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Thread: Papi Commando RELOAD !! *SgdK* - Megadrive

  1. #1
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Genesis Papi Commando RELOAD !! *SgdK* - Megadrive - Demo available !



    The official Demo is available !!

    More information here :
    https://vetea.itch.io/papi-commando-reload-free-demo-

    Have fun !!

    Vetea

    ================================================== ================

    Hi all,

    I hid the project for some time, but now that I have something "clean" to introduce you, I start!
    So here is my new flagship project, Papi Commando Reload !!

    I would point out that this is not an official sequel.
    In fact, it's an "HD" version, with everything I could not do on the first version made with BEX and edited by WM.

    The scenario will remain the same: Papi will have to recover his Commostrad stolen by the evil CePlusPlus!



    Il y aura toujours une succession de "Zone" à découvrir et débloquer pour pouvoir aller aux suivantes.

    A few details however ...
    The areas will be much larger and varied !!
    As well as the more colorful graphics, more varied sets also, more in the spirit "16 bits", close to the PC version.



    There will be different objectives to pass the different zones ...
    In addition, the zones will be locked, which means that at each success you will have a password that will allow you to save your progress (And saves me the backups on EEPROM!)

    Not to mention our friends Zombis who should be part (and other surprises !!)
    On the other hand, I do not think of creating "Bonus" zones. These specificities will be integrated in the Normal Zones according to the nature / type of terrain!

    On my Nomad !!




    The advantage is that I also work with AlekMaul & Grostonton on the port of Papi Commando on SNES.
    We will work in parallel with this new version.
    Except that on SNES, the graphics will be the responsibility of Grostonton, the code AlekMaul and I who run the joyful team! Wink
    These two versions will have to be identical, with some exceptions ready, since the size will be reduced (16x24 px for sprites and 16x16 decors), and probably the little tricks that Alek will manage according to the whims of his beloved SNES!

    Now place up to the demo video!


    Test on Exodus emulator


    On this video a lot of work has already been done:

    - a 2048x320 pixel map (the width will be fixed, as the original game).
    - Improved graphics being realized (Sprite & Tile game)
    - Code optimized thanks to the new version 1.3 of Sgdk.
    - Tilemapping engine.
    - Basic AI management.
    - Scrolling of the two Plan A & B.
    - etc ...

    There is still a lot to do like collision management Decor / Sprite, but I already integrated the main data to manage, remains more than to code and "point" all that!
    But I could create really huge Map for this opus ...

    In short, all if ok for a great project that many players expect everywhere in the world (yes yes ^^ )!

    See you soon and thank you for your fidelity!

    Vetea
    Last edited by Vetea; 09-14-2017 at 04:46 AM.

  2. #2
    Zebbe's Avatar
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    Awesome! Will there be new weapons? Cartridge release?

  3. #3
    WCPO Agent LinkueiBR's Avatar
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    Looks amazing!
    Some improvement to make this game perfect:
    More World maps
    More Levels
    More weapons
    More items
    More options (versus, time attack, i dont know...)
    High Score
    Save feature (to save progress and the High Score)

    keep it up vetea!
    VISUAL SHOCK!
    SPEED SHOCK!
    SOUND SHOCK!
    NOW IS TIME TO THE 68000 HEART ON FIRE!


    Shadow of the Beast II - Enhanced Colors:
    http://www.romhacking.net/hacks/2275/

    Sunset Riders - Enhanced Colors:
    http://www.romhacking.net/hacks/2287/

    Turrican - Fixed:
    http://www.romhacking.net/hacks/2535/

  4. #4
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Hey !
    Thanks for your message.

    For now, nothing is planified for a production, it's the beginning of this project, I've just create some background, improved sprite, animation, etc ...
    I work with the game's engine, the more important thing ... The basis of the game !!
    The plan is :
    - Same scenario than the original version ( as I write in the first message )
    - More world map.
    - More various ennemies ( C++ and Javascribouille forces )
    - More weapon : One basis, and some other bonus weapon you can find/won in battle. But with limit use, and .. the grenade ! Limited.
    - No bullet limitation !
    - And many more thing I show you ...

