Lucretia - Demon Princess is a horizontal shooter inspired by Magical Chase. It is the spiritual sequel to Eponasoft's previous release, Paradox Girl, using some of the same characters. The basic idea was to create an entire game based on Paradox Girl's shooter sequences. Equuskia is once again a character in the game (in her Castle outfit from Paradox Girl), although she is now joined by Reina (who was "Cici" in Paradox Girl), Zamy, and Rhianna (two new characters). Each of the four ladies represents one of the four elements.
The game is rather unorthodox in how it controls. Much like Sidearms, you can fire in both directions, and enemies will come from both directions. However, in Lucretia, you can decide how the game controls... it has three schemes available. The default scheme uses II as the fire button and I as a "direction lock"... that is, when you hold I, the direction you're facing in is frozen, allowing you to move backwards and continue firing in the direction you're facing in. There is also a "direction toggle" scheme, which uses the I button to switch directions. The last scheme is the same as in Sidearms, utilizing both II and I for directional fire. Also, the game is set up for two-player co-op, and either player can pause the game. There is a Pause menu where you can switch control schemes at will. Only the player who paused the game can unpause the game.
Demo version (still here):
wayback: lucretiademo.7z (https://web.archive.org/web/20140720204227id_/http://www.eponasoft.com/lucretiademo.7z)
wayback: lucretiademo.7z (https://web.archive.org/web/20140720024620id_/http://www.frozenutopia.com/lucretiademo.7z)
Two download locations, just in case.
Here is the latest revision of the ISO track:
eponasoft .com/lucretiademorevision1a.7z
frozenutopia .com/lucretiademorevision1a.7z
UPDATE:
Beta testing is about to begin. We are now officially accepting applications for closed beta testers. Registration is simple but details are everything!
To apply for a position on the closed beta team, send me a PM with the following information:
-Name you would like to have appear in the credits
-An email address you can be reached at
-Whether or not you have previous experience with closed beta testing (and if so, list your experience)
-Whether or not you have hardware (and if no hardware, whether or not you can work with Mednafen)
We will be selecting eight people for the beta test, and it will run until the game is ready for manufacturing. Each beta tester will receive two free copies of the game, plus the complete set of additional promotional merchandise.
UPDATE:
Beta testing is underway as of Monday, March 3rd.
Scrolling looks nice. I assume you're using these BG graphics as temps for the moment?
:pcgs: :pcgs: :pcgs:
I worry a little about the size of the character sprite. Will it have a smaller hitbox? Big "ships" in shooters can lead to lots of cheap deaths.
Quote from: guest on 05/26/2013, 04:09 AMScrolling looks nice. I assume you're using these BG graphics as temps for the moment?
Yes, since the parallax mountains were designed for Monolith. Pretty much all the graphics are temporary at the moment.
Quote from: guest on 05/26/2013, 12:01 PMI worry a little about the size of the character sprite. Will it have a smaller hitbox? Big "ships" in shooters can lead to lots of cheap deaths.
Everything is big but the game moves a little less speedy than other games of its kind so that may or may not be a problem here. Time will tell. If need be, I'll use smaller characters.
Quote from: The Old Rover on 05/26/2013, 06:48 PMQuote from: guest on 05/26/2013, 12:01 PMI worry a little about the size of the character sprite. Will it have a smaller hitbox? Big "ships" in shooters can lead to lots of cheap deaths.
Everything is big but the game moves a little less speedy than other games of its kind so that may or may not be a problem here. Time will tell. If need be, I'll use smaller characters.
Yeah, sorry to be leading with a slightly negative tone. Been playing a bit of Dragon Spirit and Air Zonk lately, two big-hitbox shooters that are great but can be a little frustrating due to character size.
No worries. It's still somewhat early in development, although this project has moved *extremely* rapidly and its core code is about 90% complete already. I didn't want to spring this one here until there was something to actually show for it.
I had planned on getting the demo out today but I was away most of the day so I didn't get the chance. Maybe by tomorrow morning.
Woo hoo!
HEIHEIHEI :D
Will it be CD only or is there a chance of an AbCard/ROM release for those of us without CD capabilities?
CD only.
Forgive me for being blonde, but this is a game that you're programming for Turbo CD/PCE CD, right?
Quote from: Bardoly on 05/27/2013, 12:24 AMForgive me for being blonde, but this is a game that you're programming for Turbo CD/PCE CD, right?
Hell yes, it is. Expect a XaviX port, as well. :pcgs:
Woot! Homebrew, two-player shewtie!
I've not had enough time to finish the demo yet due to kids but here is another prototype video... attack of the black birds. :)
http://youtu.be/SeqWBtJx3Pk
Some collision problems rover ??? :wink:
Nah, not really. :D Minor thing I've not bothered to go in and correct just yet because I have to rewrite the shot code anyway. As I work on this, I keep thinking of things to add, and as long as they don't break the existing design, they get added. I have an evolving design document for this project, which is how I work best anyway. :) What has to change in the shot code is patterns... it's currently designed to have each character shoot the same pattern. That got kind of boring pretty fast so I decided to give it some variety. The current code allows the shot patterns to be determined from inside the player input processor function, but it's going to become complicated so I'm moving individual player shot generation code to its own function.
I'm still deciding what to do about bomb-type attacks... got some ideas but haven't implemented anything just yet.
LOL yes i know, i had the same problem with my caravan (in revival chase), because my collision routine was byte based ..
Have you planned to do the whole game with HuC ???
So far the whole thing is straight HuC code, but I'll do assembly tweaks where required, and they will be. :)
Ok, i have personaly banished all c code (but not huc) because it eats up too many ROM space ...
My caravan : http://youtu.be/J1lnHumwxaI , this is in 80 ko, and with all huc library for compatibility ..
Very Nice guys.
Glad to see someone else is moving away from trying to do eveything in HuC :)
Are you guys still embedding the graphics in the program via the #inc functions?
Yes, with #incbin for me ..
QuoteGlad to see someone else is moving away from trying to do eveything in HuC
Eh,not really, i have said huc library, not C code :P
The #incxxx psuedos are the best way for now, unless you have a better method. For stuff that only needs to be loaded once and forgotten about, I'll #incspr in the "bootstrap" overlay and push it into VRAM there so I don't need to bother with it later... less system RAM used later.
"Better" is a relative term. I wouldn't say it was better, just different. Just wondering if you guys were sacrificing the RAM pages to hold graphics and such.
We ended up with a way to squish BAT/GFX/PALETTE/Chiptunes into an overlay that could be loaded into an empty page of RAM (8K at a time, mind you) then shoved to where it belonged for each level in PP. But I wouldn't say it was easier/better.
We had no choice, there. The PP Game code (Thanks, HuC) came out to 72K iirc. One page too large for a regular CD, but plenty of extra pages for loading from scd. That's one of the things that made pp take so long from the demo version to release.
The reason I asked is I'm debating a way of loading code from overlays dynamically. Thinking about tuokos fighter, I wonder if it might be possible to load the attacks into RAM when the character is selected, instead of trying to embed code for 6 fighters at 10+ moves per guy.
And I'm really disappointed nobody noticed the hacked ipl in pp. I guess next time, I'll have to play an audio track instead of using ADPCM....
The contents of VRAM are preserved between execoverlays so I'll preload lots of stuff. It doesn't matter if the data consumes RAM pages in a "disposable" execoverlay... as long as the RAM isn't wasted in programs where I need as much code space as possible, all's good. :) I used that technique in MSR, JB, Monolith, and now this project too. All of my productions use the first execoverlay as a "corporate splash" similar to the one you see every time a Sega Genesis cartridge is booted... that program also does ADPCM transfer, preloads anything into VRAM that will never change, and does any other pre-emptive stuff so the main program doesn't have to waste space.
Quote from: TheOldMan on 05/28/2013, 10:54 PMThe reason I asked is I'm debating a way of loading code from overlays dynamically. Thinking about tuokos fighter, I wonder if it might be possible to load the attacks into RAM when the character is selected, instead of trying to embed code for 6 fighters at 10+ moves per guy.
Only player and current opponant are in level overlay, others are external, and also all levels adpcm .
A dynamic loading will be added for 2 players mode .
And like rover, all stuffs which are common are preloaded in menu overlay ..
QuoteAnd I'm really disappointed nobody noticed the hacked ipl in pp. I guess next time, I'll have to play an audio track instead of using ADPCM....
An hacked ipl ???
Quote from: touko on 05/29/2013, 10:04 AMAn hacked ipl ???
Yeah. There was a discussion about it on our forum. You were part of it, :D
Are you sure ??
usualy i'am not very aware of this kind of things ..
With startup.asm, ok no problems, but ipl
Awesome Rover! So you were just joking when you said, "Never again!!!! *Tears*" after MS? =)
We were discussing doing fire effects. I don't remember if the ipl was mentioned or not there.
And yes, a hacked ipl. You can't change some of it because bios does a match check on the code. But if you disassemble the code, you can see how it works. You can pre-load palettes, a BAT, and graphics - the catch being Huc/Magikit doesn't expect those things, so you have to patch the iso to make it work.
What's really interesting is that bios loads 2 sectors (4K) for the ipl - but only about 512 bytes are actually used.
There's an empty space (that has to be all 0's for the check) that you can use for variables because...
you can set your execute address to be -in- the ipl area. And run a splash screen directly from the ipl :)
For those who understand any of that, bios also stashes the sector number of the ipl for you in the user data area, iirc, so you can load your program after the splash screen is done.
I understand using overlays to load things, and it's not a bad idea. I just don't like the fact that it ends up loading 32K of HuC libraries (most of which it won't use) just to set up vram. And I hate trying to maintain multiple copies of the same basic program because I have to keep re-loading slightly different versions of it...
Oh, now I see why a hacked ipl,you have used this for your abcard ,to have scd bios routine in your card, no ??
I only (but this not an ipl hack) did a scd boot screen fade out when you press run ..
The ipl hack was mostly for shits and giggles, and to not use obnoxious overlay things just for a splash screen that plays a little jingle I made with a synth at 3am...
The AbCards don't have any SCD bios routines on them. Don't really need them on an AbCard. Atlantean sure doesn't, at least.
New video with smaller character sprite. http://youtu.be/6eEBfy2WChY
Quote from: guest on 05/29/2013, 05:37 PMThe ipl hack was mostly for shits and giggles, and to not use obnoxious overlay things just for a splash screen that plays a little jingle I made with a synth at 3am...
The AbCards don't have any SCD bios routines on them. Don't really need them on an AbCard. Atlantean sure doesn't, at least.
Ok, i remembered a CCAG demo with scd bios on hucard ..
@rover:this sprite is better really than pseudo digitised one .But you must also change the cameraman :mrgreen:
Change the cameraman? Why, is he drunk? :)
Lol, no he's doing hardware blur with his camera ..
But he's probably drunk too !! :mrgreen:
EDIT: arf, in fact, it's google which degraded the video . #-o
Quote from: touko on 05/30/2013, 06:00 AMOk, i remembered a CCAG demo with scd bios on hucard .
That never happened. Are you sure you don't mean the chip tune stuff on a HuCard? That isn't the actual BIOS. It's a rewritten copy of the music library that mimics what the CD stuff does.
Quote from: guest on 05/30/2013, 12:10 PMThat never happened. Are you sure you don't mean the chip tune stuff on a HuCard? That isn't the actual BIOS. It's a rewritten copy of the music library that mimics what the CD stuff does.
I do not remember really ..
it was a sgx with a flashcard, and scd bios startup was on the screen,and no cd unit was attached ..
Quote from: touko on 05/30/2013, 12:37 PMQuote from: Psycho Arkhan on 05/30/2013, 12:10 PMThat never happened. Are you sure you don't mean the chip tune stuff on a HuCard? That isn't the actual BIOS. It's a rewritten copy of the music library that mimics what the CD stuff does.
I do not remember really ..
it was a sgx with a flashcard, and scd bios startup was on the screen,and no cd unit was attached ..
That's not a CCAG demo. That's me at my house in my underwear, holding up a camera. :)
That was me demonstrating that we have chiptunes on cards, instead of CDs now. It's a bit of a fake-out. I made it look like its the Duo-R doing everything but then I unhook it and show that it's really the card doing all the music.
Quote from: OldRover on 05/29/2013, 08:58 PMNew video with smaller character sprite.
http://youtu.be/6eEBfy2WChY
She definitely needs some secondary animation ;)
Quote from: guest on 05/30/2013, 12:39 PMThat's not a CCAG demo.
That was me demonstrating that we have chiptunes on cards, instead of CDs now. It's a bit of a fake-out. I made it look like its the Duo-R doing everything but then I unhook it and show that it's really the card doing all the music.
Arf, my bad #-o ..
You killed me lol ..
QuoteThat's me at my house in my underwear, holding up a camera. :)
Ah ok, that's why you was nude and danced the gangnam style !! 8)
:wink:
Quotethat's why you was nude and danced the gangnam style !
That's what happens when you code until 3AM and it finally works.....And you can't wait to show it off :)
Really, I just never wear pants at home.
Quote from: guest on 05/30/2013, 05:41 PMReally, I just never wear pants at home.
...what coder does?
frozenutopia.com/lucretia-0008.png
Two-player goodness. :) This screenie has the new version of the player shots and an early version of the HUD.
YEEHAA!!!
So, has this been a bit easier to develop thus far than, say, MS? Is this like a working vacation? ; )
This style of game is tremendously easy to develop in comparison to an RPG.
Quote from: The Old Rover on 05/30/2013, 11:15 PMThis style of game is tremendously easy to develop in comparison to an RPG.
And with this, a new realm of "Sonnnnn of a bitch!" problems hath been unleashed.
\o/
Awww yeah.
Quote from: TheOldMan on 05/30/2013, 05:36 PMThat's what happens when you code until 3AM and it finally works.....And you can't wait to show it off :)
LOL, i can easily imagine arkhan, but not you, you'r wise in the group .. ;-)
Quote from: guest on 05/30/2013, 11:34 PMAnd with this, a new realm of "Sonnnnn of a bitch!" problems hath been unleashed.
Hah, so true. :) But so far, it's just an issue with scroll() missing some lines.
frozenutopia.com/lucretia-0009.png
Nando didn't like the first UI so he made a new one.
woot beer!@
Quote from: Psycho Arkhan on 05/30/2013, 11:34 PMAnd with this, a new realm of "Sonnnnn of a bitch!" problems hath been unleashed.
\o/
Awww yeah.
I prefer the "sonofabeeeech!" variety.
Looking pretty good so far. Shooties are fun to make :D
This has been pretty fun so far. :) I just have to add in the enemy shots now and it'll be a fully working game engine. The thing runs ultrasmooth on my Duo so far... I hope it continues to do so once enemy shots and hit collision is added. My algorithms so far are very efficient and the whole thing is in pure HuC. :)
The game is playable now. Enemy shots + collision has been added. All that's missing now for collision is enemy vs player. Having that in place will be the true test of just how efficient my algorithms really are. :) Once all that collision is going on, any slowdown that might happen will determine where to optimize. But so far so good.
The test level for the moment just has the flying birds as regular enemies. Since there's not yet any enemy vs player collision, you can just pluck them out of the sky. There is even a boss fight to test the level progression bar.
The one thing I've not added yet are sound effects. I'll be using Squirrel for that.
Quote from: OldRover on 05/31/2013, 10:10 AMfrozenutopia.com/lucretia-0009.png
Nando didn't like the first UI so he made a new one.
STATUS: I can speak on behalf of all shoot-em-up fans when I say, " :pcds:"
Quote from: OldRover on 06/01/2013, 02:16 PMThis has been pretty fun so far. :) I just have to add in the enemy shots now and it'll be a fully working game engine. The thing runs ultrasmooth on my Duo so far... I hope it continues to do so once enemy shots and hit collision is added. My algorithms so far are very efficient and the whole thing is in pure HuC. :)
HELL YES. (https://junk.tg-16.com/images/love_1.gif)(https://junk.tg-16.com/images/love_1.gif)(https://junk.tg-16.com/images/love_1.gif)(https://junk.tg-16.com/images/love_1.gif)
frozenutopia.com/lucretia-0023.png
Just a test boss character. :) Revised UI... I added health and bomb icons plus gave the UI a background color. Nando is doing sketches right now and we'll work out specific details of the UI when he comes online later.
frozenutopia.com/lucretia-0024.png
Stage Clear :)
Nice :)
Hey Rove, so everything so far is pure C? No assembly code yet and runs fine? Got me thinking. I wonder if center point coords system would be faster for collision detection in HuC when written in C. Here's the link if you don't remember: https://www.tapatalk.com/groups/pcengine/collision-detection-routines-t119.html
if [Ax-Bx]<= ((AxWidth+BxWidth)/2) , where (AxWidth+BxWidth)/2 is actually a compile time calculated constant (or by hand). So, if [Ax-Bx]<= constant. Maybe a case/select or something to sort out the different size compares. I dunno. More of less just thinking this out loud.
Yeah, pure C so far, but in order to maintain speed, some things are deliberately written long. It would be super easy to do things with arrays but of course, HuC monkeys those all up so that doesn't fly too well. What I do to maintain speed in straight C is to use groups of individual variables and if() blocks. It's far faster than using arrays and switch() blocks. Also, to maintain genericism in the state machines, I have "upload" and "download" functions which copy the individual variable sets into and out of one "base" set, which the state machines work with. HuC does all of this very quickly.
I use center point collision for just about everything. For each collision check, I take the center point of the source object and compare it against the four points of the target object plus the box size of the source object. So like... if I have a 16x16 shot sprite against a 32x32 enemy, I take 8,8 into the shot sprite and compare it against -8,40 of the target sprite. Minimal calculations, and allows for an infinite variety of bounding box sizes. Also, since player shot collision is handled inside the enemy state machines themselves rather than in the player shot handler, using multiple bounding boxes is a breeze... all of that is hardcoded into the state machine so there is no table lookup or anything like that to waste time. Doing it like this tends to take more code but the speed advantage is more than worth it. Little things like this are why I can pull this all off in straight C.
Looks promising gameplay wise. Maybe I'm wrong but I think I recognize these fir trees. :wink:
They are from OGA.
Quote from: OldRover on 06/03/2013, 08:12 AMThey are from OGA.
