assumption MRI compatibility mode is being used. So that alone is asking for trouble as well.
Thanks for the plug Zebbe!
As for the game, we've made a great deal of progress over the course of the past few months. Much of the development has been kept under-wraps as it's a bit too early to unveil. We'll certainly post updates on our message boards, these boards, Sega Age, and even our Twitter account.
I can't say much about the game being another RPG honestly. As of now there's only been a single homebrew RPG title for the system (that I know of), and it's a damn good one. We're hoping to make another memorable RPG for a console that was somewhat lacking in the genre during it's lifespan. I'm sure there will be more homebrews created for the Genesis as teams like Water Melon and ourselves show that it can (and should) be done. I know that Water Melon is working on another release, and we certainly don't plan on stopping at one.
Beyond this title, our team is currently working on producing games for other platforms such as the NES. The production-runs will be far smaller and less involved (at first), but our first collaborative release will be ready within the week. We've been working with a few different NES developers in hopes of broadening our horizons, and we're extremely pleased with how these other projects are panning out.
If anyone has suggests, please feel free to join the Airwalk Studios message boards. It's an excellent opportunity to add to the creative process while the game is still in it's infancy.
Thanks for the support, and we'll keep you posted!
Adding eye candy like shinny blinking rhombuses would qualify more towards being added at the end, really.
I'd be more worried about homebrewers taking up on the hardest tasks. I mean, RPGs are probably the hardest genre to make on the console, and a lot of homebrewers are just starting and have no idea what it takes up to handle a big project. Just look what happened to Pier Solar, it went into development hell and took six years to complete. You'd think people would be smarter.
The thing is, CD bram is only 8KB and you have to share it with other games; some space is lost to formatting/file handling. The cart sram can be 32KB and is not shared. Forget trying to use bram if you're not a CD game.
Syntax on assembly isn't a big deal - once you know assembly, adjusting to a different syntax is easy. Certainly much easier than learning assembly in the first place. It's harder to get everyone to agree on tab styles and comments than to adjust to syntax.
Yeah! We need more pong and breakout clones!I'd be more worried about homebrewers taking up on the hardest tasks. I mean, RPGs are probably the hardest genre to make on the console, and a lot of homebrewers are just starting and have no idea what it takes up to handle a big project. Just look what happened to Pier Solar, it went into development hell and took six years to complete. You'd think people would be smarter.
I wouldn't think RPGs are the hardest from a programming point of view. I think a platformer would be.
Man if someone would finish Project MD that would be beyond awesome. I love that game. What's there is great, it would be fantatic to have a finished product. I'd love to make some box art for it too
Ready to print game covers and cart labels: http://www.mediafire.com/?5gm45wyxr3xvv
Also, with the content that would be available currently, Project MD would need a grand total of... 4 bits. Serious. We could probably later add things like saving some options (if we add them) and such, but it'll still fit in a single Mega CD block anyways. So it really shouldn't be an issue.
And you forget that you can use this to copy the data between cartridges
RPGs have lots of assets though, and that's a serious issue.
EDIT: should I learn Japanese and try to bribe AnalYoGirl into finishing the game programming? (and maybe provide Stephany's voice) =P
We're also not as new to the homebrew scene as you may think. Our artist worked on Battle Kid which is by far and away the highest selling NES homebrew of all time. Mark and I have created thousands of games (reproductions and homebrews) for both the NES and Genesis. We've got pcbs schematics created and ready to produce, and we're ironing out the details on cart/shell sourcing. We've been doing this for a few years now, so a project of this scale is a logical next step. Adam created Hangman as a way of getting his feet wet in Genny programming, but he's a skilled and experienced programmer. Work on the project is going extremely smooth at the moment, and we couldn't be happier.
Pier Solar took some time and certainly had some set backs, but it ultimately became the most successful homebrew in the history of our hobby. Much like us they had plenty of people that were excited from the beginning, while others were skeptical. We have high expectations for our project, and we're sure we'll provide a product that classic gamers will enjoy.
Are you planning on doing a wide-scale release of Project MD, or is it just something you've done on the side for fun? From what I've seen on youtube the game has some potential to be fun. It looks polished from what I can tel.
It started as a project to kill boredom... that's why the engine is so lame. Its technology is subpar even for late NES games, it doesn't have vertical scrolling or slopes at all, and it shows (the game is boring, seriously, and the power-up system doesn't make up for it).
Also, I too did not know Project MD was for the Sega CD. Isn't that name wrong then? Pretty darn impressive. I thought the Sega CD wasn't well documented, or at least it was tough to program for.
It's a cartridge game, dammit. It just happens to be able to use the Mega CD if present for an extra optional feature (which right now isn't even programmed other than some text in the options menu). Just like how Pier Solar can use the Mega CD but it isn't required.
But yeah, the only redeeming point so far is that it's a new platformer (with some weird art direction maybe). I think people should expect at least the basics to be done properly, right? As it is, it looks like a Super Mario Bros wannabe =P
And in case somebody wonders, the idea was to release the ROM and make money off selling cartridges.
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