    No kickstarter !!!!
    I think it is possible to achieve a correct game without any Money/Kickstarter/Crowfunding ... I proove it by the past with my 2 games !
    Just need : Time, work ( a lot ! ), patience, abnegation, skills, imagination and .. luck !

    But I have a lot of respect for those who want to publish their own game, it's essential to do this way if you have no fund.

    And, a possible GREAT news await these next days ... Wait and see.

    See you !

    Vetea

    EDIT :
    Some little progress with the engine :
    Last edited by Vetea; 07-06-2017 at 08:10 PM.

  5. #5
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Devblog of July 10, 2017

    - Optimization of the code (BIG thanks to Stef for his precious help !!)
    - Finalization of the Tilemapping engine!
    - Hitbox Battleground/Sprite management finished!
    - etc ...


  6. #6
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Devblog of July 12, 2017

    - Management of AI Intelligence. Each unit will have a clean intelligence & special features such as:
    * Lifetime variable. DONE !
    * The unit will attempt to follow Papi. DONE !
    * Speed ​​of projectiles differ depending on the weapon. DONE !
    * Unit-specific travel speed. DONE !
    * The unit will be able to fire gusts.
    * The unit may shoot at cover.


    Advanced Pathfinding's IA

    - Realization of the Sprites of the IA / Papi-Player Balls as well as Flash shooting.
    - Implementation of the main variables of the "Bullets" engine.



    - .. Let's code the Main shoot engine !!


    Cheers !
    Vetea

  7. #7
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Devblog of July 12, 2017

    - projectile engine Done !
    - Collision projectiles <-> Background Done !




    In the video, I have 25 units, a potential of 20 bullets ...
    All this turns smooth and fast !

    Cheers !

  8. #8
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    First Blood !


  9. #9
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Hello,


    Well, here is a huge video!




    What news ?
    - New zone (still in progress as well as the reference Tileset)
    - Integration of AI death animation.
    - Receding bodies during impact for more realism.
    - etc ...


    The rendering is just beautiful on my Nomad, it is really already very playable, hard to wish and this is only the beginning of the project yet ...
    Fuckin' lovin' Papi Commando !!


    Cheers,
    Vetea

  10. #10
    Mega Driver Hedgehog-in-TrainingWildside Expert Gryson's Avatar
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    This looks fantastic! I love the art style.

  11. #11
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Thanks so much Gryson !!

  12. #12
    Mega Driver Hedgehog-in-TrainingWildside Expert Gryson's Avatar
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    I know you have a very good image of what you want it to be, but have you considered one-hit kills on enemies? Kind of like Metal Slug or Cannon Fodder. I don't know if that would change the dynamic of the game too much, but I like the fast pace of such games.

  13. #13
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Yes I know the usual rules of this classic games as Metal Slug, Commando, etc ... one-hit kills.
    But on Papi Commando, I want another type of gameplay, but let me consider to balance the gameplay/difficulty, it's WIP.

    All I want to say, it's I want to make a awesome Run'n'Gun on the MD.
    The first version was the introduction on the MD, not a bad game but too limited ... With the 2nd player, it's really a fun game !
    But on this sequel, it's another "World" !

    I upload a new long video of my last work today and you see the Power of Papi Commando's Run'n'Gun as I dream before.

    Thanks for your interest !

  14. #14
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Vetea's Avatar
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    Hello again,

    Here is the new video of the weekend!




    - Integration of new weapons with their own management / Characteristics (range shot, ball speed, burst speed, number of burst, etc ...) with the Magnum 357 and Uzi 9mm.
    - Improved AI! They can shoot at cover, for some unit, engaged Papi, also possess their own characteristic (Speed, Hit Points, Weapons, etc ...)
    - Code optimization to handle all this mess!

    On the video, we see the game that I dreamed of doing on MD without thinking that it is possible ...
    And the project is only at the very beginning, it promises!

    See you soon !

  15. #15
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    It seems like the new version will be a big improvement over the last one. But I had a lot of fun with the original game, especially when playing with my friend. Bigger maps, more weapons, enemies and AI:s is a good approach I think.

    I don't know how much graphics memory you have left, but a few more ground tiles would help the graphics a lot for variety. A few darker ones to put under the fences and train rail to fake a shadows might be good. Also, the main tiles might look better in a brighter and less green tone.

    Looking forward to further progress! Good luck!

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