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Topic: Create a new game (Read 1347 times)
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Special T
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« on: February 14, 2006, 01:17:01 am » |
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So start off I'm a Hugh fan of the shining force games and since Shining force final conflict for Game gear has recently been translated I was wondering, would it be very time consuming if someone ever decided to create SF FC from scratch to be a genesis ROM to increase the pixel count and just look nicer all around? The reason I ask is because they remade Gideon 1 & 2 for sega CD and those game looked awesome and I was thinking about doing a remake myself if it wouldn't take 4 years to complete. I'm just really curious I guess.
Another thing that sparked my curiosity was the hack of Super Mario brother to make it look like SM3 I thought that was cool and I wanted to do something along the same lines but with shining force final conflict.
any info would be appreciated.
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Dragonsbrethren
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« Reply #1 on: February 14, 2006, 02:05:42 am » |
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Yes, it would be very time consuming, to say the least.
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KaioShin
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« Reply #2 on: February 14, 2006, 05:15:35 am » |
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If you really want to make something from scratch, why bother with all the limits of the crappy genesis hardware? Make it for PC and get really pretty hi-res graphics, a CD-Soundtrack and more goddies
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D
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« Reply #3 on: February 14, 2006, 05:54:08 am » |
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If you really want to make something from scratch, why bother with all the limits of the crappy genesis hardware? Make it for PC and get really pretty hi-res graphics, a CD-Soundtrack and more goddies Bad theory. Limitations are a necessary element of creativity. When your graphics or sound can only be so good, you have to actually come up with interesting ideas to make something sellable. Even WisdomTree's shitstack NES games were better than a lot of the PSX library, and that's not even touching on the PC library where its competition are such enlightened projects as Redneck Rampage and Carmageddon.
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Nightcrawler
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« Reply #4 on: February 14, 2006, 09:52:16 am » |
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If you really want to make something from scratch, why bother with all the limits of the crappy genesis hardware? Make it for PC and get really pretty hi-res graphics, a CD-Soundtrack and more goddies I agree with this for the fact that you can make and get your game up and running MUCH faster on the PC than you can on the Genesis. You are learning skills that you can actually make money with in the real world unlike Genesis programming(although learning different types of assembly in general can be useful on a resume). I don't really buy into limitations being necessary for creativity. You make your PC game look exactly like a Genesis, SNES, or NES game if you choose to. You can be just as creative, and you don't have to work within the limitations and quirks of the hardware, nor learn what all the hardware registers do and how to use them. While I do like homebrew console code and mess around with it myself, for a completely new from scratch game that I intended to finish, I would not write one for Genesis or any other archaic console. But hey, each to his own.
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« Last Edit: February 14, 2006, 10:18:45 am by Nightcrawler »
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Special T
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« Reply #5 on: February 14, 2006, 10:07:29 am » |
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Thanks for the feedback guys.
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Ryusui
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« Reply #6 on: February 14, 2006, 05:11:55 pm » |
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Limitations are a necessary element of creativity. When your graphics or sound can only be so good, you have to actually come up with interesting ideas to make something sellable.
Even WisdomTree's @#$% NES games were better than a lot of the PSX library, and that's not even touching on the PC library where its competition are such enlightened projects as Redneck Rampage and Carmageddon.
I fondly recall Game Players magazine featuring a review of what they considered the Worst Game Of All Time, a Japanese PS1 game called "Cosmic Race". On the page explaining their rating system, the name of that game was synonymous with a 0% rating.
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zalas
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« Reply #7 on: February 15, 2006, 04:58:08 am » |
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I don't really buy into limitations being necessary for creativity. You make your PC game look exactly like a Genesis, SNES, or NES game if you choose to. You can be just as creative, and you don't have to work within the limitations and quirks of the hardware, nor learn what all the hardware registers do and how to use them. Actually, I find that limitations do improve your inner artist. Throw a million effect pedals at a beginning guitarist all at once, and it would take him a long time to figure out how to make sense of it and how to properly use them. Give them to him one at a time, and he'll manage to master the usage of one before moving on to the next. I think limitations ARE useful in the sense that you aren't bombarded with a billion things that you have to work with and ends up with you being able to create solid pieces. Another example is music. Force someone to use only 2 music channels and they'll learn darn well how to create implied harmony, etc. This is because he figures out how to achieve his goal with only two tracks. Now give him two more, and he'll know how to use those to the fullest. Hence, you can see that he has a good chance of surpassing his original goals. To conclude: limitations help the amateur develop his/her skills while they hurt the expert in expressing his/her creativity.
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KaioShin
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« Reply #8 on: February 15, 2006, 05:31:25 am » |
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Sure, but in this case consider another factor besides the limitations. Programming for the genesis is several times more difficult for than the PC. I don't know if there are advanced compilers or full fledged development environments available for the genesis, but I strongly doubt it (at least for homebrew coders).
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D
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« Reply #9 on: February 15, 2006, 08:43:04 am » |
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Genesis has compilers available for both C and BASIC. There's also a lot of hijacked development libs for programming games on Saturn too.
For Sega programming questions, check the forums at SegaXtreme. They have a load of info on this.