*Paranoia Dragon is now racking his mind trying to think of what game OGA could be* :D I recognize the mountain tiles & such, but yeah, the tree's don't ring a bell. Either it's a project I'm not privy to, or my memory is completely failing me. Speaking of acronyms, I hope we can get a running demo of the GAR project, as it looks like it'll be beautiful. Plus, all the music is done, I may have some touch ups to do, but for all intents & purposes, I'm finito on said project. :)
*now PCEFX'ers are wondering what all of these things mean* :D
Quote from: ParanoiaDragon on 06/03/2013, 08:12 PMQuote from: OldRover on 06/03/2013, 08:12 AMThey are from OGA.
*Paranoia Dragon is now racking his mind trying to think of what game OGA could be* :D
OGA = open game art: http://opengameart.org/
Quote from: cabbage on 06/03/2013, 11:14 PMQuote from: ParanoiaDragon on 06/03/2013, 08:12 PMQuote from: OldRover on 06/03/2013, 08:12 AMThey are from OGA.
*Paranoia Dragon is now racking his mind trying to think of what game OGA could be* :D
OGA = open game art: http://opengameart.org/
Ah, my bad. I thought maybe Arm was working with Nod on something. Bummer. :cry:
GAR is still on, I'm just taking an extended break from conversions to put this out. :) This project is the precursor to Einzelgänger.
Arm and I do have a project on, but it has been on hold for awhile now due to my IRL crap.
Here is an early prototype release. It's not a full demo, but I did want to at least show everyone what's going on.
https://web.archive.org/web/2000/http://www.frozenutopia.com/lucretiaprototype.7z
Just run DECODE_ME.BAT to decode all the audio tracks, and run lucretiaprototype.cue in your favorite emulator or burn to CD for real hardware. The included cuesheet is not standardized but the PCE hardware won't give a toss.
Another test video.
http://youtu.be/kDA9ZNX1m1c
A bit more advanced than the proto release, but the endboss doesn't shoot back anymore.
Quote from: The Old Rover on 06/04/2013, 02:21 PMAnother test video.
http://youtu.be/kDA9ZNX1m1c
A bit more advanced than the proto release, but the endboss doesn't shoot back anymore.
Aside from how technically impressive this is for an early demo, it's already looking very fun to play. :)
I tried the demo you put up.
Here's some notes.
Rather than having left change character direction maybe select should do that and left should back the character up instead.
A charge shot would be cool too.
Otherwise, nice job!
Quote from: DragonmasterDan on 06/05/2013, 05:29 PMI tried the demo you put up.
Here's some notes.
Rather than having left change character direction maybe select should do that and left should back the character up instead.
A charge shot would be cool too.
Otherwise, nice job!
I love Sidearms style controls. If there is going to be speed alternating bombs and/or weapon switching, it could be handled with the Select and Run buttons.
I would rather like to have some accompanying options,
which could be turned back and forth by quick double klicks
a la gate of thunder.
Quote from: Tatsujin on 06/06/2013, 06:48 PMI would rather like to have some accompanying options,
which could be turned back and forth by quick double klicks
a la gate of thunder.
Yes! :)
Quote from: guest on 06/06/2013, 02:02 PMQuote from: DragonmasterDan on 06/05/2013, 05:29 PMI tried the demo you put up.
Here's some notes.
Rather than having left change character direction maybe select should do that and left should back the character up instead.
A charge shot would be cool too.
Otherwise, nice job!
I love Sidearms style controls. If there is going to be speed alternating bombs and/or weapon switching, it could be handled with the Select and Run buttons.
Once this game is done, let's do Section Z! Actually, it might be cool to do some sort of amalgam of the arcade & NES versions. Like so many NES arcade ports, they usually ended up making games better, to make up for the gfx downgrade.
Quote from: OldRover on 06/04/2013, 02:21 PMAnother test video.
http://youtu.be/kDA9ZNX1m1c
A bit more advanced than the proto release, but the endboss doesn't shoot back anymore.
Splendid, comrade. Splendid! (https://junk.tg-16.com/images/pcds.png) (https://junk.tg-16.com/images/pcds.png)
Quote from: DragonmasterDan on 06/05/2013, 05:29 PMRather than having left change character direction maybe select should do that and left should back the character up instead.
Holding I locks the direction you're facing in. I will later add direction-toggle and Sidearms-style firing methods. You can switch the configuration at will in the finished game.
Quote from: DragonmasterDan on 06/05/2013, 05:29 PMA charge shot would be cool too.
Bombs are planned. They are fired with the Select button.
Looking forward to play Lucretia + Atlantean from Arkhan.
http://youtu.be/S4KC2lhdXtY I released that video yesterday. Control scheme switching is functional, and I set it for Sidearms-style shooting, which I actually found works out best for me personally. The playable demo is very, very close to being ready... just doing the enemy placements now. The game engine itself is completed. And yes, still in pure HuC with absolutely no assembly boosts.
Quote from: OldRover on 06/17/2013, 04:27 PMhttp://youtu.be/S4KC2lhdXtY
I released that video yesterday. Control scheme switching is functional, and I set it for Sidearms-style shooting, which I actually found works out best for me personally. The playable demo is very, very close to being ready... just doing the enemy placements now. The game engine itself is completed. And yes, still in pure HuC with absolutely no assembly boosts.
I commented on YouTube, but this game is irresistible. Sidearms-style controls = perfect. Don't listen to any naysayers. :pcgs:
ME...WANT...COOKIE!!!!! This looks so awesome Le Rover. I can't wait to get my hands on the Demo, dude! Two Thumbs up man. =D>
Looking awesome!
http://youtu.be/jbIucWpY1gM
This is the last video I'll release before the official demo release. There are some minor issues remaining in the game engine that need to be ironed out and I won't release it before fixing them. They may be library issues, so they may not be so easy to correct. Also, I'm still filling out the first level... what this video contains is the first portion of the level arrangement. The background graphics are still placeholder graphics; they are meant for the Monolith project but worked here for the time being.
The demo will have the first level, Forest Freak, fully playable. It will take very little time to implement the rest of the game; the bulk of the work has been getting the existing game engine customized for all of the things this particular game required. The game engine is based on METRO, a shooter game engine I originally developed for T2KFreeker's "Metro Blaster" project (which we now call Einzelgänger). "Asteroid Challenge" was a functional demo of METRO in its purest form; Project Lucretia's incarnation of the engine removes the player thrust and adds two-player co-op, along with more advanced animation handlers and a ton of preloading for performance.
Quote from: The Old Rover on 06/18/2013, 09:34 PMhttp://youtu.be/jbIucWpY1gM
This is the last video I'll release before the official demo release. There are some minor issues remaining in the game engine that need to be ironed out and I won't release it before fixing them. They may be library issues, so they may not be so easy to correct. Also, I'm still filling out the first level... what this video contains is the first portion of the level arrangement. The background graphics are still placeholder graphics; they are meant for the Monolith project but worked here for the time being.
The demo will have the first level, Forest Freak, fully playable. It will take very little time to implement the rest of the game; the bulk of the work has been getting the existing game engine customized for all of the things this particular game required. The game engine is based on METRO, a shooter game engine I originally developed for T2KFreeker's "Metro Blaster" project (which we now call Einzelgänger). "Asteroid Challenge" was a functional demo of METRO in its purest form; Project Lucretia's incarnation of the engine removes the player thrust and adds two-player co-op, along with more advanced animation handlers and a ton of preloading for performance.
Comrade, you are kicking ass. I love all the little details: scrolling to stop, unique building in background, boss pattern getting aggressive and interesting, etc.
OK I lied... a little. :) I forgot that I'm going to do one more video. :) But it won't be until the demo release, and it will be a real two-player playthrough of the demo product. What you'll see in the video will be what you'll see in the downloadable demo version.
Quote from: esteban on 06/18/2013, 09:47 PMComrade, you are kicking ass. I love all the little details: scrolling to stop, unique building in background, boss pattern getting aggressive and interesting, etc.
Thanks man. :D In my humble opinion, the little details are what leave the largest impact on the player... they give the whole experience more depth.
Quote from: OldRover on 06/18/2013, 10:26 PMQuote from: esteban on 06/18/2013, 09:47 PMComrade, you are kicking ass. I love all the little details: scrolling to stop, unique building in background, boss pattern getting aggressive and interesting, etc.
Thanks man. :D In my humble opinion, the little details are what leave the largest impact on the player... they give the whole experience more depth.
Ahhh It is amazing the level of detail and depth I get from just the videos. I must agree this is pretty darn amazing so far. Keep up thy good work.
The official demo will be released in just a few hours now... just need to add some finishing touches.
Woot!!
Can't wait to have this on my shelf Rover! Looks great!
Christ, I must be slipping. I completely overlooked this thread!
I like the new cutesy look of the characters. The first video with leggy hot chicks riding long poles was...interesting? But the cute look and spooky forest background is pretty sweet.
Also...pumpkin boss chick is awesome.
Can't wait!
Demo released.
https://web.archive.org/web/20140720024620id_/http://www.frozenutopia.com/lucretiademo.7z
Two download locations, just in case.
Oh Yeah, first thing in the morning, here we go. I want to pop this in tonight, but I am so tired . . . It's downloaded though. Let you know in the morning!
Very nice man. Cool proof of concept. This game's gonna' be good once you get the stuff worked out. The music is VERY good too.
The proper ISO was not included in the above demo release. Here's a fix for it.
https://web.archive.org/web/20140720121933id_/http://www.frozenutopia.com/demoupdate.7z
The above demo now has the correct ISO included, but this update file is for those who already downloaded it.
Equuskia (the CEO of Eponasoft Inc) has decided to open preorders for the game, since it is so close to completion. The cost is $29.95+S&H. It can be ordered from Eponasoft's homepage at http://www.eponasoft.com and unlike the MSR fiasco where shipments got freakin' lost, there are two domestic distribution points so nothing's gonna get lost this time.
Just Pre-Ordered mine. Looking forward to its release!
Thanks for the support! :)
With the demo released into the wild, a number of issues have been identified and tackled. Here is a revision of the ISO.
eponasoft.com/lucretiademorevision1a.7z
frozenutopia.com/lucretiademorevision1a.7z
Pre ordered :)...
Quote from: guest on 06/19/2013, 09:28 PMI like the new cutesy look of the characters. The first video with leggy hot chicks riding long poles was...interesting? But the cute look and spooky forest background is pretty sweet.
Also...pumpkin boss chick is awesome.
Can't wait!
Awesome! So happy you like them. More whackyness to come.
Quote from: Nando on 06/28/2013, 09:58 AMQuote from: guest on 06/19/2013, 09:28 PMI like the new cutesy look of the characters. The first video with leggy hot chicks riding long poles was...interesting? But the cute look and spooky forest background is pretty sweet.
Also...pumpkin boss chick is awesome.
Can't wait!
Awesome! So happy you like them. More whackyness to come.
Do you mean wackiness, or do you mean hitting things on the head with plastic mallets?
Quote from: guest on 06/28/2013, 10:31 AMQuote from: Nando on 06/28/2013, 09:58 AMQuote from: guest on 06/19/2013, 09:28 PMI like the new cutesy look of the characters. The first video with leggy hot chicks riding long poles was...interesting? But the cute look and spooky forest background is pretty sweet.
Also...pumpkin boss chick is awesome.
Can't wait!
Awesome! So happy you like them. More whackyness to come.
Do you mean wackiness, or do you mean hitting things on the head with plastic mallets?
A little bit of column A and a little bit of column D and everything in between.
This has been getting coverage left and right, and the response has been largely positive. There are some issues to address, and I realize that we can't please everyone, but one of the reasons for allowing the demo to circulate in the wild was for this very reason... to gauge public reaction. :)
I'm glad to see this progress! I can't wait to see the finished product!
Quote from: OldRover on 07/01/2013, 04:19 AMThis has been getting coverage left and right...
I am so happy that shoot-em-up fans of all political stripes are enjoying this game... :pcgs:
Quote from: esteban on 07/03/2013, 05:28 AMI am so happy that shoot-em-up fans of all political stripes are enjoying this game... :pcgs:
The left wants to take their shots away and pay more taxes, while the right wants them to put on more modest clothes and renounce their witchy ways. :lol:
New video of the game. First level and part of the second level. http://youtu.be/_WsXlLw-7xI
Looking great and appears to pose a challenge to boot! Looking forward to this more the more I see. The quacking duck is the best. :lol:
Quote from: OldRover on 07/04/2013, 05:23 PMNew video of the game. First level and part of the second level. https://youtu.be/_WsXlLw-7xI
Kewl, level 2's got some what I call pocket o' parallax! :D
level 2 is turning out to be quite funny :)
Please also make the witch scaling down into that house at end of level 1 :)
Quote from: Tatsujin on 07/04/2013, 11:21 PMlevel 2 is turning out to be quite funny :)
Please also make the witch scaling down into that house at end of level 1 :)
Yeah, I was wishing for something like when Zonk flies into the castle in the bg of the last world.
Here's the whole game demo as it stands. It still has some minor glitches, and some enemies aren't quite complete yet (most notably, the stage 2 end boss), but it's playable. There are a couple of dead air moments in stage 2 that haven't been ironed out yet as well.
http://youtu.be/GXnO2BYcEQg
all the sprites and artwork charas indispensably need black outline shadings :)
Quote from: The Old Rover on 07/03/2013, 11:26 AMQuote from: esteban on 07/03/2013, 05:28 AMI am so happy that shoot-em-up fans of all political stripes are enjoying this game... :pcgs:
The left wants to take their shots away and pay more taxes, while the right wants them to put on more modest clothes and renounce their witchy ways. :lol:
Hahhahahaahaha! :pcgs:
Quote from: The Old Rover on 07/05/2013, 03:04 AMHere's the whole game demo as it stands. It still has some minor glitches, and some enemies aren't quite complete yet (most notably, the stage 2 end boss), but it's playable. There are a couple of dead air moments in stage 2 that haven't been ironed out yet as well.
http://youtu.be/GXnO2BYcEQg
Recycling my comments:
L'Gorgeous! I love the rubber duckies and, especially, the Cyclops Sun who not only carefully monitors the progress of our heroine, but changes his mood just prior to the SECOND BOSS (who complements the stage's theme nicely!) QUACK! ASIDE: The music accompanying this stage is L'EXQUISITE! True story. In a word (or so)—Lucretia is fucking awesome.
Wow! Awesome!
A few comments...
Looks like level 1 is just a bit on the hard side. Level 2 appears quite a bit easier until later in the level. Might be good to ease up a little at first to get people hooked. It also seems odd for me that there's no visual feedback on hitting an enemy. The sound effects are there, but there's no little hit graphic or sprite flash when enemies are hit with bullets. Something like that might be nice to consider. I see that the bosses flash, but the multi-hit enemies should probably provide some kind of visual feedback as well.
It is clear you've put a lot of time and energy into scrolling effects. They look quite nice.
Quote from: Tatsujin on 07/05/2013, 03:08 AMall the sprites and artwork charas indispensably need black outline shadings :)
They do. Next demo ;)
Happy to read you are all enjoying it.
I ran into the same problem with this game production as I had with MSR when it comes to ADPCM samples. At some point, ADPCM samples become noisy... it seems to be whenever 32KB is crossed. I am suspecting a bug somewhere in the toolchain but I have no way of verifying that. Similar problems happened early in MSR's development regarding graphics that were loaded from a data overlay... occasionally, they would have areas of corruption, with no obvious hint as to "why".
Huum strange, i don't have this problem,or i never realized ..
when it occurs ?, early reading sample , end, in mid, or randomly ??
It's hard to gauge specifically. I reorganized the sample bank and the noise went way down, to the point where it only affected a single sample, to which I could cut off playback slightly early since the noise was at its end and the next sample was not affected at all.
ah ok your samples are stored in banks, not in overlay ??
if it's the case i have the same problem
No, they are stored in overlays. "Sample bank" is just lingo for an organized collection of samples.
QuoteNo, they are stored in overlays.
As in #incbin in a HuC program, then extracted when needed?
Or as in bundled together into a binary file, with that file being included as part of the isolink process?
Quote from: OldRover on 07/14/2013, 11:23 AMNo, they are stored in overlays. "Sample bank" is just lingo for an organized collection of samples.
Ok, this not the same problem then ..
Quote from: TheOldMan on 07/14/2013, 01:04 PMAs in #incbin in a HuC program, then extracted when needed?
Or as in bundled together into a binary file, with that file being included as part of the isolink process?
The latter.
http://youtu.be/RatsCMe-3xg New video that shows the backstory of the game.
Nicely done, looks like this one is going to have some really fun bits of story/enemies.
Is this problem happening on real hardware, or within emulators?
If it's emulators, which ones?
I've noticed that ADPCM behaves differently between the two in a few ways.
I've only tested in mednafen so far; my Duo is in need of repair so I can't do hardware testing right now.
Why am I now just seeing this thread? :shock:
I had no idea of Lucretia's existence until an hour ago. When do pre-orders end? I can't afford one now but would really like to pre-order in two weeks.
Quote from: OldRover on 07/14/2013, 05:33 PMhttps://youtu.be/RatsCMe-3xg
New video that shows the backstory of the game.
Looks interesting. I plan to preorder a copy when I can free up some funds.
One thing, could I put in a request that you make Lucretia less scary-looking? I want for my young children to be able to play and/or watch me play.
Also, I don't remember if it were mentioned earlier, but 2-player simultaneous gameplay would simply be awesome. [-o< [-o< [-o<
Quote from: OldRover on 07/14/2013, 05:33 PMhttp://youtu.be/RatsCMe-3xg
New video that shows the backstory of the game.
Magnificent, truly.
This is going to be a solid shoot-em-up, but the icing on the cake is how the delightfully dark (classic myth-making) storyline weaves everything together.
"Save the children!"
Indeed.
Quote from: Bardoly on 07/21/2013, 12:24 AMQuote from: The Old Rover on 07/14/2013, 05:33 PMhttp://youtu.be/RatsCMe-3xg
One thing, could I put in a request that you make Lucretia less scary-looking? I want for my young children to be able to play and/or watch me play.
When I watched the video last week, I smiled and thought how nice it was that VG censorship hysteria had moved on, leaving indie 8- and 16-bit developers to do whatever they want and allowing fans to be treated like adults.
