View Full Version : New MD demos! Get them while they're hot!

06-18-2011, 08:21 AM
Repost from the Sega Retro (http://forums.sonicretro.org/index.php?showtopic=25540) subforum

So, I was scanning some old stuff I had and decided to release it :V Do whatever you want with the source code.

Sonic Jump MD

Download ROM (http://www.fileden.com/files/2006/12/22/543510/sjumpmd.bin)
Download source code (http://www.fileden.com/files/2006/12/22/543510/sjumpmd.7z)


My lame attempt at doing Sonic Jump in the MD. First I tried to do a port, but I was too lazy to crack the level format. Then I tried to make custom levels instead, but I was too lazy to make a proper level editor, as well as other stuff =P Whatever, there you go. There isn't much here...

And before you complain about Sonic feeling too floaty: apparently this differs between versions. That TecToy version from which I've ripped the graphics seems to have more reasonable gravity, but the version I was using on my Nokia 5200 actually was this floaty... Ugh >_<

(also, yes, those rings have a shitload of colors... like 8 shades I think o_O)

Untitled platformer

Download ROM (http://www.fileden.com/files/2006/12/22/543510/platformer.bin)
Download source code (http://www.fileden.com/files/2006/12/22/543510/platformer.7z)


Some generic platformer I was working on. And before you ask, yes, this is what eventually became out of this demo (http://www.youtube.com/watch?v=QErqMAJ2omQ). If you look at her hair when falling down or her aerial kick you'll understand why I ended up giving up on this and moved onto Project MD... I completely suck at drawing sprites, period.

Unlike Project MD, this game does contain some vertical scrolling. It's pretty limited, though. And still no slopes! Also, no flickering trick (I only started abusing it in Project MD). By the way, the flickering red bar at the top you may see sometimes is to measure CPU time. If the screen goes completely red, the game slows down.

06-18-2011, 08:56 AM
It's really much easier without those damn slopes isn't it :D

06-18-2011, 09:04 AM
The graphics of Sonic Jump, specially his animation, are stunning!

I always though how that style of GBA Sonic games would look on Genesis... And I think that even using some kind of simplified level design, it would be great if someone one day use your code or something else to port those GBA games to genesis.

06-18-2011, 12:01 PM
Thanks for sharing! The untitled platformer is well worth continuing, in my (completely uninformed) opinion. Fun to see these in action!

06-18-2011, 12:59 PM
Well, it's certainly more fun than Project MD (or better said, could have been). That thing seriously needs enemies though. Anyways, like I said, my art sucks, which is why I gave up on it. If somebody wants to make a game using that engine, do it =V

06-18-2011, 02:06 PM
There's no reason to expect Genesis homebrew art to rival official releases from system's salad days. Very few people have the knowledge and / or the resources to create such a game from the ground up. I thought the art was fine for what it's worth. Besides, gameplay > graphics. Every time.

We definitely need enemies, though. (In the game, that is.)

06-18-2011, 02:08 PM
The problem isn't so much if it looks shinny or not, but the fact proportions are off. Try the aerial kick (jump then attack), her leg sudden of all is half as long =S

06-18-2011, 02:20 PM
The aerial kick proportion issue isn't a dealbreaker in my book. I think that gives the game a little extra charm - and truth be told, I hadn't noticed it at all in about 15 minutes of play time. You understandably want your work to be the best it can be - I'm the same way - but as someone with a fresh prospective, I really enjoy what you've come up with so far.

EDIT: the jump kick attack reminds me of Kung-Fu Kid for the Master System. That's a good thing.

06-18-2011, 02:51 PM
You probably didn't notice because without any hazards there isn't anything to bother attacking =P And it looks horribly wrong, sorry (and you probably want kicks to reach further). But I was too lazy to redraw the sprites x_x; I simply suck when I have to draw large sprites.

06-18-2011, 03:20 PM
Totally very impressive. You should continue on your work.


06-18-2011, 03:35 PM
Any astute gamer would quickly adapt to the range of the main character's jump kick. The controls are responsive. As long as hit detection were okay, one might not ever notice the proportion issue. Of course, I say that not knowing a thing one about developing video games.

It makes sense that you'd want everything to be just right. "Good" and "great" are two different things, but when you've honed your skills and stayed focused on a project in the time allotted, the results are about 90% of your absolute best. Clearly you've paid your dues with the Genny; you're getting better all the time. Don't sweat the small stuff...especially with the lack of decent homebrew games for the system. :)

I'll so shut up now. Thanks for your indulgence.

06-18-2011, 04:05 PM
It's still a pretty awful range for a kick...

Also this was the complete moveset that was planned (assuming you're facing right):

B: punch
B+→: kick
B+←: spinning kick
B+↑: backflip kick
B+↓: kick (crouching)
B+↓+→: uppercut
B+↓+←: tripping kick
(jumping) B: aerial kick
(jumping) B+↑: aerial backflip kick
(jumping) B+↓: stomp kick

Only three of those moves are implemented, though (punch, aerial kick, stop kick). It'd be interesting to see what combos people would have come up with, though.

06-18-2011, 04:09 PM
Mmm, hot faeces, my favourite.

Send Tweaker my regards for having motivated you to release this.

06-18-2011, 04:33 PM
What did Tweaker have to do with this? o_O

06-18-2011, 04:53 PM
If not for Tweaker and Sonic Retro, this would have never happened.

You should appreciate his subtle work more.

06-18-2011, 05:05 PM
I learned Mega Drive programming on my own, so no. If anything, thank drx for his 68000 guide and Rex Sabio for leaking the official docs :V

06-18-2011, 05:49 PM
Thanks a lot for releasing these ! I love homebrews and can't wait to try them out. :D

PS: Don't mind Kogen, he's our resident two and a half brain cells idiot (http://www.sega-16.com/forum/showthread.php?16124-Islam-amp-Buddhism&p=344093&viewfull=1#post344093). No idea why he's still not banned.

06-18-2011, 06:53 PM
Thanks a lot for releasing these ! I love homebrews and can't wait to try them out. :D

PS: Don't mind Kogen, he's our resident two and a half brain cells idiot (http://www.sega-16.com/forum/showthread.php?16124-Islam-amp-Buddhism&p=344093&viewfull=1#post344093). No idea why he's still not banned.

Calm down there, skipper! You seem like some sort of irate gamer.