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Lucretia - Demon Princess (鬼姫の呪い in Japan) NOW IN BETA TESTING

Started by OldRover, May 26, 2013, 01:12:35 AM

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cabbage


ParanoiaDragon

Quote from: cabbage on June 03, 2013, 11:14:56 PM
Quote from: ParanoiaDragon on June 03, 2013, 08:12:05 PM
Quote from: OldRover on June 03, 2013, 08:12:36 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:
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OldRover

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.

OldRover

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.

OldRover

Another test video.
A bit more advanced than the proto release, but the endboss doesn't shoot back anymore.

DragonmasterDan

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!
--DragonmasterDan

Tatsujin

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.
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

roflmao

Quote from: Tatsujin on June 06, 2013, 06:48:45 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! :)

ParanoiaDragon

Quote from: guest on June 06, 2013, 02:02:06 PM
Quote from: DragonmasterDan on June 05, 2013, 05:29:33 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.
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esteban

Quote from: OldRover on June 04, 2013, 02:21:40 PMAnother test video.
A bit more advanced than the proto release, but the endboss doesn't shoot back anymore.
Splendid, comrade. Splendid! IMG IMG
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OldRover

Quote from: DragonmasterDan on June 05, 2013, 05:29:33 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 June 05, 2013, 05:29:33 PMA charge shot would be cool too.
Bombs are planned. They are fired with the Select button.

OldRover

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.

esteban

Quote from: OldRover on June 17, 2013, 04:27:15 PM
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.  IMG
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T2KFreeker

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>
END OF LINE.

roflmao


OldRover

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.

esteban

Quote from: The Old Rover on June 18, 2013, 09:34:39 PM
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.
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OldRover

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.

OldRover

Quote from: esteban on June 18, 2013, 09:47:25 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.

turboswimbz

Quote from: OldRover on June 18, 2013, 10:26:09 PM
Quote from: esteban on June 18, 2013, 09:47:25 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.
NW: Hey, I made it on this psycho's Enemies' List, how about that ?? ;)
BT: Look at how the fake SFII' carts instantly sold out and were immediately listed on eBay before the flippers even took possession. Look at Nintendo's overpriced bricks. Look at the typical forum discussions elsewhere. You can't tell most retro gamers anything!

OldRover

The official demo will be released in just a few hours now... just need to add some finishing touches.

roflmao


Bernie

Can't wait to have this on my shelf Rover!  Looks great!

OldRover

Demo released.

https://web.archive.org/web/20140720024620id_/http://www.frozenutopia.com/lucretiademo.7z

Two download locations, just in case.

T2KFreeker

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!
END OF LINE.

T2KFreeker

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.
END OF LINE.

OldRover

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.

OldRover

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.

hoobs88

1 title needed for a complete US Turbo Grafx collection: Magical Chase
Parasol Stars High Score = 119,783,770
https://www.pcengine-fx.com/forums/index.php?topic=9292.0
League of Legends Summoner Name = DeviousSideburns

OldRover

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

mrhaboobi

Looking for (MINT ONLY)
US Manual : Magical Chase, Shockman 
US Box : Turrican,  Soldier Blade, New Adventure Island, Neutopia II
Other : Sapphire OBI, Turbo Play Aug/Sept 90, April/May 92, Turbo Edge Spring 90

PC Engine Special Cards : Bomberman User Battle

Alydnes Super Grafx

Nando

Quote from: guest on June 19, 2013, 09:28:44 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.

Nando

Quote from: guest on June 28, 2013, 10:31:14 AM
Quote from: Nando on June 28, 2013, 09:58:18 AM
Quote from: guest on June 19, 2013, 09:28:44 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.

OldRover

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. :)

Bardoly

I'm glad to see this progress!  I can't wait to see the finished product!

esteban

Quote from: OldRover on July 01, 2013, 04:19:02 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...  IMG
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OldRover

Quote from: esteban on July 03, 2013, 05:28:32 AMI am so happy that shoot-em-up fans of all political stripes are enjoying this game...  IMG
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:

OldRover

New video of the game. First level and part of the second level.

Mishran

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:

ParanoiaDragon

Quote from: OldRover on July 04, 2013, 05:23:58 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
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Tatsujin

level 2 is turning out to be quite funny :)

Please also make the witch scaling down into that house at end of level 1 :)
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

ParanoiaDragon

Quote from: Tatsujin on July 04, 2013, 11:21:44 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.
IMG

OldRover

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.

Tatsujin

all the sprites and artwork charas indispensably need black outline shadings :)
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

esteban

Quote from: The Old Rover on July 03, 2013, 11:26:12 AM
Quote from: esteban on July 03, 2013, 05:28:32 AMI am so happy that shoot-em-up fans of all political stripes are enjoying this game...  IMG
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!  IMG



Quote from: The Old Rover on July 05, 2013, 03:04:46 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.
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.
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shubibiman

Self proclamed Aldynes World Champion

Nando

Quote from: Tatsujin on July 05, 2013, 03:08:12 AMall the sprites and artwork charas indispensably need black outline shadings :)
They do. Next demo ;)

Happy to read you are all enjoying it.

OldRover

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".

touko

Huum strange, i don't have this problem,or i never realized ..

when it occurs ?, early reading sample , end, in mid, or randomly ??

OldRover

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.