The game is scary looking?
I am really digging the music during the title screen.
Quote from: guest on 07/21/2013, 06:03 PMQuote from: Bardoly on 07/21/2013, 12:24 AMQuote from: OldRover on 07/14/2013, 05:33 PMhttp://youtu.be/RatsCMe-3xg
One thing, could I put in a request that you make Lucretia less scary-looking? I want for my young children to be able to play and/or watch me play.
When I watched the video last week, I smiled and thought how nice it was that VG censorship hysteria had moved on, leaving indie 8- and 16-bit developers to do whatever they want and allowing fans to be treated like adults.
I guess that it was a bit jaring to first see cute cartoon witches, then to see less cartoonish and more realistic artwork in a more scary (less cute) vein. I will still support this project. I just wanted to make a request. I didn't need to mention children, so I withdraw that facet of my request, but because I personally do not prefer grotesque and 'scary' stuff, I still request an artwork change.
Quote from: Bardoly on 07/21/2013, 07:43 PMQuote from: guest on 07/21/2013, 06:03 PMQuote from: Bardoly on 07/21/2013, 12:24 AMQuote from: OldRover on 07/14/2013, 05:33 PMhttp://youtu.be/RatsCMe-3xg
One thing, could I put in a request that you make Lucretia less scary-looking? I want for my young children to be able to play and/or watch me play.
When I watched the video last week, I smiled and thought how nice it was that VG censorship hysteria had moved on, leaving indie 8- and 16-bit developers to do whatever they want and allowing fans to be treated like adults.
I guess that it was a bit jaring to first see cute cartoon witches, then to see less cartoonish and more realistic artwork in a more scary (less cute) vein. I will still support this project. I just wanted to make a request. I didn't need to mention children, so I withdraw that facet of my request, but because I personally do not prefer grotesque and 'scary' stuff, I still request an artwork change.
I feel the same way, but there's almost always something I'm not into with anything I like, whether it be games, music, movies, etc.
Quote from: ParanoiaDragon on 07/22/2013, 12:36 AMQuote from: Bardoly on 07/21/2013, 07:43 PMQuote from: guest on 07/21/2013, 06:03 PMQuote from: Bardoly on 07/21/2013, 12:24 AMQuote from: OldRover on 07/14/2013, 05:33 PMhttp://youtu.be/RatsCMe-3xg
One thing, could I put in a request that you make Lucretia less scary-looking? I want for my young children to be able to play and/or watch me play.
When I watched the video last week, I smiled and thought how nice it was that VG censorship hysteria had moved on, leaving indie 8- and 16-bit developers to do whatever they want and allowing fans to be treated like adults.
I guess that it was a bit jaring to first see cute cartoon witches, then to see less cartoonish and more realistic artwork in a more scary (less cute) vein. I will still support this project. I just wanted to make a request. I didn't need to mention children, so I withdraw that facet of my request, but because I personally do not prefer grotesque and 'scary' stuff, I still request an artwork change.
I feel the same way, but there's almost always something I'm not into with anything I like, whether it be games, music, movies, etc.
PD and Bardoly are gonna hate me, but I want animated blood/rotting flesh added to all the static images in the backstory! MORE DRIPPING BLOOD.
:pcgs:
Please don't change anything about the art style, it's great and needs no modifications.
If anything, I'd like it to be more grotesque/scary, but I'll leave it up to the talented developers and artists to make their own decisions regarding the art style of their project.
Quote from: Lochlan on 07/22/2013, 05:10 AMIf anything, I'd like it to be more grotesque/scary, but I'll leave it up to the talented developers and artists to make their own decisions regarding the art style of their project.
I think it was supposed to be originally, and then the cute em up thing got kind of tacked on after the fact.
I got to confess that I really wasn't expecting that first backstory's picture... it clashes with the cutesy style of the rest of the game, in my opinion.
Quote from: Lochlan on 07/22/2013, 05:10 AMPlease don't change anything about the art style, it's great and needs no modifications.
If anything, I'd like it to be more grotesque/scary, but I'll leave it up to the talented developers and artists to make their own decisions regarding the art style of their project.
Thanks!
It's all a WIP, I'm pretty much a N00b at pixeling. As for the Gore; we'll see. If it fits the lvl and the characters it will happen. This is my first quasi homage to Paul Robertson and all things JP and pixel.
A very tiny preview of things to come:
(https://lh4.googleusercontent.com/-T6uU6Ye02kE/Ue15v11XreI/AAAAAAAAFxs/GtDanOoxO_s/s800/Stage1BadWitch.png)
(https://lh5.googleusercontent.com/-wI8mloBj4bE/Ue16_InDQ9I/AAAAAAAAFx8/sHHugW367yM/s800/WitchesOutlinesFinal_WitchesResized.png)
gore in a cute em up?
You can't do both. You have to pick one. Is it a cute em up, or is it a gore-fest with vampires and hell and shit.
Quote from: guest on 07/22/2013, 02:38 PMgore in a cute em up ?
You can't do both. You have to pick one. Is it a cute em up, or is it a gore-fest with vampires and hell and shit.
http://youtu.be/T5zpNfTfGZU
;)
Yeah but that's not really a "cute" movie .
Quote from: guest on 07/22/2013, 02:42 PMYeah but that's not really a "cute" movie .
Cute can be the design, not just the theme. The Japanese do it all the time, but it would need a new classification, at least benefit from it :-k
Either style works for me, but you can't argue it's consistent. The sprites and character portraits are colorful, cutesy, big eyed girls and the other stuff is drab colored, more realistically detailed, and proportioned like real humans - pick one and run with it!
I like the clash of cute TurboGrafx sprites and gory 3DO cutscenes. Reminds me of the Eighties: kids playing Dungeons and Dragons and SMS games like Miracle Warriors and Rastan with nude demons and harpies hidden in the manuals.
Quote from: guest on 07/22/2013, 03:33 PMEither style works for me, but you can't argue it's consistent. The sprites and character portraits are colorful, cutesy, big eyed girls and the other stuff is drab colored, more realistically detailed, and proportioned like real humans - pick one and run with it!
I ALREADY PROPOSED THE SOLUTION: cute, animated dripping blood/guts added to the stock horror photos! BEST OF BOTH WORLDS.
PRIORITY: the game itself (actual stages you play) are the priority, the cutscenes are just a bonus.
Don't worry about the cutscenes, people! :pcgs:
Quote from: VestCunt on 07/22/2013, 04:45 PMkids playing Dungeons and Dragons and SMS games like Miracle Warriors and Rastan with nude demons and harpies hidden in the manuals.
but those games weren't trying to be cutesy.
Meh, just have enemies burst open....& candy & chocolate drips & flies out of em'. :D
Quote from: esteban on 07/22/2013, 05:16 PMcute, animated dripping blood/guts added to the stock horror photos! BEST OF BOTH WORLDS.
I demand JJ & Jeff fart humor and PS1 load times!
Quote from: guest on 07/22/2013, 08:37 PMQuote from: esteban on 07/22/2013, 05:16 PMcute, animated dripping blood/guts added to the stock horror photos! BEST OF BOTH WORLDS.
I demand JJ & Jeff fart humor and PS1 load times!
Poop and lag! You got it!
We be faking it till we make it!
NEW PLAN: Please include, as a mini-boss/boss, a fetus (dripping blood optional). If possible, make fetus "cute as a button".... K, thx.
Quote from: esteban on 07/22/2013, 11:23 PMNEW PLAN: Please include, as a mini-boss/boss, a fetus (dripping blood optional). If possible, make fetus "cute as a button".... K, thx.
And have the fetus coughed up by a giant laughing Hitler skull mecha brain spider. 8)
:(
Quote from: guest on 07/23/2013, 12:12 PMQuote from: esteban on 07/22/2013, 11:23 PMNEW PLAN: Please include, as a mini-boss/boss, a fetus (dripping blood optional). If possible, make fetus "cute as a button".... K, thx.
And have the fetus coughed up by a giant laughing Hitler skull mecha brain spider. 8)
Yes, as long as it is a cute "Rudolph Hilter" who bears an uncanny resemblance to a certain historical figure (if he was a National Socialist Reindeer).
NEXT BOSS: ...
(https://junk.tg-16.com/images/pcds.png)
Quote from: Bernie on 07/23/2013, 12:43 PM:(
Youtube isn't working in my phone browser at the moment, so I can't search for the time it appears in the video, but take a look at the final boss of Download 2-
http://youtu.be/aUXlRxA3wYo
Quote from: guest on 07/23/2013, 01:49 PMQuote from: Bernie on 07/23/2013, 12:43 PM:(
Youtube isn't working in my phone browser at the moment, so I can't search for the time it appears in the video, but take a look at the final boss of Download 2-
http://youtu.be/aUXlRxA3wYo
Oh, I know :pcgs:.
Download 2 inspired me, many years ago, to compile a list of games that reference real historical figures...I wasn't interested in boring generals from military simulations (WWII, feudal Japan, etc.), I was interested in fun games with Ronald Reagan, Hitler, Gorbachev, Aerosmith (just kidding), etc.
Quote from: esteban on 07/24/2013, 07:11 AMQuote from: CrackTiger on 07/23/2013, 01:49 PMQuote from: Bernie on 07/23/2013, 12:43 PM:(
Youtube isn't working in my phone browser at the moment, so I can't search for the time it appears in the video, but take a look at the final boss of Download 2-
http://youtu.be/aUXlRxA3wYo
Oh, I know :pcgs:.
Download 2 inspired me, many years ago, to compile a list of games that reference real historical figures...I wasn't interested in boring generals from military simulations (WWII, feudal Japan, etc.), I was interested in fun games with Ronald Reagan, Hitler, Gorbachev, Aerosmith (just kidding), etc.
Bad Dudes... Ha! Ha! Ha! Ha!
Quote from: guest on 07/24/2013, 07:49 AMQuote from: esteban on 07/24/2013, 07:11 AMQuote from: guest on 07/23/2013, 01:49 PMQuote from: Bernie on 07/23/2013, 12:43 PM:(
Youtube isn't working in my phone browser at the moment, so I can't search for the time it appears in the video, but take a look at the final boss of Download 2-
http://youtu.be/aUXlRxA3wYo
Oh, I know :pcgs:.
Download 2 inspired me, many years ago, to compile a list of games that reference real historical figures...I wasn't interested in boring generals from military simulations (WWII, feudal Japan, etc.), I was interested in fun games with Ronald Reagan, Hitler, Gorbachev, Aerosmith (just kidding), etc.
Bad Dudes... Ha! Ha! Ha! Ha!
Exactly! And I forget which game has Gorbachev in it!
Hey, have you ever thought about TG-16/PCE games that reference personalities/historical figures/etc.? Are there any Stalins or Reagan's in Photograph Boy?
Quote from: esteban on 07/24/2013, 10:49 AMQuote from: CrackTiger on 07/24/2013, 07:49 AMQuote from: esteban on 07/24/2013, 07:11 AMQuote from: CrackTiger on 07/23/2013, 01:49 PMQuote from: Bernie on 07/23/2013, 12:43 PM:(
Youtube isn't working in my phone browser at the moment, so I can't search for the time it appears in the video, but take a look at the final boss of Download 2-
http://youtu.be/aUXlRxA3wYo
Oh, I know :pcgs:.
Download 2 inspired me, many years ago, to compile a list of games that reference real historical figures...I wasn't interested in boring generals from military simulations (WWII, feudal Japan, etc.), I was interested in fun games with Ronald Reagan, Hitler, Gorbachev, Aerosmith (just kidding), etc.
Bad Dudes... Ha! Ha! Ha! Ha!
Exactly! And I forget which game has Gorbachev in it!
Hey, have you ever thought about TG-16/PCE games that reference personalities/historical figures/etc.? Are there any Stalins or Reagan's in Photograph Boy?
Sticking to the realm of political figures would narrow it down quite a bit. I think that Rasputin in WH2 should count. Gorbachev is in SFII'.
If you want to add to your non-PCE game list of historical figures, Tengai Makyou The Apocalypse IV is full of them. JFK, Al Capone and Billy the Kid are bosses. Colonel Custer is a character. I can't remeber them all right now but it's a crazy game even for such a wacky series.
I am pretty sure there was a Gorbachev-a-like in Strider.
Everything still on-track for this to have a late September release date? [-o< [-o< [-o<
Playing it at Octurbofest would be awesome!
Progress has been a little slow lately but we're still on target. :)
Just a heads-up... we will be looking for beta testers soon... so, anyone interested, be on the lookout for the official announcement. :)
Here's a new screenie of the game...
frozenutopia.com/lucretia-0123.png
I did a quick check in PSP7 and it seems this image has 71 unique colors. This has ended up being quite a colorful game. :) This shot is still using the prototype Rhianna sprite, not Nando's new one, but whatever. :D
Those backgrounds look amazing! Nice job guys.
I may be able to help with betatesting.
That looks amazing! Who needs Magical Chase anyway. :D
Quote from: OldRover on 08/24/2013, 07:18 PMHere's a new screenie of the game...
frozenutopia.com/lucretia-0123.png
I did a quick check in PSP7 and it seems this image has 71 unique colors. This has ended up being quite a colorful game. :) This shot is still using the prototype Rhianna sprite, not Nando's new one, but whatever. :D
Holy mackerel! Looking nice! Not sure if I want to offer to beta test, or just wait to enjoy it upon release. :/
Quote from: OldRover on 08/24/2013, 07:18 PMHere's a new screenie of the game...
frozenutopia.com/lucretia-0123.png
I did a quick check in PSP7 and it seems this image has 71 unique colors. This has ended up being quite a colorful game. :) This shot is still using the prototype Rhianna sprite, not Nando's new one, but whatever. :D
ABSOLUTELY FRIGGIN' GORGEOUS.
The surreal landscape evokes the same atmosphere as classic games, such as Shadow of the Beast (whatever one thinks of SotB, the art direction/atmosphere kicks ass).
Now, in Lucretia, a cute-em-up, I know the dramatic rolling hills are not going to emote the somber, brooding tension of, say, SotB, but LUCRETIA'S LANDSCAPES KICK ASS, SOUNDLY AND THOROUGHLY.
I honestly can't stop drooling. :pcgs:
Would the beta testers be playing on emulators or on hardware?
Wow, very beautiful bkackground !
Quote from: Bardoly on 08/25/2013, 12:01 PMWould the beta testers be playing on emulators or on hardware?
Either/or... real hardware is preferable but correct emulators are also fine. Real hardware will show more of the line timing issue we've been having though... something that might not be resolvable as-is.
Here is a video that just tests the scrolling in stage 4:
http://youtu.be/nSmHw8x5rGY
There are graphical messups but that's to be expected. It has the same enemy loop as stage 1, but the VRAM map is slightly different so some of the sprites are wankered.
Here is the new Stage 1:
frozenutopia.com/lucretia-0151.png
It is missing some elements but they will get added soon. Presently uploading a video of the new Stage 1 as well; it will take some time to upload to youtube but I'll post the URL to it when it's done.
Stage 1 video:
http://youtu.be/ed6hYZikiQo
New backgrounds are looking really nice, who drew them?
Quote from: OldRover on 08/25/2013, 11:26 PMStage 1 video:
http://youtu.be/ed6hYZikiQo
Gorgeous! :pcgs:
Quote from: guest on 08/26/2013, 05:12 AMNew backgrounds are looking really nice, who drew them?
Justin.
Quote from: OldRover on 08/25/2013, 10:41 PMHere is the new Stage 1:
frozenutopia.com/lucretia-0151.png
It is missing some elements but they will get added soon. Presently uploading a video of the new Stage 1 as well; it will take some time to upload to youtube but I'll post the URL to it when it's done.
I had a thought. Is it possible to add a few more layers in the mist on the bottom, & give it an effect not unlike the 1st level of Air Zonk ? I feel like it screams for such an effect, & I assume that's all tiles, as there's no overlapping that I noticed ? ?
Quote from: ParanoiaDragon on 08/27/2013, 01:30 AMI had a thought. Is it possible to add a few more layers in the mist on the bottom, & give it an effect not unlike the 1st level of Air Zonk? I feel like it screams for such an effect, & I assume that's all tiles, as there's no overlapping that I noticed??
Not as-is. This is still using stock HuC and it's being pushed to its limit. And yeah, this is tiles only; low-priority background sprites haven't been added in yet, since there's still some shuffling to do.
BOOYAH ROVER! How goes it man! I'm still drooling for this game to release, brother! What hits, my man?
Quote from: T2KFreeker on 09/23/2013, 11:11 PMBOOYAH ROVER! How goes it man! I'm still drooling for this game to release, brother! What hits, my man?
Indeed.
If all goes as planned, this is what the first stage will look like once the background sprites are implemented-
(https://web.archive.org/web/20190510052227im_/https://superpcenginegrafx.net/misc/sprites_mockup1.png)
There will also be an additional strip of prallax.
Is there going to be any foreground parallax with the up front grass?
Quote from: guest on 10/02/2013, 02:32 PMIf all goes as planned, this is what the first stage will look like once the background sprites are implemented-
(https://web.archive.org/web/20190510052227im_/https://superpcenginegrafx.net/misc/sprites_mockup1.png)
There will also be an additional strip of parallax.
GORGEOUS! Truly. :pcgs:
Quote from: Mathius on 10/02/2013, 07:08 PMIs there going to be any foreground parallax with the up front grass?
Yes... I just haven't implemented it yet. This level is a real crunch on VRAM so I'm trying to cram as much in there as possible.
Quote from: OldRover on 10/02/2013, 08:48 PMQuote from: Mathius on 10/02/2013, 07:08 PMIs there going to be any foreground parallax with the up front grass?
Yes... I just haven't implemented it yet. This level is a real crunch on VRAM so I'm trying to cram as much in there as possible.
Oh sweet!
OK so y'all wanted an update... alrighty then. :lol:
The first four levels are just about complete background-wise; just waiting on some sprites for the stages now. Scoring system is almost fully implemented... just missing one detail to that. I am about to switch from snd.c to Squirrel 3.0 for the sound effects; I think that snd.c may be one of the current bottlenecks, and Squirrel is much more mature anyway. There's a little bit of occasional slowdown when playing 2 player, but it's not nearly as bad as some of those SNES shooters constantly had with only 1 player. :lol:
The game is challenging, but not over-the-top difficult. It can, of course, be customized to be more challenging, but by default, it's not too much of a headache. By default, it is probably about as challenging as Air Zonk's "Spicy" mode.