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Nightcrawler
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« Reply #10 on: February 15, 2006, 09:17:05 am » |
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I don't really buy into limitations being necessary for creativity. You make your PC game look exactly like a Genesis, SNES, or NES game if you choose to. You can be just as creative, and you don't have to work within the limitations and quirks of the hardware, nor learn what all the hardware registers do and how to use them. Actually, I find that limitations do improve your inner artist. Throw a million effect pedals at a beginning guitarist all at once, and it would take him a long time to figure out how to make sense of it and how to properly use them. Give them to him one at a time, and he'll manage to master the usage of one before moving on to the next. I think limitations ARE useful in the sense that you aren't bombarded with a billion things that you have to work with and ends up with you being able to create solid pieces. Another example is music. Force someone to use only 2 music channels and they'll learn darn well how to create implied harmony, etc. This is because he figures out how to achieve his goal with only two tracks. Now give him two more, and he'll know how to use those to the fullest. Hence, you can see that he has a good chance of surpassing his original goals. To conclude: limitations help the amateur develop his/her skills while they hurt the expert in expressing his/her creativity. Your examples are all well and good, but they don't relate to genesis vs. PC programming. In fact, I would say that I don't think that logic applies to game programming at all. First, you're ignoring complexity. Second, you're ignoring the fact that learning how to program a game on the genesis doesn't translate well beyond that. For your music example, you said then you get two more tracks. Well it's not like that with this situation. You program a game for Genesis. Then what? Genesis hardware was unique to the Genesis. It's not going to help you much at all when it comes to programming a PC game aside from the general procedural knowledge of how a game works. When you set out to code a game, you know what you want it to look like. As I already said, you can mimic the same 'limitations' on the PC if you want. Code a game in 224x256 resolution if you want. Use 16 colors if you want. How the limitations of learning about what you can do during vblank, hardware registers etc. that apply only to one single system in the whole world is beyond me. You're NOT learning efficiency in this case by having these limitation as you could be with your examples. As far as throwing too much at a an armature. You throw much LESS at an armature with the PC than you would with the Genesis. You can create a small game simple in a matter of hours on the PC. It take that long just for people to learn how to properly initialize the genesis. I'm sorry, but I don't believe creativity is hampered by not having the limitations of archaic systems. I know personally MY creativity has not been.
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Dragonsbrethren
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« Reply #11 on: February 16, 2006, 12:49:51 am » |
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I find certain limitations do help my creativity in just about anything, but I'd never bother learning to program the Genesis.
However, the above example made me think, all newbie game developers should be forced to learn to program on outdated computers. Maybe we'd end up with PC games without such absurdly high system requirements (Seriously, I've played platformers that lag on my system...).
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Nightcrawler
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« Reply #12 on: February 16, 2006, 08:58:04 am » |
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I find certain limitations do help my creativity in just about anything, but I'd never bother learning to program the Genesis.
However, the above example made me think, all newbie game developers should be forced to learn to program on outdated computers. Maybe we'd end up with PC games without such absurdly high system requirements (Seriously, I've played platformers that lag on my system...).
Funny you should mention that. I coded a 2D mario clone game demo last year. It was actually CHALLENGING to figure out how to use Direct3D efficiently to do 2D. The framerates weren't all that high for awhile. I think alot of modern day 2D developers have that issue. To use any of the major API's(D3D,OpenGL) to do 2D, you're actually doing 3D. So you learn how to do the 3D, BUT... the approach you takes needs to be very different between the two despite them being the same if that makes any sense. Personally, I had a challenging time with it for awhile until I really got a grasp on what I was doing. So, it's not surprising to me that an armature developer writing a 2D game can come out with something that lags on a beefy machine. It's not necessarily because they coded carelessly because they had plenty of system resources, it's because it's not as simple as throwing your sprites on the screen anymore when you have to go through the 3D hurdles. On the flip side, using 3D really opens you up to some nice hardware accelerated effects such as scaling, rotation, and transparencies(for your 2D game of course) which can be added VERY easily.
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Aquillion
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« Reply #13 on: February 17, 2006, 01:11:01 am » |
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Anyone who thinks that the limitations of the 8/16-bit era automagically led to better games wasn't really around (or at least wasn't buying very many games) back when that era was actually happening. Go to any ROM site and download a few you've never heard of totally at random, I dare you. Unless you're fabulously lucky, every single one of them will be awful.
The games you remember--or, if you're too young to really remember the 8/16 bit era completely, the games you've loaded up on emulators--are the classics. When you go back and cherrypick the best games from over a decade, naturally it's going to come off looking good.
The vast majority of 8/16 bit games, though, were just bad. Bad games are cheap and easy to produce, so we ended up with a lot of them.
(And that's not even getting into the really limited Atari era. The depth of awfulness that existed in the Atari era can be properly understood by considering this: In its time, E.T. was not considered such a bad game. It wasn't great, sure, and they produced waaay too many just as the console started to fade, but compared to the vast majority of Atari games out there E.T. looked good. That's how bad videogames used to be back when things were really limited.)
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D
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« Reply #14 on: February 17, 2006, 03:37:54 am » |
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The percentage was far lower in the NES/SMS/SNES/TG16/GEN days than during the PSX-and-beyond era. I would say 40% of the games during that time were utter shit with no redeeming value at all, as opposed to 85% in modern times.
Even the Dreamcast, as much as I would love to romanticize it, had about the same ratio of good to shitty games as any other system of its generation.
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