Recent Posts

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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by Cyartog959 on April 02, 2025, 04:27:11 pm »
Nice!

Don't worry about what Imgur did to your map's image quality. Not all alternate online outlets convert any image to .png. It won't be a bother once your maps are uploaded to the Atlas. Can't wait to see them!
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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by Vertigo on April 02, 2025, 09:05:27 am »
I've just finished Hidden Ruins for Grant, and thought I'd post the +hints version here to show the new format. Unfortunately Imgur has decided to convert this one to a .jpeg, so there's a white area along the top that should be transparent, and the whole thing is somewhat blurrier than the .png.


https://i.imgur.com/MvxhKA0.jpeg

This one was pretty fun to do. There's a lot of macro detail that you don't necessarily see when you're playing - I had no idea there are three Mesoamerican pyramids, for example. There's also a glitch unique to this map (because it's the only map with death drops) - if you fall into one of the drops while using the "moon jump" Game Genie code, you become kind of... undead. You can jump around the map to explore it, but the AI doesn't react to you, so you can see what their resting behaviour is (normally they just attack as soon as they come into view). The agents run around constantly, the dilophosaurs occasionally hop around, the compies wriggle on the spot or mill around slowly, the soldiers stay put but occasionally change direction, and the raptors never move, but turn to face the player while they're off-screen. It's certainly a lot easier to map using this glitch.
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Gaming / Gravity Circuit
« Last post by Cyartog959 on April 01, 2025, 09:40:13 pm »
We all have seen many Mega Man games, their spin-offs and their installments, and many more games inspired from and improved upon the whole series Capcom provided over the years, but I spotted one that is quite a bit different from many...

That would be "Gravity Circuit", made by an indie game called Domesticated Ant Games, with publishing help from PID Games for consoles, and the game's framework was run on the Löve Framework itself(Small Fact; the framework's version codenames are referenced from Nickelodeon's "Invader Zim" series, and I do mean, they are all based on its references. The devs behind really love it so much to garner fans attention and quote nods to it. I can already imagine "Florpus" as a later version codename *laugh*).

The story of Gravity Circuit centers on a rather alien-ish world populated by what I can pretty much presume a whole race of alien-like robots that established their colony on that planet eons ago, but for what, few know not. On a particular digging operation, a buried structure was found beneath the planet's depths, plainly called "The Ark"(name could've been more uniquely fitting instead of being generically plain and dull, in my perspective), and the robots that found it are curiously eager to uncover its great secrets and unfold many mysteries...

Not too long, though, a great force of its evil emerged...

That force took on the form of a large army of vile robots of different shapes and sizes called the "Virus Army"(again, obviously generic, and could've thrown in a unique name change to stand it out more), and unleashed great destruction on their cities, in numerous waves of attacks the citizens couldn't handle.

To combat this threat, a heroic faction has formed as their means of quashing out the army's forces, which would be called the "Guardian Corps", and their formation would give rise to a new roster of strong protectors capable of stopping threats, including the Virus Army, which is called the Circuits.

With their strength and powers, the Circuits drove out the Virus Army's attacks and protected the citizens of their world after long battles against them, but one Circuit, the soon-to-be central hero of it all, the Gravity Circuit, Kai, went and got damaged in battle, leaving him down and out for the count, and needed to undergo repairs for his service in fighting against that army.

The Virus Army appeared to be subsided, but the true source of it wouldn't go inactive after such a thwarting, leaving its return inevitable...

And it came to pass many years later, and to make matters a bit worse, most of the Circuits that fought against that army went rogue on them, re-dubbing them the "Rebel Circuits", who have obviously fallen under the influence of the Virus Army, and another horrible conflict continuing the original carries on... until one day, Kai re-awakened, and seems to have no memory of what's going on...

Still, he and the Guardian Corps, led by Kernel, would not let this war go unnoticed, and it would soon be up to the Gravity Circuit himself to take the fight to the Virus Army and put a complete stop to them and the actual villainous force behind it once and for all, beginning his adventure.

The gameplay follows quite much of Mega Man's games, more strongly "Mega Man X", having an "Opening Stage" to get any player up to speed on controls and goals in the game, and upon defeating the boss, a batch of stages are given to be completed before going to the multi-stage finale. The only difference is, the robot hero doesn't actually rely on built-in weaponry and armaments from their metallic limbs, but rather through good-old humane defenses of fisticuffs, an anchoring grappling hook, and many different upgrades that provide numerous abilities, along with hidden health and energy increase found on each main stage's secret paths.

As we guessed, each main stage is themed on the boss robots themselves, the Rebel Circuits and their villainous purpose they're committing to disrupting the robot citizens' livelihoods in each stage, in this case...

The Power Circuit, Cable.
The Optic Circuit, Ray.
The Cooler Circuit, Blade.
The Break Circuit, Crash.
The Patch Circuit, Trace.
The Cipher Circuit, Hash.
The Wave Circuit, Medley.
The Shift Circuit, Bit.

And, at the end of each stage, a boss fight against them takes place, and their central essences are obtained and stored into the Guardian Corps HQ's vault in victory.