I may do more gameplay videos at some point, and as soon as we finish populating levels 3 and 4, beta testing will begin.
Quote from: OldRover on 10/02/2013, 10:20 PMOK so y'all wanted an update... alrighty then. :lol:
The first four levels are just about complete background-wise; just waiting on some sprites for the stages now. Scoring system is almost fully implemented... just missing one detail to that. I am about to switch from snd.c to Squirrel 3.0 for the sound effects; I think that snd.c may be one of the current bottlenecks, and Squirrel is much more mature anyway. There's a little bit of occasional slowdown when playing 2 player, but it's not nearly as bad as some of those SNES shooters constantly had with only 1 player. :lol:
The game is challenging, but not over-the-top difficult. It can, of course, be customized to be more challenging, but by default, it's not too much of a headache. By default, it is probably about as challenging as Air Zonk's "Spicy" mode.
I may do more gameplay videos at some point, and as soon as we finish populating levels 3 and 4, beta testing will begin.
I was curious about the hitbox (I don't mind a large hitbox, though I seem to be in the minority)...what is it currently? Do you think it is a variable you will tweak or have you settled on it?
...AND I just realized that the term "hitbox" is rather unfortunate given the games four protagonists!
Quote from: esteban on 10/03/2013, 06:14 AMI was curious about the hitbox (I don't mind a large hitbox, though I seem to be in the minority)...what is it currently? Do you think it is a variable you will tweak or have you settled on it?
Right now, it's a few pixels less than the actual sprite size. Any and all tweaks will be done in beta testing based on tester input.
Quote from: esteban on 10/03/2013, 06:14 AM...AND I just realized that the term "hitbox" is rather unfortunate given the games four protagonists!
I'm not sure I follow.
CAMELS!
(?action=dlattach&topic=14747&attach=6078&image)
WIP obviously
Needs to be a giant cock
http://www.lemon64.com/games/details.php?ID=3270 (http://www.lemon64.com/games/details.php?ID=3270)
(http://i301.photobucket.com/albums/nn67/juddadiah/Rooster.jpg)
Quote from: OldRover on 10/03/2013, 10:17 AMQuote from: esteban on 10/03/2013, 06:14 AMI was curious about the hitbox (I don't mind a large hitbox, though I seem to be in the minority)...what is it currently? Do you think it is a variable you will tweak or have you settled on it?
Right now, it's a few pixels less than the actual sprite size. Any and all tweaks will be done in beta testing based on tester input.
Quote from: esteban on 10/03/2013, 06:14 AM...AND I just realized that the term "hitbox" is rather unfortunate given the games four protagonists!
I'm not sure I follow.
Sounds good. :pcgs:
Quote from: OldRover on 10/02/2013, 10:20 PMOK so y'all wanted an update... alrighty then. :lol:
The first four levels are just about complete background-wise; just waiting on some sprites for the stages now. Scoring system is almost fully implemented... just missing one detail to that. I am about to switch from snd.c to Squirrel 3.0 for the sound effects; I think that snd.c may be one of the current bottlenecks, and Squirrel is much more mature anyway. There's a little bit of occasional slowdown when playing 2 player, but it's not nearly as bad as some of those SNES shooters constantly had with only 1 player. :lol:
The game is challenging, but not over-the-top difficult. It can, of course, be customized to be more challenging, but by default, it's not too much of a headache. By default, it is probably about as challenging as Air Zonk's "Spicy" mode.
I may do more gameplay videos at some point, and as soon as we finish populating levels 3 and 4, beta testing will begin.
Excellent news man. I am still drooling over it, especially after the newest screen shot! Looks absolutely amazing!
This is taking longer than expected but it's still moving forward. Nando has just been swamped with work lately but we're still going. :) The entire game is *technically* playable right now from beginning to end, just some levels have enemy patterns from previous levels. More screenies soon. :)
Just a quick update here... yes, we are still working on this, but we have been keeping it a bit quiet as of late. I am going to do a huge update very, very soon so everyone can see where it stands.
much shewtie, very surprice, wow, such amaze
Quote from: Tatsujin on 11/28/2013, 11:45 PMmuch shewtie, very surprice, wow, such amaze
and camels!
(?action=dlattach&topic=14747&attach=6079&image)
What's the ETA on this now?
Quote from: guest on 12/04/2013, 02:14 PMWhat's the ETA on this now?
Early next year.
I can't wait. It's worth it though!
Just a quick heads-up... said big update will be coming on Wednesday, if all goes according to our diabolical plans. I am going to be doing a new "promo video" with a bunch of new stuff that hasn't been seen yet.
Here's a preview... Stage 1 has gotten new background work, and the UI has been overhauled.
lucretia-0168.png
Looking good!
I am getting pumped for this game.
Another quickie update... work has been moving forward very smoothly over the past few days and the big update is still on-schedule. There's still plenty to do since we decided to greatly improve the quality of the game, but if Nando's calculations are correct, we should be wrapping this up soon.
Here's a screenshot of Stage 3. As with every other stage in this game, it features heavy parallax scrolling. Nando is still working on the enemy set for this stage but should be done soon.
lucretia-0170.png
houly, that last pic looks like houly, that last pic looks like houly, that last pic looks like houly,...
(https://junk.tg-16.com/images/buttery_awesome.jpg)
'Nuff said.
wahou , i love this, mainly with animated waterfall (???) ..
Beautiful!
It's taking more time than expected to put together the update but I'm still working on it. :) More than likely tonight.
Quote from: OldRover on 12/10/2013, 07:36 PMHere's a screenshot of Stage 3. As with every other stage in this game, it features heavy parallax scrolling. Nando is still working on the enemy set for this stage but should be done soon.
This looks amazing!
Promotional video to tell the big news...
Lucretia: Demon Princess - 鬼姫の呪い - Promotional Video (http://youtu.be/sL9_QBfGoTs#)
Beta testing is about to begin. We are now officially accepting applications for closed beta testers. Registration is simple but details are everything!
To apply for a position on the closed beta team, send me a PM with the following information:
-Name you would like to have appear in the credits
-An email address you can be reached at
-Whether or not you have previous experience with closed beta testing (and if so, list your experience)
-Whether or not you have hardware (and if no hardware, whether or not you can work with Mednafen)
We will be selecting eight people for the beta test, and it will run until the game is ready for manufacturing. Each beta tester will receive two free copies of the game, plus the complete set of additional promotional merchandise.
PM sent! :D
PM'd
Quote from: touko on 12/11/2013, 03:10 AMwahou , i love this, mainly with animated waterfall (???) ..
Looks like it turned out as intended. :D
I can't handle the responsibilities of beta testing, so it looks like a wait until Spring 2014 is for me. You can still put my name in the credits, it is (()=====D~~~~
Game looks awesome!! The inclusion of co-op is the best part, there isn't enough co-op shooters on the TG16. Will there be any balancing or changing of the patterns with 2 players, or is it just additional firepower for the players?
Lookin' sweet! I know they're different games, but it also gets me pumped for Jungle Bros. & any visual techniques learned while making Lucretia!
Quote from: guest on 12/12/2013, 09:23 PMLooks like it turned out as intended. :D
Just needed a minor pixel tweak at the top... piece of cake. :)
Quote from: TheClash603 on 12/12/2013, 09:55 PMGame looks awesome!! The inclusion of co-op is the best part, there isn't enough co-op shooters on the TG16. Will there be any balancing or changing of the patterns with 2 players, or is it just additional firepower for the players?
The levels stay the same, but the difficulty of the bosses is ramped up when there's 2 players. Having 2 players is still an advantage though, mainly for some of the secrets. I'm not going to give too much away (they're secrets after all!), but one of the features of the game is scoring extra points for rapid kills without being hit. So-called "rush attacks" boost your score significantly, and are required to master if you want 100% completion on all the unlockables and achievements. Having 2 players at once increases your chances of pulling it off, as long as neither player is hit; being hit breaks the counter, and kills are never counted during the temporary invincibility time.
hahaha..like a roadshow trailer :P
Quote from: guest on 12/12/2013, 09:23 PMLooks like it turned out as intended. :D
LOL, i saw it ..
The artworks are very good, and i love the animated waterfall ..
Three out of the eight slots have been filled, so five are still to be decided. I haven't missed anyone's application, no worries. :)
Quote from: touko on 12/13/2013, 05:09 AMQuote from: CrackTiger on 12/12/2013, 09:23 PMLooks like it turned out as intended. :D
LOL, i saw it ..
The artworks are very good, and i love the animated waterfall ..
That video was actually the first time that I saw it in action. It was just theoritical before that. :P
Nod's pitch for that stage was basically "the first area of the jungle/forest stage in Lords of Thunder", with a bit of foreground parallax and a large section with trees and something special which will be a surprise. :)
i am a big parallax and waterfall fan :P
PM sent, sir :)
Quote from: OldRover on 12/12/2013, 04:00 PMPromotional video to tell the big news...
Lucretia: Demon Princess - 鬼姫の呪い - Promotional Video (http://youtu.be/sL9_QBfGoTs#)
Beta testing is about to begin. We are now officially accepting applications for closed beta testers. Registration is simple but details are everything!
To apply for a position on the closed beta team, send me a PM with the following information:
-Name you would like to have appear in the credits
-An email address you can be reached at
-Whether or not you have previous experience with closed beta testing (and if so, list your experience)
-Whether or not you have hardware (and if no hardware, whether or not you can work with Mednafen)
We will be selecting eight people for the beta test, and it will run until the game is ready for manufacturing. Each beta tester will receive two free copies of the game, plus the complete set of additional promotional merchandise.
Awesome. I just can't shake this weird feeling when I see the blue witch who is so precariously seated on her broom that I worry about her losing her balance and falling to her demise.
I don't know why I am queasy when I see her.
Obviously, I love everything I've seen and read about the game. The scoring system is great (fast kill).
Quote from: The Old Rover on 12/13/2013, 02:37 AMThe levels stay the same, but the difficulty of the bosses is ramped up when there's 2 players. Having 2 players is still an advantage though, mainly for some of the secrets. I'm not going to give too much away (they're secrets after all!), but one of the features of the game is scoring extra points for rapid kills without being hit. So-called "rush attacks" boost your score significantly, and are required to master if you want 100% completion on all the unlockables and achievements.
Whenever Rover makes a game I worry that mad Turrican/Exile2 skills will be required to play it.
Quote from: guest on 12/15/2013, 01:51 PMQuote from: OldRover on 12/13/2013, 02:37 AMThe levels stay the same, but the difficulty of the bosses is ramped up when there's 2 players. Having 2 players is still an advantage though, mainly for some of the secrets. I'm not going to give too much away (they're secrets after all!), but one of the features of the game is scoring extra points for rapid kills without being hit. So-called "rush attacks" boost your score significantly, and are required to master if you want 100% completion on all the unlockables and achievements.
Whenever Rover makes a game I worry that mad Turrican/Exile2 skills will be required to play it.
Heh, true dat! :D
Quote from: guest on 12/15/2013, 01:51 PMWhenever Rover makes a game I worry that mad Turrican/Exile2 skills will be required to play it.
:lol: Am I really
that brutal? :lol:
Okay... we have enough applicants to choose a beta test panel, so no new applications will be accepted. Results will not be publicly announced but instead sent via PM to all applicants. The beta test will begin after Xmas.
Beta team has been selected. Everyone who applied will be PMed today. If you didn't get selected, don't take it personally. :D
Been keeping an eye on this. Can't wait to see it pressed :)
cant wait ! progress looks great!
Merry Xmas!
(?action=dlattach&topic=14747&attach=6080&image)
Quote from: Nando on 12/26/2013, 04:06 PMMerry Xmas!
(https://lh3.googleusercontent.com/-u8kPZD-u7AQ/UryIlKzqDCI/AAAAAAAAGTg/G0rL8Hk9i2c/s800/Fenrir_TestAnimation4.gif)
Here is what the final background looks like for that part of the game-
(https://web.archive.org/web/20190510081538im_/http://superpcenginegrafx.net/misc/houses_example2.png)
Happy Boxing Day!
YES!! A Holidaze 1,2 PUNCH!!
Simply fucking gorgeous. :pcgs:
Mind. Blown.
YEEHAA!
Happy Boxing Day!!
This means something completely different to me
SNOW LEVEL!!!!! WOOOOOOOOOOOO!!!!!
Looking nice! I can't wait!
Almost spring....
(?action=dlattach&topic=14747&attach=6090&image)
nice work nando heh
At last... an update. :) Although progress has been slowed considerably, we're still pressing forward and getting this done. The first beta release will appear on Monday; I will be working all weekend on preparing it. It will take all weekend because we are adding new content, so there will be a lot of tweaking (not twerking) going on here. Tons of test playing, adjustments being made, re-testing, etc etc. The usual battery of processes required to advance the progress in a major way.
Exciting news!!!
And now that I have actual hardware coming, I can be a better beta tester. :) Emulation....meh...
Quote from: Bernie on 03/01/2014, 10:37 AMAnd now that I have actual hardware coming, I can be a better beta tester. :) Emulation....meh...
Way to go, Bernie! What variant did you buy?
Making serious progress on the new content. Nando and I just need to coordinate a couple of details.
The core game code is 100% complete; the only code that needs to be added at this point are state machines for any new enemies (I've stockpiled about three dozen generics that can be tweaked to accommodate a wide variety of enemy types), and cutscene code. Most of what needs to be added is simply the content.
I've also used this project to improve the METRO game engine for future projects. METRO now has Lucretia's more advanced animation system, and adding two-player gameplay is just a matter of changing a single #include. Thrust can be enabled/disabled with a single #define in globals.h. Lucretia's complex scoring algorithms have been added as well, including its combo-kill feature. Generic game engine improvement for the sake of OBEY! :D
At some point, I will release all of the game engines to the public for general use. So far, there's Project SONG (traditional RPG engine, used in the Mysterious Song series), Project BATTERY (vertical shooter engine, used in Xymati), Project METRO (horizontal shooter engine, used in Lucretia and Einzelganger), Project VALKYRIE (platformer engine, used in Jungle Bros, Monolith, Paradox Girl, Valkyrie Midnight, and Super Mario Engine), Project FIST (brawler engine, used in Dragon Arm and Golden Axe), and Project DIRTH (overhead adventure engine, used for the Neutopia III prototype and the prototype remake of The Legend Of Zelda). I will probably release some of the more specific game engines as standalones (like the Bubble Bobble and China Doll game engines). I never implemented them as generic engines, since I didn't ever plan on making additional games with them. Source code releases help improve the homebrew scene. :)
Just finally pre-ordered! Yay! Thanks for all your hard work guys. I am really looking forward to this hori shmup.
PS- If the parallax scrolling doesn't completely blow me away I will be asking for a refund.
jk :P I am easy to please. :)
Nando and I ironed out some details required to get this up to speed so work's moving steadily forward. I decided to take the opportunity to also cut out some of the generic utility code that was bloating certain parts... it has had a tremendous impact on the overall size of the game. Simply removing calls to spr_make() and replacing them with intrinsic library calls cuts out 140 bytes each time, and reducing redundant sprite setup lines to a for() loop cut things down by about 1200 more bytes. I've already cut level 1 down by 2 entire memory banks and I've just started optimizing... I can probably get it down much further while still maintaining its high frame rate. As with any HuC effort, things have to be coded as efficiently as possible to maintain maximum performance, even if that means sacrificing size... knowing where to long-form stuff for maximum speed and where to save space by using slower (but smaller) code has become like an art to me. :)
All Greek to me.....but it sounds badass!!
Quote from: Mathius on 03/01/2014, 10:19 PMJust finally pre-ordered! Yay! Thanks for all your hard work guys. I am really looking forward to this hori shmup.
PS- If the parallax scrolling doesn't completely blow me away I will be asking for a refund.
jk :P I am easy to please. :)
The obeybrew link had a page with links to sections that were incomplete.
Where do I pre-order this? Looks great.
Quote from: TheClash603 on 03/02/2014, 02:24 PMQuote from: Mathius on 03/01/2014, 10:19 PMJust finally pre-ordered! Yay! Thanks for all your hard work guys. I am really looking forward to this hori shmup.
PS- If the parallax scrolling doesn't completely blow me away I will be asking for a refund.
jk :P I am easy to please. :)
The obeybrew link had a page with links to sections that were incomplete.
Where do I pre-order this? Looks great.
Here ya go :)
http://eponasoft.blogspot.com/p/shop-eponasoft.html (http://eponasoft.blogspot.com/p/shop-eponasoft.html)
The beta test is officially underway. The initial test version has been released to the beta team.
Woo! :dance: When do you plan on closing pre-orders? I'm hoping to get in on it, but have a few expenses I need to get out of the way before I start to pick up new obey.
Just a quick heads-up... the beta test has been going extremely well and we are progressing nicely!
roflmao, preorders end on release of the game.
Can you maybe give us a "Last call for preorders!" post when the time comes?
Quote from: guest on 03/08/2014, 05:50 PMCan you maybe give us a "Last call for preorders!" post when the time comes?
Absolutely. :)
paid in full thanks man!
Pre-ordered! Can't wait man. I know you guys put a lot of work into these releases and they look amazing.
Going to stop being a bum and I will get my preorder in tonight!
Game looks awesome, can't wait!
I heard about this project during the weekend from one of the customers at the shop. Who he as well is a PC engine person, and told me about this project. Got to finally look at it, and it is looking quite nice. I will definitely put a preorder in soon =)
Just added this yesterday... secret level! It's worth one of the highest accomplishments ("trophies") in the game to clear it.
frozenutopia.com/lucretia-0207.png
Oh my, what have we here?
pre-order placed!
Looking forward to the game and engine source releases!
ahahah this fish (https://web.archive.org/web/20040220032625im_/http://www.dopefish.com:80/images/girlfish.gif) is a winner :mrgreen:
Quote from: OldRover on 04/01/2014, 07:00 PMJust added this yesterday... secret level! It's worth one of the highest accomplishments ("trophies") in the game to clear it.
frozenutopia.com/lucretia-0207.png
April fools?
