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Development - Announcement: Acorn 2

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Author

Announcement: Acorn 2

yum
msx addict
Posts: 437
Posted: April 09 2008, 23:22   
@Demonseed: 8x8 or 16x16 cells?

@Rikusu: You're getting soft in the head boy. I told you about this project after the Nightwish concert remember?
DemonSeed
msx master
Posts: 1036
Posted: April 10 2008, 01:10   
Very encouraging reactions, guys!

Actually, I was pretty surprised to find out that quite some people didn't know the (great) original!



To ro, Huey, Xan0ri, jltursan and Rikusu; Yeah! Sweet Acorn must be one of or the FIRST MSX game(s) ever to make a (big) impression on my childhood's memory!
Clarifying: I was 4 years old in 1984 and I grew up with MSX, like most of you guys.

As you know, the original was just a 16kB game, but I always thought the concept to be genious!
From then, for me the game has been an excellent example of a truly original game concept, all neatly worked out AND extremely fun to play!

Since I grew "older", the idea of trying to reconstruct what "Taito" would have done with the very same concept, only with more available memory/colours/etc... made more sense as my "understanding" of (MSX) game mechanics increased a little bit throughout the years.
...This thought has always been somewhere on the back of my mind, until recently, when I decided to finally materialize it...

So it didn't come up that spontaneous.

Just think of it... Sweet Acorn, only with multiple player modes, more enemies, more weapons, more graphics, more music... boss creatures... worlds to explore... even more fun!



To wolf_: Hehehe, I actually remember, as a child being confused about this "language-gap" you described, and because of this very game.
Like I blame Undeadline for mixing up the Dutch/English words:
Woud/Forest and Bos/Woods...
It makes no sense!



To Rikusu: At "mentioned party", I already had *some* solid stuff of this project, and there was a lot more I wanted to show you, but as my house turned into a zoo when time passed (due to several other alcoholic people and such.. hehehe) and you and me got more and more drunk, it just, well... We went to sleep, and you went home, you know.
For the rest: Like yum said.



To yum: Actually, contrary to what one might believe when screen 5 is involved, the game engine revolves around 8*8 cells for a change.
It just proved to be more efficient in simulating the fashion of Sweet Acorn stage building!



To jltursan: So... Have you actually got "threats" from this "Aiky" coorporation?
As it seems, their site is offline...
So I looked at the Taito site... Not a trace of Sweet Acorn to be found, BUT:
Legend of Kage 2?!? OMG OMG OMG
...I'll quit looking at their site immediately.



To all:



- UPDATE -



* Player control is now 100% like the original


* Projectiles (acorns) work straight but not diagonally yet


* Standard enemies have to be programmed yet


* An enthousiastic Acorn-fan who has "a little bit better" (note: understatement) coding skills than yours truly (= me) is helping as we speak!


* It looks like 2 very talented graphic-artists are to be involved in this project


* There will be several different multiple player-modes


* You will be able to create, play, save and share your own "Panics" (stages)!


* As soon as we got, like, 2-3 stages which are fun to play and which showcase the possibilities well enough:
You'll immediately see it here! Sure thing!!!

Your comments and help are ever welcome, and with that, together we'll try to make Acorn 2 a worthy sequel to a great game which does not deserve to be absorbed into the so oblivious mists of game history!



Greetings,

John/DemonSeed, on behalf of the Acorn 2 development team
yum
msx addict
Posts: 437
Posted: April 10 2008, 07:51   
Quote:

John/DemonSeed, on behalf of the Acorn 2 development team



Come again? Development team
DemonSeed
msx master
Posts: 1036
Posted: April 10 2008, 10:13   
Quote:

Come again? Development team

I thought it were pretty obvious that I was totally taking the piss, stupid!
Rikusu

msx professional
Posts: 959
Posted: April 10 2008, 15:16   
Quote:

So... Have you actually got "threats" from this "Aiky" coorporation?
As it seems, their site is offline...



Nahh, that was a very different situation. This was a hot item years ago, when Aiky (the "successor" to Compile) had made plans for an official MSX release of Guru Logic. A version that was different from Karoshi's was already in development and the objective was to release that one as the official Aiky version, available through download purchase. Karoshi's unofficial version was seen as a direct threat to the official one, with the platform also being MSX and the internet as means of distribution. That was why Aiky was worried.

Aiky doesn't exist anymore, however. The Compile copyrights now belong to D4 Enterprise.

As far as I know, Taito is not interested in MSX in any way and an official release of a new Sweet Acorn for MSX does seem to be very unlikely. And apart from that, the only thing that happened to Karoshi was a warning to take the downloadable version offline. No lawsuit whatever followed. So there's nothing to worry about with Acorn 2, really. Worst case scenario would be that you wouldn't be allowed to distribute the game through the internet any longer, but even this is highly improbable in this case.
ARTRAG
msx master
Posts: 1752
Posted: April 10 2008, 16:00   
so no need to change the game in Sweet Chestnut ?


PS
http://www.aiky.biz/
is down since 2004, maybe now
it is time to release guru logic....
evulopah
msx addict
Posts: 464
Posted: April 10 2008, 16:22   
Did anyone mentioned the great tune you hear when playing Sweet Acorn!!
hap
msx addict
Posts: 504
Posted: April 10 2008, 16:25   
Let's hope so, it's a well-made port =)
Is Bazix D4's representative outside Japan? and is Bazix Rikusu as nice as the MRC version? Karoshi emailing them asking if it's ok, with a promise not to sell it (eg. cartridge), is worth a try.

Have fun with your eekhoorn remake DemonSeed!
Rikusu

msx professional
Posts: 959
Posted: April 10 2008, 16:58   
@Hap: no need to make things more complicated than they are. There's no such thing as Bazix Rikusu, I'm not a schizophrenic . Neither am I a representative of Aiky or Taito, so my words can be trusted only for my personal knowledge and comprehension of the situation, not because I am in a position to give either official statements or any guarantees for any concerned party. Bazix is not D4E's representative by the way; we just co-operate. Not that it matters for the thing we're discussing here, though .

Essentially, companies will only act against copyright violations when there's actually any harm done. Years ago, the Karoshi version was seen as a threat by Aiky, like I said. As long as fangames don't interfere with official releases of the original copyright proprietors, there's just little to be afraid of. Without a decent cause, there's just no need for them to act, because there's nothing to gain. That's all I can say, no less, no more .
jltursan
msx professional
Posts: 887
Posted: April 10 2008, 17:35   
Quote:

Have you actually got "threats" from this "Aiky" coorporation?



No, it's not me; the programmer of the MSX1 version of "Guru Logic" was pitpan.
[D-Tail]

msx guru
Posts: 3020
Posted: April 10 2008, 22:42   
Is it safe to put up GL MSX1 on the internet then? And what about the TWZ version [which, admittedly, I like better]?
Rikusu

msx professional
Posts: 959
Posted: April 11 2008, 02:00   
@[D-Tail]: I think that the answer to that question greatly depends on whether or not the official GL will still be released. As far as I know, the project is on hold and probably will never get finished, but I'm not in the position to say things like that with certainty. And even if the official version will be finished, it's not sure whether or not the official release will still take place.

Things have changed over the years...
 
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