The game really delves into Hi-Bit territory, but the palettes are a bit more colorful than those of Mega Man's games... at least, comparably. The stages were loads of fun to play through and the enemies were a thrill to trash! The sprites are quite expressive in-game, too.

To better adhere its Hi-Bit meaning and aesthetics, the game's account on Twitter/X explains the game's fantasy console rules for it, as proven in this link here - https://x.com/GravityCircuit/status/1271825136132526080

There's so much to explore and obtain in each stage, and patches providing more than cosmetics kept providing us with a bit more to do. I don't mind it, though, but I still strongly feel the game should have a sequel that continues its formula, with a couple of improvements, even having longer and bigger stages, and maybe actual voice acting.

The sound effects are mostly made through FamiTracker, which is nice, and I do enjoy hearing good sounds made from it. The soundtrack by Dominic Ninmark is excellent to hear, too!

The game only has two minibosses, Scrap Golem in Trace's stage, and V. Assault Heli in Bit's stage, which are unfittingly bunched into the bestiary as enemies, rather than giving their own section there. Disappointing to me. I expected more.

One user asked about each stage having a miniboss from the game's Twitter/X account after playing the demo. The only answer was that not every stage has one, unfortunately, and it would take time to retrofit the minibosses into the remaining stages that don't have them. It sounds simple to say, but to actually do it with the process in patching the game, not entirely impossible, only they just don't feel the effort in doing it. Hopefully, the sequel can take care of it, even towards the opening and finale stages(Mega Man X3 does have unique minibosses in its opening stage and Doppler's Lab's stages, and I enjoyed toppling them).

The answer is in the game's Twitter/X account's link here - https://x.com/GravityCircuit/status/1674094880501399553

Of my favorite stages, Medley's was my great favorite, from a good ascent to the top to confront her, to the music itself giving out a good feel to dance to it.

The (SPOILER) Ark's 2nd Stage, Machinery, really put a place as a favorite stage of mine, even the theme, but the fight against the Crystal Circuit itself really puts a completely different twist on the boss rush structure from past Mega Man games; those had us fighting each boss robot one at a time, at our non-linear choice before facing Dr. Wily in his Wily Machines and Wily Capsules.

In Gravity Circuit's case, the bosses are all fought randomly NON-STOP as part of ONE WHOLE FIGHT against Crystal Circuit, who uses their essences to form virtual husks of the Rebel circuits inside its digital arenas, all using their same powers from before. It's like the standard Mega Man boss rush, but STREAMLINED! And, I love it!

Aside from it not yet being mapped(though we do have tools and techniques on doing so, and more yet to be made), Gravity Circuit remains a great Mega Man inspired game to be enjoyed! If anyone's up to giving it a go, feel free! I'm still eager to see "Gravity Circuit II" real soon!
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Map Requests / Re: Sega Genesis Mini 2 - full map set
« Last post by JonLeung on April 01, 2025, 05:55:54 pm »
Light(e)ning and thunder!

G.E.R. delivers us maps from Lightening Force, Ranger-X, Rolling Thunder 2, and Splatterhouse 2.

Keep up the good work, G.E.R.!
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Maps Of The Month / 2025/04: Wai Wai World (J) (NES) - sprays
« Last post by JonLeung on March 31, 2025, 09:13:30 pm »

For this month's "Maps Of The Month" featurette, I wish to draw your attention to sprays's Wai Wai World (J) (NES) maps.

Konami Man and Konami Lady set out to save the heroes of Konami video games in this wacky crossover game featuring the company's characters and settings.

In platforming stages, you will rescue and play as Simon Belmont III (a descendant of Simon Belmont from Castlevania), Goemon (the "Mystical Ninja" from Ganbare Goemon), Moai Alexandria (a Moai head from Easter Island, and seen in Gradius), and Getsu Fuuma (from Getsu Fuuma Den).  There are even licensed characters here that were not originally created by Konami.  Still, they had the video game rights to them at the time, including Mikey (from The Goonies) and King Kong (from King Kong 2: Ikari no Megaton Punch).  After those first six stages, there's a vertical shooter stage starring Twin Bee (from Twin Bee) and the Vic Viper (from Gradius), and a finale in an alien base (from Contra).  For Konami fans, it's fun to see how the environments have been adapted from their respective games to this mash-up.

The game got a sequel a few years later, also on the Famicom. Konami would also mix some of their characters in the Parodius games - none of which got a North American release. Konami Wai Wai Racing Advance is a Mario Kart-style Konami crossover that did get a worldwide release on the GBA, as "Konami Krazy Racers", but DreamMix TV World Fighters (combining Konami, Hudson, and Takara) was once again Japanese-only.  So the world hasn't seen much of this "wai wai" action.

So to recognize the effort put into mapping this Japan-exclusive crossover, sprays's Wai Wai World (J) (NES) maps will be known as VGMaps.com's Maps Of The Month for April 2025.
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Gaming / Re: Apologies
« Last post by Cyartog959 on March 31, 2025, 04:41:11 am »
I understand that you didn't understand what it this theme about.
This theme titled "Soniс 3 Competition the my fan-game" and this means that this theme about unofficial game, in which I tried to recreate full-fledged playable levels based on official STH3 Competition mode maps.
This theme is not about another unofficial games and engines.