DOPEFISH!!!! it's gonna eat ya!
SWIM
SWIM
HUNGRY
*burp*
Real-life problems continue to plague progress of the beta releases, but it's still moving forward. The game now plays much better than the original demo release. The beta team is doing an awesome job. :)
Quote from: OldRover on 04/06/2014, 02:13 PMReal-life problems continue to plague progress of the beta releases, but it's still moving forward. The game now plays much better than the original demo release. The beta team is doing an awesome job. :)
Group applause for all beta testers! =D>
The game now has a high score list in its demo loop. I put this off for awhile but figured I'd add it now.
eponasoft.com/lucretia-0228.png
Shows the second through fifth high scores here...
eponasoft.com/lucretia-0231.png
... and the top score gets a special display. :)
Not enough cleavage for such a high honor as a top score. [-(
Aaron, ban hammer please.
Aaron?
Awesome- I just placed a preorder! Looking forward to this.
This game should earn a place on every shelf here in the forum. Support homebrew, especially ones like this!!
Quote from: Mathius on 04/06/2014, 07:30 PMNot enough cleavage for such a high honor as a top score. [-(
Aaron, ban hammer please.
Aaron?
BAN HAMMER.
Quote from: esteban on 04/07/2014, 09:38 PMQuote from: Mathius on 04/06/2014, 07:30 PMNot enough cleavage for such a high honor as a top score. [-(
Aaron, ban hammer please.
Aaron ?
BAN HAMMER.
HAM BANNER!!
(https://web.archive.org/web/20131021053204im_/http://hamnscram.com/wp-content/uploads/2011/08/cropped-Ham-n-Scram-website-banner.jpg)
New stage added.
eponasoft.com/lucretia-0229.png
Pockets o' parallax... just how Paranoia Dragon likes it. :lol:
Quote from: OldRover on 04/09/2014, 01:45 PMNew stage added.
eponasoft.com/lucretia-0229.png
Pockets o' parallax... just how Paranoia Dragon likes it. :lol:
Haha, awesome! I love me some pockets o' parallax! :)
Quote from: ParanoiaDragon on 04/09/2014, 11:13 PMQuote from: OldRover on 04/09/2014, 01:45 PMNew stage added.
eponasoft.com/lucretia-0229.png
Pockets o' parallax... just how Paranoia Dragon and Mathius likes it. :lol:
Haha, awesome! I love me some pockets o' parallax! :)
Fixed.
This is so very awesome Rove. Keep it going! Thank you for all the time you're putting into this.
Quote from: geise on 04/10/2014, 01:01 PMThis is so very awesome Rove. Keep it going! Thank you for all the time you're putting into this.
Thank Nando and CrackTiger too... it's their pixels. :) I just glue 'em all together on the screen. :)
This game has a really nice 16-bit look to it. I don't know a better word to describe my feelings other than "wholesome." I'm looking forward to giving you my money!
Quote from: OldRover on 04/10/2014, 01:08 PMQuote from: geise on 04/10/2014, 01:01 PMThis is so very awesome Rove. Keep it going! Thank you for all the time you're putting into this.
Thank Nando and CrackTiger too... it's their pixels. :) I just glue 'em all together on the screen. :)
THANK YOU BT AND NANDO!!!!!!
Quote from: geise on 04/10/2014, 03:01 PMQuote from: OldRover on 04/10/2014, 01:08 PMQuote from: geise on 04/10/2014, 01:01 PMThis is so very awesome Rove. Keep it going! Thank you for all the time you're putting into this.
Thank Nando and CrackTiger too... it's their pixels. :) I just glue 'em all together on the screen. :)
THANK YOU BT AND NANDO!!!!!!
Thanks guys!
GO TEAM!!!
thank you guys for the support. Our aim is to make you smile and to hurt your fingers. In a good gaming way of course.
Fingers will hurt... oh yes... fingers will hurt.
This guy just got done playing.
(https://web.archive.org/web/20140605185438im_/http://www.servernightmares.com/wp-content/uploads/2010/07/fire_in_hand_001-296x400.jpg)
Hi Five TEAM!!!
(?action=dlattach&topic=14747&attach=1855&image)
Another new level? This game just get's bigger and bigger. The Neverending Turbob game! Excellent either way and looking Damn Good to boot guys!
Thanks to Bernie, I was able to finally test this on real hardware. The line scroll jitter issue that the game had prior seems to be gone now, or at least greatly reduced. I'm not 100% sure why, but I suspect it may have something to do with the amount of inline assembly that has been added to speed things up a bit.
IIRC, some vram update routines in HuC use small lengths of TIA instruction to copy bits to vram (Tia stalls all interrupts). If it's doing that during active display, it can cause hsync jitter (even with the small amounts it's set to). Do a full listing output and look at the S listing/asm file. You can also tighten up hsync overhead by using the 'user vector' and writing the VDC interrupt handler yourself. That can help too. You can look for code in HuC lib that SEI and CLI inside a routine (a long shot, but should be worth it). Also, if your VDC interrupt code is taking too long on certain instances (trying to do too much inside the routine), it can delay the next line, which will cause jitter.
Another thing that can stall the VDC interrupt is the Timer interrupt (HuC/Syscard PSG player has an option to run the sound engine timing from it). If you're using that, cli interrupts immediately after clearing $1403. Though you might want to use a 'flag' in case for some reason you get a double TIRQ interrupt; set it on call, clear it on exit, check it on start and if set then RTI.
You can use sprite color #0 to visually track (in the border) what part of your code/routine/etc is being executed during active display. You can color code different routines as well.
Bonknuts....why aren't you making games?..... :)
I just (pre) ordered this!
Very interesting!
Decided to make some minor gameplay changes based on how the game has been played so far. The main change was the removal of the multiple control schemes. The Sidearms-style control scheme is the most-used and the one that makes the most sense, so that is the one that the game will utilize from now on.
http://youtu.be/JcnVY8GDt6g
Just watched a bit of the new video. Loving it all! My only recommendation would be some nice explosions for the downed enemies, instead of them plopping off the screen.
I always felt that explosions might be out-of-character for a magic-based game like this, so I did not implement them into the design and it would require one hell of a redesign at this point. They are already used in specific instances but I've never made any videos with them in it.
Quote from: OldRover on 04/28/2014, 09:47 PMI always felt that explosions might be out-of-character for a magic-based game like this, so I did not implement them into the design and it would require one hell of a redesign at this point. They are already used in specific instances but I've never made any videos with them in it.
Maybe you could use a little graphical "flourish" for lack of a better term? Don't get me wrong. I am still loving what I am seeing. :)
Quote from: OldRover on 04/28/2014, 09:47 PMI always felt that explosions might be out-of-character for a magic-based game like this, so I did not implement them into the design and it would require one hell of a redesign at this point. They are already used in specific instances but I've never made any videos with them in it.
I like the way defeated enemies gracefully sink to their doom :pcgs:
All the sprites would benefit from a "kill" frame, where they are burned up liked the witches sprites or something to that effect.
I could do it for later levels, but then that disrupts the overall look of the game. At least for now, y'all got burning witches! YEEE HA!
The work load is still huge, and I will not have time to add some of these, so maybe for the sequel ;)
This game looks great and I'm definitely going to get it!
I'm sure everyone has a different opinion on this but the sound effect for when enemies die is kind of annoying.
Other then that small nuisance for me it looks and sounds fantastic. Great work!
Yeah I agree with the sound. This game is awesome, I particularly like Level 2 and it's Night Creatures kind of parallax with the trees and bricks in the background... very neat.
That sound has been criticized before so I went into the code and made some changes. It was originally using a square wave, which sounds rather harsh. I kept the note sequence but changed the waveform to a triangle. The sound is much softer now. As a side-effect, the "hit enemy" sound is now very loud in comparison. I will probably replace that with a better sound though, as it sounds kind of stupid as-is.
Just preordered this!
I gotta get off my lazy ass and burn the newest beta version to play....
Quote from: Bardoly on 04/30/2014, 12:45 PMJust preordered this!
So did I...but it took me a little bit of searching since there was no info about preordering on the Frozen Utopia website and I wasn't aware that it was actually being released by Eponasoft.
Updated Demon hands say, THANK YOU GUYS!
(?action=dlattach&topic=14747&attach=1903&image)
Finally took the time to preorder mine. Much like everyone else, I'm looking forward to playing this. Great job as usual guys.
Equuskia has stated that we will be doing a special DVD as a preorder bonus. It is a featurette called "The Ladies Of LDP" and is about the real-life women who make up the main characters of the game.
Quote from: OldRover on 05/02/2014, 11:19 AMEquuskia has stated that we will be doing a special DVD as a preorder bonus. It is a featurette called "The Ladies Of LDP" and is about the real-life women who make up the main characters of the game.
Score!
())====D
Who are equuskia and nodtveidt anyway? I read eponasoft's website and that got me wondering.
Quote from: guest on 05/02/2014, 07:33 PMWho are equuskia and nodtveidt anyway? I read eponasoft's website and that got me wondering.
nodtveidt is Old Rover. :)
Could you put a link to pre-order in the first post? Maybe I'm illiterate or blind but I'm having trouble finding the link. Thanks.
Quote from: OldRover on 05/02/2014, 11:19 AMEquuskia has stated that we will be doing a special DVD as a preorder bonus. It is a featurette called "The Ladies Of LDP" and is about the real-life women who make up the main characters of the game.
Is the DVD gonna be pressed this time or just an arrrrrro? At least archival grade if burrrned, yesh?
Quote from: guest on 05/02/2014, 10:50 PMWith x-rated special featurez and gold pressed latinum casing?
Yeah!
Quote from: seieienbu on 05/02/2014, 08:50 PMCould you put a link to pre-order in the first post? Maybe I'm illiterate or blind but I'm having trouble finding the link. Thanks.
Go to the Eponasoft website (not Frozen Utopia).
Quote from: guest on 05/02/2014, 07:33 PMWho are equuskia and nodtveidt anyway? I read eponasoft's website and that got me wondering.
http://eponasoft.blogspot.com/p/about-eponasoft.html (http://eponasoft.blogspot.com/p/about-eponasoft.html)
That should explain everything... I hope. :D
Quote from: guest on 05/02/2014, 10:32 PMhttp://eponasoft.blogspot.com/p/shop-eponasoft.html?m=1 (http://eponasoft.blogspot.com/p/shop-eponasoft.html?m=1)
ya know what? I'm pre ordering a 2nd copy to flip on e.... eeee... ze art contest. I'll bribe you fuckers into participating if it kills me!
Ahhhhh!!!1! What are you??? lol
Go Nulltard!
A couple of new features were added to the game. I don't wanna get into too many details right now :) but the biggest new addition is shot variations. You now have five shot sets to use, each with 3 power levels, giving you a total of 15 different attack variations as opposed to the original 3. To change your shot pattern, you pick up a candy that has the shot pattern you want. The candies change form every second, so you wait for it to change to the pattern you want before picking it up. This addition makes the game much more dynamic and fun to play. :)
Quote from: OldRover on 05/05/2014, 05:10 AMA couple of new features were added to the game. I don't wanna get into too many details right now :) but the biggest new addition is shot variations. You now have five shot sets to use, each with 3 power levels, giving you a total of 15 different attack variations as opposed to the original 3. To change your shot pattern, you pick up a candy that has the shot pattern you want. The candies change form every second, so you wait for it to change to the pattern you want before picking it up. This addition makes the game much more dynamic and fun to play. :)
I've always liked this sort of feature. I dont particularly care for having to dodge power-ups I dont want in addition to enemies. At least with this I have a chance to get something useful... if i am good enough 8)
Quote from: The Old Rover on 05/05/2014, 05:10 AMA couple of new features were added to the game.
In the middle of beta testing?
Quote from: guest on 05/05/2014, 03:04 PMIn the middle of beta testing?
...yes... problem?
Changes made in response to play testing comments? HOW DARE YOU!!!!!
It's a world gone mad.
listening to feedback! PREPOSTEROUS!
Can I bitch that my complaints haven't been addressed?
NOT ENOUGH TITTIES!!!
Get to work on that, Nando. KTB.
Nando's working on that, be patient! He only has two hands, and one is usually busy. :P :lol:
PIXEL BWEEBS!
I want power-up system to be changed so that player must keep (shooting) bouncing bells until they turn the color of power-up desired.
No I don't.
Quote from: guest on 05/05/2014, 05:32 PMPower ups are for pansies. Copy Derp Bleu play mechanics
We want people to be able to actually enjoy the game, not be left wondering why the designers couldn't be arsed to spend a few more minutes making it not suck.
Can we have one of the power ups, be something like... Witch lifts shirt, and squeezes titty to squirt acid milk from her nipples? THAT would be awesome.
With those suggestions soon only the Games Express Card will be able to hold the obey power contained in the Lucretia cdrom...
One of the main characters is only 8 years old, so no... you cannot! :P :lol:
boner denied
Quote from: guest on 05/06/2014, 10:12 AMHave it be an unlockable content if you enter X A K for the high score initials.
Garage kickbag minigame?
Any updates? [-o< [-o< [-o<
Yes, been working on the concept art for the later lvls and finishing the jungle sprites.
Jungle sprites. Show us one!
Jungle sprites. Show us one!
(?action=dlattach&topic=14747&attach=6086&image)
An early mock up of most of the assets together.
(?action=dlattach&topic=14747&attach=6088&image)
Quote from: Nando on 05/14/2014, 09:51 PM(https://web.archive.org/web/20190510104910im_/http://lh4.googleusercontent.com/-Pi1hAvZtvmo/UzHmM-2Dk_I/AAAAAAAAGuA/pxJk3_VWgGM/s800/WitchVsQtzlHrp.png)
L'Awesome.
Sorry. Quintuple post.
Septuagenarian.
Quadruple
Double
Triple
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Quote from: guest on 05/15/2014, 09:13 AMEsteban... I'm telling you this as a friend because I love you like a brother: All that coffee you drink? Start using normal creamer, not the Irish cream. We may have to have a forum intervention if you can't get this under control by yourself.
I enjoy Baileeze with my corn flakes. No harm in that.
The storm last week killed my development computer. Fortunately, I had the project backed up, and the hard drives were not damaged, so I was able to move it to a replacement system. It was a minor setback but all's well now.
You only learn the hard way to back things up religiously. Needless to say, I have lost projects before...
As a side-effect of the issue, I can't access the chat anymore, since I don't remember the password or even the email address I used to sign up with.
Quote from: guest on 05/16/2014, 12:18 PMQuote from: OldRover on 05/16/2014, 11:25 AMThe storm last week killed my development computer. Fortunately, I had the project backed up, and the hard drives were not damaged, so I was able to move it to a replacement system. It was a minor setback but all's well now.
Dammit.... i began soiling my pants up until i read the word "fortunately".
You weren't alone.
I couldn't imagine being so close to completing a project only to have it ripped from me due to a storm.
Although it is technically Eponasoft's tenth game (prior games include Two Lords, Coven, Two Ladies, The Lost Techbase, Monolith, Xymati [collab with MindRec], Hastilude [collab with Matwek], Baator, and Paradox Girl [the prequel to Lucretia]), this will be Eponasoft's first completed release... needless to say, I made sure to have backups of backups.
EDIT: Correction... thirteenth game. I forgot about Golden Axe, Einzelgänger, and Neutopia 3D, all of which were started before Lucretia. :lol:
Quote from: The Old Rover on 05/16/2014, 05:15 PMAlthough it is technically Eponasoft's tenth game (prior games include Two Lords, Coven, Two Ladies, The Lost Techbase, Monolith, Xymati [collab with MindRec], Hastilude [collab with Matwek], Baator, and Paradox Girl [the prequel to Lucretia]), this will be Eponasoft's first completed release... needless to say, I made sure to have backups of backups.
EDIT: Correction... thirteenth game. I forgot about Golden Axe, Einzelgänger, and Neutopia 3D, all of which were started before Lucretia. :lol:
Monolith! :pcgs:
I know there wasn't a lot of public info, but the screenshots and video looked quite nice.
QuoteAs a side-effect of the issue, I can't access the chat anymore, since I don't remember the password or even the email address I used to sign up with.
This always happens to me. It's friggin' annoying. You'd think I would learn by now.
I want to keep my old accounts at various places, but...
Quote from: The Old Rover on 05/16/2014, 05:15 PMAlthough it is technically Eponasoft's tenth game (prior games include Two Lords, Coven, Two Ladies, The Lost Techbase, Monolith, Xymati [collab with MindRec], Hastilude [collab with Matwek], Baator, and Paradox Girl [the prequel to Lucretia]), this will be Eponasoft's first completed release... needless to say, I made sure to have backups of backups.
EDIT: Correction... thirteenth game. I forgot about Golden Axe, Einzelgänger, and Neutopia 3D, all of which were started before Lucretia. :lol:
Just want to say as a new member to these boards, keep up the great work. I've watched all the videos you've released thus far and the game looks great. I pre-ordered a copy and cannot wait to play it!
(?action=dlattach&topic=14747&attach=6084&image)
Haven't been able to work on the game as much as I want, but thought a lil update was in order.
Bump. Because this shouldn't be allowed to slip to the second page.
Unfortunately, this production has been at a standstill for some time now because both Nando and I have serious real-life issues to contend with and it has been very difficult to work on it.
Quote from: OldRover on 07/30/2014, 08:18 PMUnfortunately, this production has been at a standstill for some time now because both Nando and I have serious real-life issues to contend with and it has been very difficult to work on it.
Life happens and it can be a real bitch....
I know I am rooting for you to see this through, as is the community.
Keep on keepin on....
Quote from: Dicer on 07/30/2014, 10:49 PMQuote from: OldRover on 07/30/2014, 08:18 PMUnfortunately, this production has been at a standstill for some time now because both Nando and I have serious real-life issues to contend with and it has been very difficult to work on it.
Life happens and it can be a real bitch....
I know I am rooting for you to see this through, as is the community.
Keep on keepin on....
Thanks Dicer and Vestcunt, the wait will be worth it. We promise!
Quote from: OldRover on 07/30/2014, 08:18 PMUnfortunately, this production has been at a standstill for some time now because both Nando and I have serious real-life issues to contend with and it has been very difficult to work on it.
