Games I´d like to see this year in MSXDev

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Por LeandroCorreia

Paladin (963)

imagem de LeandroCorreia

16-06-2008, 18:35

That´s it, perhaps some guys are willing to enter MSXDev, but still have not chosen which game will they create... Some ideas:

A Tempest 2000 like game - If instead of wireframe lines, the game used only a grid of dots, and with some BGM video FX in an 8x8 block basis, it would be a cool addition for the MSX.

Another cool shmup - We can´t keep playing Anaza Kaleidoscope Special and Zanac forever, right? Wink

A multiscroll plataformer - But please, I don´t care if it has an 8x8 scroll, as long as the sprites still move smoothly (Magical Kid Wiz is a nice example).

Another racing game with variation of height in the tracks - AFAIK, only Wec Lemans does it right, and although tricky, there´s almost no extra processing to implement height variation in tracks. Smile

Things that could be easier nowadays than in the past, but I still don´t see in new MSX games:

- Digitized images, there are loads of tools nowadays to convert them to MSX1

- Digitized speech: Just the name of the game, or one scream etc would be nice. Wink

- David Whittaker games used to alternate different sounds quickly on the PC speaker to give the impression of more channels playing. I wonder how cool would it be if an MSX game used its three channels at the same time with this technique. BTW, does SELENIAK do it?

BTW, although developers really showed some cool stuff, I still think that we had excellent new games with cool game play (suck as Majikazo or Caos Begins), or advanced technology, (such as Malaika and Lotus F3), but perhaps no game with both technology and cool gameplay. I wonder what kind of surprises MSXDev gives to us. Smile

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Por wolf_

Ambassador_ (10109)

imagem de wolf_

16-06-2008, 18:50

I'd prefer to finally finish the entry we started on in 2006 .. Tongue

As for digitized images.. nah. It'll never be as detailed/finetuned as for instance Malaika's title screen.
As for digitized sound.. nah. Costs too much memory, and for what? A few seconds of fame?
As for channel alternating, I believe ppl are doing this with that Vortex Tracker. I'm not very fond of the technique myself. 3 channels may *just* be 3 channels, but then listen to Usas -imho the best PSG music in a game-, and you realize it's all in the notes, the counterpoint, and the little details. Iirc ANMA used this technique as well, here and there, in for instance Frantic.

In general, I think what you want instead are G9k/Moonsound games.. Tongue

Por LeandroCorreia

Paladin (963)

imagem de LeandroCorreia

16-06-2008, 19:06


As for channel alternating, I believe ppl are doing this with that Vortex Tracker. I'm not very fond of the technique myself. 3 channels may *just* be 3 channels, but then listen to Usas

-imho the best PSG music in a game-, and you realize it's all in the notes, the counterpoint, and the little details. Iirc ANMA used this technique as well, here and there, in for instance Frantic.

IMHO, the best PSG music is the one from Venom Strikes Back. Wink

Por pitpan

Prophet (3155)

imagem de pitpan

16-06-2008, 19:22

They do not use extra channels, they just make use wisely of PSG hardware envelopes in a synchronized code.

For 6-channels, there was a demo around and it was pretty cool.

On the other hand, digitized graphics do suck even on SCREEN 8. Only SCREEN 12 does the trick. In SCREEN 1/2 they are a mess. I'd go for pixel artists.

Regarding digitized sound, it can be used but moderately. In GRIEL'S QUEST I included 1-bit digitized samples but just for the intro. I cannot imagine a game with full digitized audio using PSG.

Por wolf_

Ambassador_ (10109)

imagem de wolf_

16-06-2008, 19:39

In screen 8, digis can look fairly decent, but only with intensive dithering. In screen 5 or 7 digis can also look fairly nice if you stick to one shade of colors, for instance all the greys from 0,0,0 to 7,7,7. But again, dithering is the key.

Por ARTRAG

Enlighted (6935)

imagem de ARTRAG

16-06-2008, 19:55

http://ragozini.googlepages.com/vdpenc2

need less to say, the frames, uncompressed, take just the area of the screen where the animation is
(full screen == 768 bytes per frame)

this crab uncompressed is c.a. 25K - screen 2 tiles included!
http://ragozini.googlepages.com/bigcrabVQ_jan.avi

Compressed, you get 100 bytes c.a. per frame (about in total 15K)

;)

Por dvik

Prophet (2200)

imagem de dvik

16-06-2008, 20:13

I think some of ARTRAG's videos would fit very well in some games. Both for end boss animation and explosions. That explosion video is really great.

Por dvik

Prophet (2200)

imagem de dvik

16-06-2008, 20:24

I'd like to see a good pinball game. Perhaps a port of Pinball Dreams Smile

Por LeandroCorreia

Paladin (963)

imagem de LeandroCorreia

16-06-2008, 20:54

That´s a good idea, Dvik. Not many decent pinball games for the MSX. Although Rollerball is quite impressive even when compared to Pinball games in more advanced systems.

Por flyguille

Prophet (3031)

imagem de flyguille

17-06-2008, 01:54


As for channel alternating, I believe ppl are doing this with that Vortex Tracker. I'm not very fond of the technique myself. 3 channels may *just* be 3 channels, but then listen to Usas

-imho the best PSG music in a game-, and you realize it's all in the notes, the counterpoint, and the little details. Iirc ANMA used this technique as well, here and there, in for instance Frantic.

IMHO, the best PSG music is the one from Venom Strikes Back. Wink

The INTRO of VENON STRIKE BACK!!!! yeaaaahh yeaaahh the best music on PSG for MSX.!!!!!

Por Vampier

Prophet (2413)

imagem de Vampier

17-06-2008, 06:37

Masters of the universe is better

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