I asked specific question - what needs to be fixed, changed, improved or implemented? I don't asked what engines or fan games are there. I don't searc information about them, I just asked "what needs to fixed?". This means that no need to write long articles about other games, this theme non for it.

OK. Sorry. Didn't mean to go a bit off-topic here. Drifted away bit too much about this post because I got a bit too enthusiastic about what I spoke of after I thought you were switching engines for your project.

If anything, I can discuss that in another topic and post, another time.
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Gaming / Stop it
« Last post by G.E.R. on March 31, 2025, 02:38:31 am »
I understand that you didn't understand what it this theme about.
This theme titled "Soniс 3 Competition the my fan-game" and this means that this theme about unofficial game, in which I tried to recreate full-fledged playable levels based on official STH3 Competition mode maps.
This theme is not about another unofficial games and engines.

I asked specific question - what needs to be fixed, changed, improved or implemented? I don't asked what engines or fan games are there. I don't searc information about them, I just asked "what needs to fixed?". This means that no need to write long articles about other games, this theme non for it.
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Gaming / Re: Sonic 3 Competition Plus - my fangame
« Last post by Cyartog959 on March 30, 2025, 10:05:18 pm »
Well, I did some searching, and I've found Hatch Game Engine's link from GitHub, and here's this link to it, though that hasn't apparently been touched in a while...

Hatch Engine's Link - https://github.com/aknetk/HatchGameEngine

Though I did find a more active page with a more public release about that engine, and it's right here - https://github.com/HatchGameEngine/HatchGameEngine

The demonstration video's description about the Hatch Game Engine and OpenMania framework said I could obtain it from the former's link, but I couldn't seem to find the download links to it... at least, up until I found the latter's link with a more public release, if I'm sure its more active and accessible there for anyone.

That game engine looks like it is much more capable of making more than just Sonic fangames alone... The only annoying matter of it is finding it and the steps on how to use it to make games there, let alone finding the application that starts it after downloading it.

I'm really hoping for clear guides to it... I'm a bit frustrated on what to find after downloading such a game engine as Hatch and how to use it.

I've thought I would provide those links here, because you were a bit well versed into your kind of work, G.E.R., for you were using an engine for a Sonic fangame.

On a more related note, I did enjoy seeing what the Hatch Game Engine can do, making great 2D games from watching that video and playing Sonic Galactic's demo.
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Map Requests / Re: List of unmapped NES games
« Last post by dark_lord_zagato on March 30, 2025, 09:58:45 am »
Getting all of the games mapped in a few months is still a stretch, though, there are still a few RPGs and adventures (the Advanced Dungeons & Dragons games, Tombs & Treasure, Ultima: Warriors Of Destiny) and a few that would be technically challenging to do justice: various flight simulators (including stuff like Star Voyager), games with unique "3D" effects (Castelian), games with peripherals that may not be easily emulated (Miracle Piano Teaching System).

As for Ultima: Warriors Of Destiny, i'm going to leave that alone for now just in case FlyingArmor wants it.

Looking at Miracle Piano Teaching System for the first time, I can see why this might be a problem. I thought VirtuaNES had pretty good peripheral support but even that doesn't have a midi keyboard. The only thing I might be able to do about this is go into BizHawk's hex editor and see if I can operate the game from there somehow.
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A very small annoyance about finding the actual application to see and run Hatch Game Engine, after downloading the engine's source code, there's big confusion on where to find it so anyone can use it.

It's been updated lately to 1.3, as I've read, but newcomers who downloaded it have currently no guidance on how and where to find the engine to actually start making games on it.

I do, however have this link for the engine from GitHub itself... more or less.

Here's the GitHub link to it, in its public release - https://github.com/HatchGameEngine/HatchGameEngine

I've read the release notes about the updates because I got curiously intrigued about the engine, and yet, as far as I've seen, I don't see any desktop shortcut to start and use that engine to make and create whatever game anyone wants, for I thought it was a far more accessible 2D game engine that's really fun to use, and it really bothers me, for I've been curious about how and what it does. I only saw the source code to it, but nothing else.

If someone could take time to give guidance on how to find the engine after downloading, any tutorial, step-by-step guide, video or otherwise, or even talk to the devs behind the engine about increased accessibility, well, that'd be great. Hopefully, if any of you've got time, you can ask the creator responsible for it and/or the users that are versed into it.

The creator's name is Aknekt, a talented programmer, who, as I've briefly read, worked on Evening Star in Sonic Origins as Support Engineer for Retro Engine.

Pic link from his Twitter account is here as proof - https://pbs.twimg.com/media/FV9Fx_0UIAAuC54?format=jpg&name=large

One note, the level editor's not included in the engine, but I already know Tiled covers that concern when using it to bring levels to that engine. The editor's format is compatible, after all.
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