No problem. I'll wait years for this, it is most delicious. :pcgs:
More importantly, I hope you and Nando are able to get to a better place. :pcgs:
Yes, take care of yourselves. The game will be awesome, whenever it comes out. :D
(https://web.archive.org/web/20151123061404im_/http://www.conservativedailynews.com/wp-content/uploads/2012/09/Bump-Obama.jpg)
Quote from: guest on 09/24/2014, 06:09 PM(https://web.archive.org/web/20151123061404im_/http://www.conservativedailynews.com/wp-content/uploads/2012/09/Bump-Obama.jpg)
I see nothing. Was this just a teaser bump ? :P
Quote from: Mathius on 09/24/2014, 09:13 PMQuote from: VestCunt on 09/24/2014, 06:09 PM(https://web.archive.org/web/20151123061404im_/http://www.conservativedailynews.com/wp-content/uploads/2012/09/Bump-Obama.jpg)
I see nothing. Was this just a teaser bump? :P
It was this:
(https://web.archive.org/web/20190510104909im_/http://superpcenginegrafx.net/misc/lucp1.png)
^^What a dreary scene. Nice.
I can't wait to see the library.
Great, is this the last level,or a shot of the end sequence ???
Quote from: touko on 09/25/2014, 05:14 AMGreat, is this the last level,or a shot of the end sequence ???
Transition from one stage to another...Lucretia will fly into castle...next stage is castle interior.
Actually, I just made that up.
Quote from: esteban on 09/25/2014, 06:40 AMQuote from: touko on 09/25/2014, 05:14 AMGreat, is this the last level,or a shot of the end sequence ???
Transition from one stage to another...Lucretia will fly into castle...next stage is castle interior.
Actually, I just made that up.
That is correct. But wait until you see this stage's transition between environnents.
WOOHOO! :pcgs:
I was away for a bit and came back to see this is still being worked on.
All is right on these forums.
Quote from: TheClash603 on 10/11/2014, 03:14 AMI was away for a bit and came back to see this is still being worked on.
All is right on these forums.
At my request, Old_Rover included a Timeball mini-game after each boss battle.
You can't progress to the next stage unless you successfully solve the "Blodia Battle" (Rover came up with that name for the mini-game, I quite like it).
:pcgs:
Quote from: esteban on 10/11/2014, 05:08 AMQuote from: TheClash603 on 10/11/2014, 03:14 AMI was away for a bit and came back to see this is still being worked on.
All is right on these forums.
At my request, Old_Rover included a Timeball mini-game after beach boss battle.
You can't progress to the next stage unless you successfully solve the "Blodia Battle" (Rover came up with that name for the mini-game, I quite like it).
:pcgs:
This is the first time I ever purposely hit the "report to moderator" button.
Quote from: esteban on 10/11/2014, 05:08 AMAt my request, Old_Rover included a Timeball mini-game after each boss battle.
You can't progress to the next stage unless you successfully solve the "Blodia Battle" (Rover came up with that name for the mini-game, I quite like it).
:pcgs:
You are a bad man.
:pcgs:
Quote from: guest on 10/20/2014, 11:55 PMQuote from: esteban on 10/11/2014, 05:08 AMAt my request, Old_Rover included a Timeball mini-game after each boss battle.
You can't progress to the next stage unless you successfully solve the "Blodia Battle" (Rover came up with that name for the mini-game, I quite like it).
:pcgs:
You are a bad man.
:pcgs:
Hahahahahshashs.
It is the truth, though. For real.
anyone have an update on this?
Quote from: schweaty on 02/21/2015, 01:58 PManyone have an update on this?
Yes.
It is even more awesome than you think it will be.
You will, literally, drool on yourself.
Quote from: schweaty on 02/21/2015, 01:58 PManyone have an update on this?
I guess you haven't been around long enough to remember how long Mysterious Song took? Pre-orders (https://www.pcengine-fx.com/forums/index.php?topic=7542.0) opened three years before the game was finally released (https://www.pcengine-fx.com/forums/index.php?topic=12867.0).
I'm anxious to receive this game too (my pre-order will be a year and a half old next week!) but given what happened with the Old Rover's last project my expectations for the timeline are generous. I can't feel totally let down because I knew this would happen, and as an over-extended developer myself I sympathize with these sorts of timeline issues. (I think most people who have developed software have had at least one project go like this.) I'm also personally confident that the game will eventually be released, although I wouldn't be shocked if it took another year or more.
If it were up to me I think I would offer beta access to customers who pre-ordered.
Quote from: Lochlan on 02/21/2015, 02:31 PMQuote from: schweaty on 02/21/2015, 01:58 PManyone have an update on this?
I guess you haven't been around long enough to remember how long Mysterious Song took? Pre-orders (https://www.pcengine-fx.com/forums/index.php?topic=7542.0) opened three years before the game was finally released (https://www.pcengine-fx.com/forums/index.php?topic=12867.0).
I'm anxious to receive this game too (my pre-order will be a year and a half old next week!) but given what happened with the Old Rover's last project my expectations for the timeline are generous. I can't feel totally let down because I knew this would happen, and as an over-extended developer myself I sympathize with these sorts of timeline issues. (I think most people who have developed software have had at least one project go like this.) I'm also personally confident that the game will eventually be released, although I wouldn't be shocked if it took another year or more.
If it were up to me I think I would offer beta access to customers who pre-ordered.
ah.. ok, i will cage my expectations. i am at the anniversary of my pre-order and since this thread hadn't been updated in a while i thought maybe somebody knew something i didnt. i'm a fairly patient dude. if the answer is "still in the works" I'm good with that.
Still in the works. :)
I am planning on putting out some new gameplay pics on Tuesday... possibly a new video.
Quote from: OldRover on 03/09/2015, 12:25 AMStill in the works. :)
I am planning on putting out some new gameplay pics on Tuesday... possibly a new video.
Sweet! Looking forward to it!!
Quote from: OldRover on 03/09/2015, 12:25 AMStill in the works. :)
I am planning on putting out some new gameplay pics on Tuesday... possibly a new video.
L'awesome. :)
onihime! cant wait!
I hope these work... linking from the Facebook post.
https://www.facebook.com/photo/?fbid=854063164631719
lucretia-0370.png
https://www.facebook.com/photo/?fbid=854063167965052
lucretia-0371.png
https://www.facebook.com/photo/?fbid=854063161298386
lucretia-0372.png
Good to see you're still around, buddy! Screenshots look great. :)
I am extremely difficult to kill. :lol:
I like the Skeletor heads.
Quote from: OldRover on 03/10/2015, 07:37 PMI hope these work... linking from the Facebook post.
lucretia-0370.png
lucretia-0371.png
lucretia-0372.png
Gorgeous. Gorgeous.
I see killer encyclopedia.
Side Saddle the proper way any self-respectin' lady witch should ride...
How is the hitbox on the main character? I'm always concerned when the player sprite is large in a shooter, because it can greatly complicate dodging (dodgery?).
Quote from: guest on 03/11/2015, 09:00 PMHow is the hitbox on the main character? I'm always concerned when the player sprite is large in a shooter, because it can greatly complicate dodging (dodgery?).
When I play old-school shooters with a large main character I always find myself wishing that they had had the foresight to reduce the size of their hitbox. Not quite bullet-hell small but just small enough to skillfully weave in and out of enemy traffic.
Seeing these screenshots reminds me that i need to preorder this soon. It's looking great! :D
Quote from: Mathius on 03/11/2015, 09:18 PMQuote from: guest on 03/11/2015, 09:00 PMHow is the hitbox on the main character? I'm always concerned when the player sprite is large in a shooter, because it can greatly complicate dodging (dodgery?).
When I play old-school shooters with a large main character I always find myself wishing that they had had the foresight to reduce the size of their hitbox. Not quite bullet-hell small but just small enough to skillfully weave in and out of enemy traffic.
I gotta agree, I feel that the hit box should be smaller then the character, big hitboxes always feel cheap to me.
The player hitbox is considerably smaller than their sprite. Additionally, your characters can move around the screen pretty quickly, and the donut powerup will let you move around even faster.
Quote from: OldRover on 03/12/2015, 08:17 PMThe player hitbox is considerably smaller than their sprite. Additionally, your characters can move around the screen pretty quickly, and the donut powerup will let you move around even faster.
Donuts do not move swiftly.
(https://junk.tg-16.com/images/donuts.jpg)
Nor do donuts make you move around swiftly!! :D
...in a game where four women fly around on broomsticks and shoot elemental bolts at hookah-smoking, fez-wearing camels who sit on magic carpets, I'm sure the hardest thing to believe is that donuts make you move faster... :lol:
I dunno, donuts usually slow me way down...
Quote from: OldRover on 03/13/2015, 02:23 AM...in a game where four women fly around on broomsticks and shoot elemental bolts at hookah-smoking, fez-wearing camels who sit on magic carpets, I'm sure the hardest thing to believe is that donuts make you move faster... :lol:
Glazed donuts = speed-up
The science is solid.
Quote from: esteban on 03/13/2015, 07:20 AMQuote from: OldRover on 03/13/2015, 02:23 AM...in a game where four women fly around on broomsticks and shoot elemental bolts at hookah-smoking, fez-wearing camels who sit on magic carpets, I'm sure the hardest thing to believe is that donuts make you move faster... :lol:
Glazed donuts = speed-up
The science is solid.
Yeah, it's a temporary effect though - remember John Belushi's secret ?
(https://web.archive.org/web/20171107223441im_/http://www.theglobaldispatch.com/wp-content/uploads/2014/03/John-Belushi-SNL-Little-Chocolate-Donuts-skit.png)
^^Legendary
Squeee! Can't wait!
Looks really nice Old Rover. Looking forward to seeing a video of it soon. : )
-Thomas
Just a curiosity, Rover...are the dev forums for this still active? I log in periodically to check on the testing stuff, but noone ever seems to be around :(
Quote from: whisper2053 on 03/15/2015, 01:43 AMJust a curiosity, Rover...are the dev forums for this still active? I log in periodically to check on the testing stuff, but noone ever seems to be around :(
Everyone is playing Evolve. That's why no one seems to be around.
Quote from: SkyeWelse on 03/14/2015, 07:23 PMLooks really nice Old Rover. Looking forward to seeing a video of it soon. : )
-Thomas
Your signature makes me want to see Fray and Lilia go at it.
naked
How about sfx, always in adpcm or have been squirelized ??
SFX are both ADPCM and PSG. It does not use Squirrel. At present, I only use Squirrel in one project, which is Eternal Silence.
ok thanks .
Good to see that sfx are not limited to adpcm only ..
I can't wait for this :)
Going to keep bumping this
Is this still a thing? It's fine if it's just going to take a while (I waited ten years for Mysterious Song), but there should either be updates or preorders should be refunded.
It's still a thing... there's just not much to update people with, as I have very little new to show without giving too much away. :) Want to keep at least *some* of the game a fresh surprise...
any idea of rough ETA around when it may come out? im pretty sure i pre ordered eons ago :) so just wanting for it to arrive
If you need to put someone here in charge of PR to keep info coming out to the fans I'm sure there would be plenty of volunteers.
Quote from: OldRover on 12/17/2015, 03:12 PMIt's still a thing... there's just not much to update people with, as I have very little new to show without giving too much away. :) Want to keep at least *some* of the game a fresh surprise...
Thank you :)
I know it will be worth the wait...and I concur: no more spoilers :)
An ETA sure would be nice. 1 month? 1 year? 10 years? :)
Quote from: guest on 12/20/2015, 02:19 PMAn ETA sure would be nice. 1 month? 1 year? 10 years? :)
I can tell you this:
< decade, guaranteed.
It will be 2016, that is assured... and unfortunately, is the only thing that is assured.
Quote from: OldRover on 12/20/2015, 08:11 PMIt will be 2016, that is assured... and unfortunately, is the only thing that is assured.
PS - it's 2016
Glad to hear this game is still happening! I cant remember how long it was since preorders.
(http://img.photobucket.com/albums/v464/satalog/BOMBCRYsmall.gif)
Been awhile since I had anything new to report on this, but now I do... with the addition of Sarumaru to our art staff, things have started to move forward again.
(https://web.archive.org/web/20190510081709im_/http://www.sarumaru.com/wp-content/uploads/2016/05/Lucretia-cast1.jpg)
(https://web.archive.org/web/20190510081708im_/http://www.sarumaru.com/wp-content/uploads/2016/05/Lucretia.jpg)
Hmmmm, how can I put my feeling into words?
...
...
SPLENDID.
Motherf@cking splendid.
My most anticipated game, looks awesome.
<3
I like how Saru draws eyes.
I'm also quite glad to hear this is moving forward.
(https://web.archive.org/web/20190510064634im_/http://www.sarumaru.com/wp-content/uploads/2016/05/LucretiaLGsmpl.jpg)
Quote from: OldRover on 05/08/2016, 08:14 AM(https://web.archive.org/web/20190510064634im_/http://www.sarumaru.com/wp-content/uploads/2016/05/LucretiaLGsmpl.jpg)
[emoji7] :heart eyes emoji:
Pony Software
and
Su-Sussudio
FTW!
We had Lucretia on display for a short while at Lvl Up Expo... and it was beating people like a bitch. It may be too hard a game for the commoner. :lol:
Quote from: OldRover on 05/16/2016, 12:47 AMWe had Lucretia on display for a short while at Lvl Up Expo... and it was beating people like a bitch. It may be too hard a game for the commoner. :lol:
You'll have to put in "collectard mode" ...but don't let that mode have access to the last _____ stage(s)...or last boss...
That's a fair compromise.
:)
This needs to include a cover of Megadeths Lucretia
We have some forward progress! :)
lucretia-0373.png lucretia-0374.png
lucretia-0375.png
New character portraits... a small step towards completion but a step nonetheless.
The other two:
lucretia-0381.png
/lucretia-0376.png
I recommend changing the title of the game to incorporate the word MILF.
Quote from: TheClash603 on 05/23/2016, 07:45 AMI recommend changing the title of the game to incorporate the word MILF.
I recommend...well...the same thing.
....boobies.....
*Lucretia - Bewb Princess
fixed.
Awesome looking spritework! Dat Zamy tho..
Zamy is my waifu.
Zamy is too classy for you clowns. She is waifu to no man!
/2016/05/equtest1.gif
/2016/05/www.GIFCreator.me_XjMjdA.gif
I'm so excited to see progress on this! We are one week away from the two-year anniversary of my pre-order! :mrgreen:
Quote from: Sarumaru on 05/30/2016, 09:02 PMGIFCreator.me_XjMjdA.gif
Aww, someone's got gas. :3
Quote from: OldRover on 05/29/2016, 09:49 PM/2016/05/equtest1.gif
How do I pre-order ? I can't remember if I did, but I'll just do it again no matter what.
Thank you for enabling my laziness.
:)
/2016/05/www.GIFCreator.me_3s0zoh.gif
Are you replacing all of Nando's sprites?
/2016/05/www.GIFCreator.me_0MJMFb.gif
Quote from: guest on 05/31/2016, 12:59 PMAre you replacing all of Nando's sprites?
No, just some.
Quote from: guest on 05/31/2016, 12:59 PMAre you replacing all of Nando's sprites?
Just 99.9999999999% of them.
jaykay
http://youtu.be/Imd43tzAKvs Latest build video. :)
Digging that title theme :)
How can I help in beta testing anyway? I have a shit load of free time nowadays so I think I could help reasonably well.
Quote from: guest on 06/03/2016, 12:04 AMHow can I help in beta testing anyway? I have a shit load of free time nowadays so I think I could help reasonably well.
Same. It would be my first time beta testing but I'm willing to learn and up for the challenge. If not, no worries.
Magnificent.
Now that the school year has ended and I am home all freakin' day long once again... I have plenty of time to work on this as well as the other obeybrew I've got in the cauldron.
Looks fantastic. Though you should add the original character sprite as a code or something, cause it has changed so much.
There was a major change in the code to implement the new character sprites. New animation code, new collision code, constants had to be changed, etc. It was a lot of work and I certainly don't want to roll it back. :)
Quote from: OldRover on 06/10/2016, 09:39 PMThere was a major change in the code to implement the new character sprites. New animation code, new collision code, constants had to be changed, etc. It was a lot of work and I certainly don't want to roll it back. :)
Just slap the old sprite on top and have the collision detection be completely broken and the game unplayable, call it challenge mode. :)
But nah... stick with what's working, it does look great!
Can't... the old sprite uses a 32x64 block while the new one uses a 32x32 block. It wouldn't just play broken, it'd look broken. :lol:
Some random comments about the game...
First, even relatively common enemies seem to take an awful lot of hits to drop, which is more of a Euro shooter design. I find it interesting that you've gone that route. Definitely will make this a hard as nails game to 1 cc.
Second, on the one hand it's kind of cool to see the enemies drop off the screen, but it does make things a little busy at times and contributes to screen clutter. Does that drop-off-in-death thing have anything to do with my first observation? It would end up like an enemy rainstorm (with corresponding visibility issues) if they dropped too easily.
Are you largely focused on level design and enemy programming at this point or are the basic player and shot mechanics still being tweaked?
Quote from: guest on 06/11/2016, 01:15 PMSome random comments about the game...
First, even relatively common enemies seem to take an awful lot of hits to drop, which is more of a Euro shooter design. I find it interesting that you've gone that route. Definitely will make this a hard as nails game to 1 cc.
Second, on the one hand it's kind of cool to see the enemies drop off the screen, but it does make things a little busy at times and contributes to screen clutter. Does that drop-off-in-death thing have anything to do with my first observation? It would end up like an enemy rainstorm (with corresponding visibility issues) if they dropped too easily.
Are you largely focused on level design and enemy programming at this point or are the basic player and shot mechanics still being tweaked?
yes
Everything is still being tweaked, really. We can call it "mostly done", but I do want to go back in and redo stage 2's progression at some point. The only stage that is pretty much set in stone for now is stage 1... and even then, it's only carved in talc. All stages from 3 on are designed in terms of progression but some changes may be made here and there. I don't want to do too many overhauls, but I've improved my coding skill considerably since starting this project so some changes have already been made to reflect that. I never intended on emulating the Euro shooter style... I just like making games challenging.
Quote from: OldRover on 07/01/2016, 02:53 PMEverything is still being tweaked, really. We can call it "mostly done", but I do want to go back in and redo stage 2's progression at some point. The only stage that is pretty much set in stone for now is stage 1... and even then, it's only carved in talc. All stages from 3 on are designed in terms of progression but some changes may be made here and there. I don't want to do too many overhauls, but I've improved my coding skill considerably since starting this project so some changes have already been made to reflect that. I never intended on emulating the Euro shooter style... I just like making games challenging.
yes
Quote from: OldRover on 06/02/2016, 10:32 PMLatest build video. :)
http://youtu.be/Imd43tzAKvs
It sure has come a long way! I like what was done for the credits roll BTW, photos of a few key members (Hey, CrackTiger's in there!). It reminded me of Mortal Kombat's way of showing Ed Boon and John Tobias at the end. Only game I can think of where the producers did that actually.
Quote from: NightWolve on 07/01/2016, 06:43 PMIt sure has come a long way! I like what was done for the credits roll BTW, photos of a few key members (Hey, CrackTiger's in there!). It reminded me of Mortal Kombat's way of showing Ed Boon and John Tobias at the end. Only game I can think of where the producers did that actually.
That's actually where I got the idea from... the later arcade builds of MK3... and that's the reason I did it too, because I think it's a cool idea that I've only ever seen used once. The game has a few other MK references in it as well but I'll leave it up to people to discover the rest of them when the game's finished. :D
Rove that is looking good man. You and Saru have been busy.
Quote from: OldRover on 07/01/2016, 07:11 PMQuote from: NightWolve on 07/01/2016, 06:43 PMIt sure has come a long way! I like what was done for the credits roll BTW, photos of a few key members (Hey, CrackTiger's in there!). It reminded me of Mortal Kombat's way of showing Ed Boon and John Tobias at the end. Only game I can think of where the producers did that actually.
That's actually where I got the idea from... the later arcade builds of MK3... and that's the reason I did it too, because I think it's a cool idea that I've only ever seen used once. The game has a few other MK references in it as well but I'll leave it up to people to discover the rest of them when the game's finished. :D
You know, like right after I posted I realized that, I looked at the video again to notice you timed the ring with the photo almost exactly as it was done in MK too! I didn't quite remember the background music, but you made it very similar. And you tucked away more MK references ? Heh, that's pretty cool. ;)
The game contains a ridiculous amount of nods to other IPs. To say it's a tribute to gaming itself wouldn't be a lie... but not only games, there are also nods to various movies, songs and musicians, ancient myths, and even a few modern pop culture references. Many of the references are painfully obscure while some are blatant. Here's one spoiler:
In stage 1, the achievement "Hard To Handle", which is achieved by scoring an Infinite Combo, is only attainable by downing a large number of the black birds at once without being hit. The black birds are crows, which are often associated with Halloween, which is what stage 1 is themed after. This is a reference to The Black Crowes' cover of Otis Redding's song of the same name.
LucretiaCDs.webp
Hot Damn that looks good!!!
It does! Looks like Saru's bringin' some serious art skillz to this!
Me likey! How many demos are getting made? :-"
I need a copy of that.
That looks like a working designs saturn game, high quality stuff and I'd like to get my hands on it!
Quote from: TheClash603 on 07/09/2016, 02:01 AMThat looks like a working designs saturn game, high quality stuff and I'd like to get my hands on it!
I immediately thought the same thing. :)
NOTE TO HATERS: This is a compliment. I know some folks dislike WD/Ireland. Whatever.
frozenutopia.com/lucretia-0401r.png
Just experimenting. :)
/waifu.png
Quote from: The Old Rover on 07/09/2016, 10:47 AMJust experimenting. :)
/waifu.png
TShirt preorder bonus, do it
I am about to start a mass emailing for the game to confirm shipping addresses... it will take a few hours to complete. Once I have back enough responses, we are going to start mailing demo discs to everyone who preordered.
More promotional stuffs... I did this rough for a bumpersticker... Sarumaru is going to make a "proper" version.
13592823_10208981945933164_5261528440031092233_lost.jpg
Quote from: OldRover on 07/09/2016, 08:42 PMI am about to start a mass emailing for the game to confirm shipping addresses... it will take a few hours to complete. Once I have back enough responses, we are going to start mailing demo discs to everyone who preordered.
Just did the happy dance.
Quote from: OldRover on 07/09/2016, 08:42 PMI am about to start a mass emailing for the game to confirm shipping addresses... it will take a few hours to complete. Once I have back enough responses, we are going to start mailing demo discs to everyone who preordered.
I felt like I had preordered but I don't see any messages to confirm that fact... if not, let me know because I want in!
pre-ordered 3/4/14. no email received
I didn't get the chance to send out all confirmation emails just yet... will try to finish up tonight. Got a hardcore deadline with HE so I'm swapping between that and the confirmations. :)
Quote from: TheClash603 on 07/10/2016, 02:28 AMQuote from: OldRover on 07/09/2016, 08:42 PMI am about to start a mass emailing for the game to confirm shipping addresses... it will take a few hours to complete. Once I have back enough responses, we are going to start mailing demo discs to everyone who preordered.
I felt like I had preordered but I don't see any messages to confirm that fact... if not, let me know because I want in!
I am in the same boat.
I posted a similar request a few weeks ago in this thread...but I should have followed up.
Anyway, Rover's got my back :)
QuoteAnyway, Rover's got my back :)
That he does. :)
Found out that I have to do them slowly too or gmail thinks I'm sending spam... this might take awhile. :(
Quote from: OldRover on 07/10/2016, 11:51 PMFound out that I have to do them slowly too or gmail thinks I'm sending spam... this might take awhile. :(
No rush, brudda.
I've gotten a few more knocked off without setting off their alarms. This is going soooo sloooowww...
I got my email and responded.
i just did a review on it and special thanks to Sarumaru for giving me a copy to review! From what i've played, it looks fun and super challenging too!!! http://youtu.be/_Q8BI6VKdK8
If you guys come out to the VGS this Saturday, you guys can try out Lucretia and Henshin Engine. :D
https://www.pcengine-fx.com/forums/index.php?topic=20974.0 (https://www.pcengine-fx.com/forums/index.php?topic=20974.0)
(https://i877.photobucket.com/albums/ab336/chany60126/100_3320_zps7w1zpyro.jpg)
Quote from: OldRover on 07/09/2016, 08:42 PMI am about to start a mass emailing for the game to confirm shipping addresses... it will take a few hours to complete. Once I have back enough responses, we are going to start mailing demo discs to everyone who preordered.
Are you still taking orders?
Yup.
Quote from: schweaty on 07/10/2016, 07:55 PMpre-ordered 3/4/14. no email received
Still no email received
Quote from: schweaty on 07/17/2016, 08:53 PMQuote from: schweaty on 07/10/2016, 07:55 PMpre-ordered 3/4/14. no email received
Still no email received
They're not all sent yet. I'll get there, don't worry.
Don't sweat it, schweaty! ;)
OK I've done just about all of them at this point... is there anyone who still hasn't gotten the email?
Quote from: OldRover on 07/26/2016, 12:09 AMOK I've done just about all of them at this point... is there anyone who still hasn't gotten the email?
Me
Quote from: OldRover on 07/26/2016, 12:09 AMOK I've done just about all of them at this point... is there anyone who still hasn't gotten the email?
Me, too.
I also PM'd, sent an inquiry to a (possibly outdated) email address of yours, etc.
Thank you!
Esteban.LeGrafx@gmai is a newish email of mine... But old ones could have been:
Seabloon@g
Base.nectaris.usa@g
Esteban@tg-16
OK... anyone who hasn't gotten the email, PM me here on the forum and I'll get ya sorted out. The Lucretia demos will start going out shortly after the coming expo so I want to make sure I have as many valid addresses as possible.
Quote from: OldRover on 07/26/2016, 09:42 AMOK... anyone who hasn't gotten the email, PM me here on the forum and I'll get ya sorted out. The Lucretia demos will start going out shortly after the coming expo so I want to make sure I have as many valid addresses as possible.
Confirmation email replied to.
PM sent.
Thank you!
I am happy.
Universe is stable once again...
Quote from: OldRover on 07/26/2016, 09:42 AMOK... anyone who hasn't gotten the email, PM me here on the forum and I'll get ya sorted out. The Lucretia demos will start going out shortly after the coming expo so I want to make sure I have as many valid addresses as possible.
Pre-ordered yesterday. Will I still get this demo?
Pm sent
Work has now resumed on this production. My #1 priority right now is getting enough of the game put back together and upgraded to the point where the demo is possible.
Good news. :)
Calabruja got an overhaul... also, the stage 1 boss fight works slightly differently now (it's more fair).
/calabruja.gif
She looks great!
But not so great as your avatar. It's like a 16:9 stretched to fill version. :P
Quote from: guest on 08/10/2016, 10:38 AMShe looks great!
But not so great as your avatar. It's like a 16:9 stretched to fill version. :P
Cut in half and two avatars are borne unto this world...
OK so we're still plugging away at the demo build... Saru's done some more sprite work and I've been upgrading various bits and bobs in the code. The Gamerz Tek Emu release kind of threw the schedule for a loop so this is taking a little longer than anticipated. For those who don't know... both Henshin Engine and Lucretia will have working demos as digital pack-ins for the Emu release on the 17th. Also, there's an event tonight which will feature Henshin Engine so I had to make sure that it was updated.
Most of the sprites in the game require updating, primarily due to differences in style, but also because a great deal of the ones that were already in were unfinished. I will openly admit that my ambition to complete this game did not match the real-life schedules of everyone involved, including me. That's why I am trying to set more realistic expectations for release dates. Setting arbitrary deadlines has no effect on production; when the deadlines are backed by tangible events, things get done a lot more effectively. The 16th of August is one such event, so we're working hard to get this ready for release. The physical release of the demo will be similar to the Emu release version, though we will have some time to add further polish and features.
I will definitely keep y'all updated as to the progress of the coming physical demo release. Things are different now under the direction of Saru Studio.
Quote from: OldRover on 08/13/2016, 06:18 PMI will definitely keep y'all updated as to the progress of the coming physical demo release. Things are different now under the direction of Saru Studio.
YOU & SARU & _______ KICK ARSE ;)
(https://junk.tg-16.com/images/thank_you_bg123.png)
Saru Studio, eh? Does this mean Lucretia is technically moved to a different "label"?
Quote from: guest on 08/14/2016, 01:12 AMSaru Studio, eh? Does this mean Lucretia is technically moved to a different "label"?
Yes. Technically, it's under both labels for this trilogy. Any other games will be under the Saru Studio label only.
Quote from: OldRover on 08/14/2016, 09:14 AMQuote from: guest on 08/14/2016, 01:12 AMSaru Studio, eh? Does this mean Lucretia is technically moved to a different "label"?
Yes. Technically, it's under both labels for this trilogy. Any other games will be under the Saru Studio label only.
Well, that means that we (hopefully) will have more TurboGrafx projects in the future with Saru.
:)
(https://junk.tg-16.com/images/today_tomorrow_turbo.png)
Your working-for-a-better-tomorrow memes are exceptional, comrade. Well done!
Quote from: esteban on 08/14/2016, 10:59 AMWell, that means that we (hopefully) will have more TurboGrafx projects in the future with Saru.
We have no less than four projects ahead after these two are completed. All will be PCE and PC releases. :)
Quote from: NightWolve on 08/14/2016, 06:22 PMYour working-for-a-better-tomorrow memes are exceptional, comrade. Well done!
Agreed. Keep 'em coming.
Quote from: Mathius on 08/14/2016, 08:44 PMQuote from: NightWolve on 08/14/2016, 06:22 PMYour working-for-a-better-tomorrow memes are exceptional, comrade. Well done!
Agreed. Keep 'em coming.
:)
Quote from: OldRover on 07/26/2016, 09:42 AMOK... anyone who hasn't gotten the email, PM me here on the forum and I'll get ya sorted out. The Lucretia demos will start going out shortly after the coming expo so I want to make sure I have as many valid addresses as possible.
Did the demo actually go out? No rush on it if you have not sent, I just wanted to make sure mine isn't missing.
Not yet. Saru's been busy with HE stuffs so he's had limited time to finish off the new graphics. We're almost there though. :)
In good time! It's looking great Rove!
The opening story is done... all-new images to replace the original placeholder images that I merely found on a google image search. :)
https://www.facebook.com/photo/?fbid=1161390920565607
lucretia-0402.png lucretia-0403.png
lucretia-0404.png lucretia-0405.png
damn...... looks AWESOME!!
,L'awesome, mon comrade.
This shit is tits, hell yeah
Very nice, my friend :)
Looks pretty Damn sick. Great Job! Wish it could be here in time for Halloween ☺
Normally, all upper case font looks weird for most games/things. But it actually looks pretty good there.
Quote from: TurboXray on 09/15/2016, 01:01 AMNormally, all upper case font looks weird for most games/things. But it actually looks pretty good there.
There were words in the pics?
I moved and want to be sure to get the demo. What's the best way to update my address since I preordered a few years ago?
Quote from: guest on 10/17/2016, 12:22 AMI moved and want to be sure to get the demo. What's the best way to update my address since I preordered a few years ago?
Post your cell phone number, SSN and date of birth in this thread to verify you are, indeed, vestcunt.
Then we can help update your address.
Just send me a PM here. Looks like we finally have enough assets together to make this demo. Sarumaru sent me the last of them last night. He's just been so bloody busy with all the KS funsies and expos. :D
uhoh!! Movement!!
Tonight is the last night I am working on Henshin Engine for a little while. What we accomplish tonight will be the demo for the expo this weekend. Tomorrow night, Lucretia becomes my focus once again, and I will use the time to get the new assets in and do any necessary tweaks required to prepare the expo demo of that game as well. Once the expo demo is done, I can then focus on preparing the physical demo release for the early supporters. We'll get this fucker done one way or another.
Quote from: OldRover on 10/19/2016, 07:46 PMTonight is the last night I am working on Henshin Engine for a little while. What we accomplish tonight will be the demo for the expo this weekend. Tomorrow night, Lucretia becomes my focus once again, and I will use the time to get the new assets in and do any necessary tweaks required to prepare the expo demo of that game as well. Once the expo demo is done, I can then focus on preparing the physical demo release for the early supporters. We'll get this fucker done one way or another.
Fuck yeah.
:)
Quote from: guest on 10/19/2016, 08:06 PMQuote from: Bernie on 10/19/2016, 10:35 AMuhoh!! Movement!!
Uh oh! Bernie!!!!
How did I miss Bernie's sneaky little post!
I must be getting old...
:)
Isn't he one of those Facebook people now... Like Tats?
The annoying part of Lucretia is this... since it has taken so long to produce the damn thing, my coding ability has increased way beyond what it was when I originally coded it. I have no plans to rewrite it from the ground up to take advantage of my current skill level, but there are some parts I will partially rewrite for performance reasons. A few parts were already rewritten to reflect this, but there are some other parts which could use a shot in the arm... mainly in the sprite allocation routine. While coding stage 3-1 of Henshin Engine, I realized that my round-robin technique for allocating sprites had revealed its weakness so I rewrote the sprite allocation routine to make use of usage checking. The end result was flawless.
This technique has to be backported to Lucretia, as the old technique revealed its weakness long ago but I was too busy with other aspects to ever fix it. In Lucretia, the old technique produces specific enemy flaws... a witch that turns into crows in stage 1 and an evil bear that turns into the chess king in stage 2. In Henshin Engine, the old technique created flying skeletons (using the vampire bat state machine). However, some techniques in Lucretia need to be brought to Henshin Engine... stage 00 in Henshin Engine suffers from some slowdown that could easily be corrected by using Lucretia's much more efficient enemy data handler... or improved even further by converting the whole bloody routine to assembly.
Yay! Keep it up, Rove!
Quote from: The Old Rover on 10/19/2016, 08:28 PMThe annoying part of Lucretia is this... since it has taken so long to produce the damn thing, my coding ability has increased way beyond what it was when I originally coded it. I have no plans to rewrite it from the ground up to take advantage of my current skill level, but there are some parts I will partially rewrite for performance reasons. A few parts were already rewritten to reflect this, but there are some other parts which could use a shot in the arm... mainly in the sprite allocation routine. While coding stage 3-1 of Henshin Engine, I realized that my round-robin technique for allocating sprites had revealed its weakness so I rewrote the sprite allocation routine to make use of usage checking. The end result was flawless. This technique has to be backported to Lucretia, as the old technique revealed its weakness long ago but I was too busy with other aspects to ever fix it. In Lucretia, the old technique produces specific enemy flaws... a witch that turns into crows in stage 1 and an evil bear that turns into the chess king in stage 2. In Henshin Engine, the old technique created flying skeletons (using the vampire bat state machine). However, some techniques in Lucretia need to be brought to Henshin Engine... stage 00 in Henshin Engine suffers from some slowdown that could easily be corrected by using Lucretia's much more efficient enemy data handler... or improved even further by converting the whole bloody routine to assembly.
Nice Rove. Time for Mysterious Song remastered lol
The second pressing of Mysterious Song actually does make use of more efficient programming and has a bug fix or two.
/14721544_10209889376618364_330149585978967919_lost.jpg
We are almost set to roll out the demo for the early supporters. There are still a couple of little issues that need to be addressed before it can go out, but it won't take too much longer.
Quote from: OldRover on 10/22/2016, 01:11 AMWe are almost set to roll out the demo for the early supporters. There are still a couple of little issues that need to be addressed before it can go out, but it won't take too much longer.
The rubber duckies are so elegantly dressed—bravo.
:)
Quote from: guest on 10/20/2016, 11:16 AMThe second pressing of Mysterious Song actually does make use of more efficient programming and has a bug fix or two.
It does?! Did I somehow miss this? My memory must be shot, or I just didn't pay much attention to the 2nd run enough to hear about that.... ](*,)
Quote from: CrackTiger on 10/20/2016, 11:16 AMThe second pressing of Mysterious Song actually does make use of more efficient programming and has a bug fix or two.
Dumb question, I know, but can I tell whether my copy is pressing one or two?
Rover, I'm probably not alone in preferring a delayed quality product than a rushed mediocre one. If you can continue tweaking it, by all means, that's preferred. Let the haters who self-ban and then peddle nonsense to Dreamcast Junkyard be damned.
The second run of MSR was built with my modified version of the assembler which allows me to organize code better. It reduced bank usage considerably, making the game load faster. Additionally, there were numerous cosmetic fixes, and a few critical bugs were corrected.
Quote from: guest on 10/22/2016, 08:49 AMDumb question, I know, but can I tell whether my copy is pressing one or two?
There are only two ways to tell the difference. The title screen of the game will say 2012 on the original and 2012-14 on the repress. Also, the inner ring of the disc will have different info. I don't have a copy of the first pressing handy but the second one will have 385383 22548-36JY WMG-C0-17442-54309A printed on it.
Quote from: guest on 10/22/2016, 08:49 AMRover, I'm probably not alone in preferring a delayed quality product than a rushed mediocre one. If you can continue tweaking it, by all means, that's preferred. Let the haters who self-ban and then peddle nonsense to Dreamcast Junkyard be damned.
Thanks. :D Learning to ignore the haters seems a challenge in sanity but just gotta go with it. We're trying to make this a decent-quality game, and this project has hit many roadblocks and bumps along the way. We're not giving up though.
14807976_1786146341657180_1125894959_o.jpg
So awesome.
Incidentally, I don't get why anyone would "hate" on this stuff. Anyone who takes on indie development for my favorite console is a god damned hero in my book. Keep it up, guys!
I agree with the guy above this game look great keep it up
Rove, you just hit me with too much awesome since I checked this thread last night.
...I need to lie down.
Quote from: Mathius on 10/22/2016, 06:39 PMRove, you just hit me with too much awesome since I checked this thread last night.
...I need to lie down.
Don't worry, I have some Quaaludes for you. :)
Quote from: esteban on 10/22/2016, 08:16 PMQuote from: Mathius on 10/22/2016, 06:39 PMRove, you just hit me with too much awesome since I checked this thread last night.
...I need to lie down.
Don't worry, I have some Quaaludes for you. :)
Thank ya! :D
I will be spending this week preparing the early supporter demo build of this game. I don't have a whole ton of time as we are in the middle of another move (hopefully our last one ever) but if all goes according to our diabolical plans, the demo should start shipping out in the wee hours of November (ok not quite literally but you know what I mean).
Quote from: OldRover on 10/24/2016, 11:29 PMI will be spending this week preparing the early supporter demo build of this game. I don't have a whole ton of time as we are in the middle of another move (hopefully our last one ever) but if all goes according to our diabolical plans, the demo should start shipping out in the wee hours of November (ok not quite literally but you know what I mean).
Mag
Niff
ihh
Cent
:)
Awesome! How do I order this game?
Also..
Quote from: esteban on 10/22/2016, 08:16 PMDon't worry, I have some Quaaludes for you. :)
They probably don't work any more. Haven't you seen The Wolf Of Wall Street?!
Quaaludes and Power Golf... May Have happened.
"I'll have to get some golf shoes, man."
Quote from: blueraven on 10/25/2016, 02:16 AMAwesome! How do I order this game?
Also..
Quote from: esteban on 10/22/2016, 08:16 PMDon't worry, I have some Quaaludes for you. :)
They probably don't work any more. Haven't you seen The Wolf Of Wall Street?!
Quaaludes and Power Golf... May Have happened.
"I'll have to get some golf shoes, man."
I have never seen Wolf of Wallstreet.
But if it has disco quaalude parties, I'm in!
Quote from: esteban on 10/25/2016, 04:57 PMQuote from: blueraven on 10/25/2016, 02:16 AMAwesome! How do I order this game?
Also..
Quote from: esteban on 10/22/2016, 08:16 PMDon't worry, I have some Quaaludes for you. :)
They probably don't work any more. Haven't you seen The Wolf Of Wall Street?!
Quaaludes and Power Golf... May Have happened.
"I'll have to get some golf shoes, man."
I have never seen Wolf of Wallstreet.
But if it has disco quaalude parties, I'm in!
Skip it and watch Boiler Room instead.
Quote from: OldRover on 07/09/2016, 08:42 PMI am about to start a mass emailing for the game to confirm shipping addresses... it will take a few hours to complete. Once I have back enough responses, we are going to start mailing demo discs to everyone who preordered.
I've been away for awhile and am slowly getting caught up with all that I've missed these past few months.
Progress looks good!
Did you send out this mass email? I preordered (back in 2014!) but didn't get any message over the summer about demo discs. I just want to make sure I haven't accidentally fallen off a list or something. :)
EDIT: PM sent!
Quote from: guest on 11/03/2016, 07:50 PMQuote from: esteban on 10/25/2016, 04:57 PMQuote from: blueraven on 10/25/2016, 02:16 AMAwesome! How do I order this game?
Also..
Quote from: esteban on 10/22/2016, 08:16 PMDon't worry, I have some Quaaludes for you. :)
They probably don't work any more. Haven't you seen The Wolf Of Wall Street?!
Quaaludes and Power Golf... May Have happened.
"I'll have to get some golf shoes, man."
I have never seen Wolf of Wallstreet.
But if it has disco quaalude parties, I'm in!
Skip it and watch Boiler Room instead.
If that's an old movie I saw it in the theatre :)
Was that the gambling movie (poker) or the pump-n-dump stock scam movie? Anyway, I enjoyed both.
Quote from: esteban on 11/04/2016, 04:39 AMQuote from: guest on 11/03/2016, 07:50 PMQuote from: esteban on 10/25/2016, 04:57 PMQuote from: blueraven on 10/25/2016, 02:16 AMAwesome! How do I order this game?
Also..
Quote from: esteban on 10/22/2016, 08:16 PMDon't worry, I have some Quaaludes for you. :)
They probably don't work any more. Haven't you seen The Wolf Of Wall Street?!
Quaaludes and Power Golf... May Have happened.
"I'll have to get some golf shoes, man."
I have never seen Wolf of Wallstreet.
But if it has disco quaalude parties, I'm in!
Skip it and watch Boiler Room instead.
If that's an old movie I saw it in the theatre :)
Was that the gambling movie (poker) or the pump-n-dump stock scam movie? Anyway, I enjoyed both.
The latter. What gambling movie are you talking about? Surely not Maverick.
Sooooooooo... on-topic... Saru sent me the last of the replacement sprites, and I'm getting it into the game now. Demo release imminent.
https://www.facebook.com/photo/?fbid=1207698802601485
OniMask-Makeover.png
Oni-Mask gets a makeover... and he doesn't look happy about it. He mad. [emoji14]
Looks like the demo discs are ready and are about to start shipping. Looks like Saru's gonna handle it, so I can focus on coding HE some more.
Quote from: OldRover on 11/05/2016, 10:53 PMOniMask-Makeover.png
Magnificent.
ONI BRO 4 EVAH
I'm pretty damn excited for this, it's looking great.
Woooo! Happy panda busta!
Just received 2 demo discs in the mail today.
Since I pre-ordered is there somewhere I can download an ISO of the demo?
Was out all day and when I came home the demo was waiting for me. This is awesome you sent this out, I am pumped to fire this up tomorrow!
Looks like we may be doing a public demo shortly. I'll keep everyone updated when I can.
(https://junk.tg-16.com/images/Lucretia_Demo_Mug.jpg)
Quote from: guest on 11/23/2016, 11:44 PMSince I pre-ordered is there somewhere I can download an ISO of the demo?
Anyone know?
Quote from: OldRover on 11/26/2016, 08:10 PMLooks like we may be doing a public demo shortly. I'll keep everyone updated when I can.
^^^ ;)
So the demo discs went out to all those who first pre-ordered Lucretia some time ago. Most of those people should have gotten them by now except those from the early pre-orders who have not confirmed their mailing addresses with Rover. An ISO will be going up with this build of the demo sometime toward the end of the week. Inserts will also be available to download so that you may decorate your demos and make them shelf-appropriate :P
I am going to do a second string of emails for those who have not yet confirmed.
*gasp*
Could I get a confirmation please of whether or not a demo was shipped out for moi yet? :)
*gasp* *gasp*
Quote from: Mathius on 11/28/2016, 10:57 PM*gasp*
Could I get a confirmation please of whether or not a demo was shipped out for moi yet? :)
*gasp* *gasp*
Me too please!
Here is my confirmation... I received the demo today... thanks!
Main reason I wanted a confirmation was I couldn't remember what address I gave back then.
PM me duuuuuuuuuuuuuuuude :lol:
Quote from: OldRover on 11/28/2016, 01:37 PMI am going to do a second string of emails for those who have not yet confirmed.
Have you sent e-mails to all those who have pre-ordered ?
Some french friends who hav epre-ordered 3 years ago have not received anything.
Considering what happened to a friend who's still waiting for his collector copy of Mysterious Song, I think you might want to do something to reassure them. Can you PM me your e-mail address ?
I wanted to give some feedback on the demo, which I played quite a few times now.
The Good:
A.) Love the music, I enjoyed flipping through the songs on the sound test and that the music carried into the menus.
B.) Graphics look great. First stage looks pretty good, but stage 2 looks phenomenal.
The Suggestions:
A.) When killing guys, maybe there should be a bit more of a noise or a little flash or red blood spot or something? The character's attacks don't seem to have weight and killing someone doesn't give a feeling of satisfaction.
B.) I also suggest that the bosses flash or there is some indicator you are hitting them. First time I reached the boss I wasn't sure I was doing damage.
C.) Game speed is fast and sometimes it feels as though it is just a bit unfair when guys come out behind and get that quick hit. Maybe a tad slower would be better? I love fast games, like Summer Carnival on Famicom, but in that game enemies aren't coming from all sides.
Other:
A.) Game is hard! I wasn't able to make it past the second stage, so if the demo is indicative of the final release, maybe you should add a continue feature? The guys who are a lot better than me will go for 1CC anyway, the continue gives more people enjoyment and a chance to plow through.
B.) In the options menu there are two empty spaces you can click on. If these are placeholders for the final release, that's cool. If they are there in error, figured I would let you know.
3.) Will the game include a manual discussing game mechanics? I am not quite sure I am using the shield and power-up feature correctly and I am sure they are fine, but some guidance in a manual will be great.
FIRST: I love Lucretia to bits. SO MUCH ATTENTION TO DETAIL and just from the menus/attract mode I can see how things will (probably) be fleshed out further. THIS IS ALREADY A MUST-HAVE, even if it didn't progress any further.
(https://junk.tg-16.com/images/xmas2016_bank.jpg)
(https://junk.tg-16.com/images/xmas2016_a.jpg)
(https://junk.tg-16.com/images/xmas2016_b.jpg)
(https://junk.tg-16.com/images/xmas2016_c.jpg)
(https://junk.tg-16.com/images/xmas2016_d.jpg)
Quote from: TheClash603 on 12/10/2016, 01:24 PMA.) When killing guys, maybe there should be a bit more of a noise or a little flash or red blood spot or something? The character's attacks don't seem to have weight and killing someone doesn't give a feeling of satisfaction.
B.) I also suggest that the bosses flash or there is some indicator you are hitting them. First time I reached the boss I wasn't sure I was doing damage.
I also feel that this utterly fantastic Lucretia would be even better if it were more visceral... if there was some indication/feedback that indicated when (1) boss was hit and (2) enemy killed.
FOR EXAMPLE: If you made the game compatible with the Virtual Cushion, you could simply use a MEGA BASS BUMP to indicate when a boss was hit, and my crotch, which straddles the Virtual Cushion, would be intimately aware of how many times I hit the bastard. :)
SRSLY: It is not easy to achieve that visceral feeling... especially when a game's aesthetics eschew *explosions* and the like... I love that you are doing something different (having enemies drop dead and fall)... so, I am not sure how best to convey "death"... however, I was thinking that, perhaps, death could be conveyed with a simple DEATH CONVULSION (that is, a horizontal "shuddering", where sprite jumps (left 1 pixel --> right 1 pixel) x ____ times, then sprite jumps (left 2 pixels --> right 2 pixels) x ____ times, then, back to 1-pixel shuddering for the *initial* moments of the "death fall" (the remainder of the fall is "normal" trajectory down... no shuddering).
It would take some trial-and-error to fine-tune the DEATH CONVULSION shudder, but, personally, I think it would provide Clash, myself, and like-minded folks the visceral "feedback" we crave :)
BOTTOM LINE: short + quick shudder, with just a bit of lingering shudder during initial descent.
ENEMIES: I think I would prefer death convulsion vs. "blinking" to indicate enemy sprites dying (and subsequently falling off screen)
BOSSES: I don't think I have a preference. Whatever looks better (shuddering or blinking) to indicate a "hit"...
OTHERWISE: I love this demo and I don't want anything else changed. Yes, it is kicking my butt, but I have barely played it. Keep it challenging :)
I received an email back in July which I had replied to, but I haven't seen any demo disc. I'll just have to wait for the ISO release I suppose. Game definitely look great. Looking forward to the release.
MEGA BASS CONVULSION.
Quote from: guest on 12/16/2016, 09:52 PMMEGA BASS CONVULSION.
That would be an acceptable solution. :)
Quote from: TheClash603 on 12/10/2016, 01:24 PMA.) When killing guys, maybe there should be a bit more of a noise or a little flash or red blood spot or something? The character's attacks don't seem to have weight and killing someone doesn't give a feeling of satisfaction.
People complained about the original sound so I changed it to something more subtle. I was going for a Coryoon style but probably failed at it. :lol:
Quote from: TheClash603 on 12/10/2016, 01:24 PMB.) I also suggest that the bosses flash or there is some indicator you are hitting them. First time I reached the boss I wasn't sure I was doing damage.
This is a known bug in that build. It's due to the change in both the graphics and the revised boss code. It's already been fixed on this side, but that doesn't do much good on your side, heh. :)
Quote from: TheClash603 on 12/10/2016, 01:24 PMC.) Game speed is fast and sometimes it feels as though it is just a bit unfair when guys come out behind and get that quick hit. Maybe a tad slower would be better? I love fast games, like Summer Carnival on Famicom, but in that game enemies aren't coming from all sides.
Some gameplay balancing will be done to make it a bit more fair. It's designed more as a memory shooter than a twitch shooter, but even as a memory shooter, it's not so easy to remember the patterns.
Quote from: TheClash603 on 12/10/2016, 01:24 PMA.) Game is hard! I wasn't able to make it past the second stage, so if the demo is indicative of the final release, maybe you should add a continue feature? The guys who are a lot better than me will go for 1CC anyway, the continue gives more people enjoyment and a chance to plow through.
The final game will have a continue feature, but since the demo is short, I didn't feel it was a necessary addition at this time.
Quote from: TheClash603 on 12/10/2016, 01:24 PMB.) In the options menu there are two empty spaces you can click on. If these are placeholders for the final release, that's cool. If they are there in error, figured I would let you know.
Lots of stuff in the menus don't work right now, so something might be buggy bugs. :D
Quote from: TheClash603 on 12/10/2016, 01:24 PM3.) Will the game include a manual discussing game mechanics? I am not quite sure I am using the shield and power-up feature correctly and I am sure they are fine, but some guidance in a manual will be great.
Yeah, this will all be laid out in the manual. I probably should have given out some text or something regarding the controls and such... my bad. :D
Quote from: Sarumaru on 11/28/2016, 11:33 AMInserts will also be available to download so that you may decorate your demos and make them shelf-appropriate :P
Has the download for the inserts gone up yet? If so, where do I find it?
Thanks.
I was flipping through my game shelf and saw the demo for this game, which made me wonder if any progress had been made. Any updates available at this time?
See the HE thread for details. :)
Been some time since ive been here, pretty sure i also pre paid for this like years ago :) wondering if you have my correct address :)
Quote from: mrhaboobi on 08/22/2017, 06:28 PMBeen some time since ive been here, pretty sure i also pre paid for this like years ago :) wondering if you have my correct address :)
Interested in this as well. I prepaid as well and I know you don't have my current address
Long time no update. With FX-Unit Yuki being finished and being sent off to press shortly, I figured it was time to update this thread.
This project is about to go back into production. Saru's got the new pixelwork coming and has found a composer for the game so we can get rid of the stock music it has in it right now. The code is finished, but I may revisit it to make a few changes for the better. The Yuki project really upped my skill level so I should use that spike in experience to make Lucretia a better game.
Quote from: OldRover on 02/25/2018, 06:14 PMLong time no update. With FX-Unit Yuki being finished and being sent off to press shortly, I figured it was time to update this thread.
This project is about to go back into production. Saru's got the new pixelwork coming and has found a composer for the game so we can get rid of the stock music it has in it right now. The code is finished, but I may revisit it to make a few changes for the better. The Yuki project really upped my skill level so I should use that spike in experience to make Lucretia a better game.
Super Awesome to hear! Where can we order a copy of this game? Either pre-order or once it's finished, thanks!
http://www.fxunityuki.com/preorder-now/
LMAO I still have that handpainted Galaga 90 thing stored alongside my turbo games
Not really doing preorders for Lucretia anymore. Not gonna worry about any orders for it until it's done. Too many debacles surrounding such things.
Quote from: OldRover on 02/27/2018, 01:41 PMNot really doing preorders for Lucretia anymore. Not gonna worry about any orders for it until it's done. Too many debacles surrounding such things.
Ok sounds good, really excited for both of your games!
This news is good to hear!
Hopefully you guys send out an address confirmation before shipping out. I moved twice in the past 3 years ha!
Quote from: pceslayer on 03/02/2018, 11:37 AMThis news is good to hear!
Hopefully you guys send out an address confirmation before shipping out. I moved twice in the past 3 years ha!
Same here. Missed out on the Henshin Engine Demo disc because of this as well
Looking forward to future updates on this again!
After my surgery tomorrow (it's nothing too serious, no worries), I'll be re-opening the code for this project to see where I can make some improvements. Saru is going to resume the pixel art shortly.
())====D~~~
Great news.
=D> =D> =D> =D>
Looking so forward to this game!!!
Quote from: OldRover on 03/06/2018, 07:53 PMAfter my surgery tomorrow (it's nothing too serious, no worries), I'll be re-opening the code for this project to see where I can make some improvements. Saru is going to resume the pixel art shortly.
Comrade, I trust that you are having a speedy recovery.
Godspeed, comrade.
Godspeed.
:)