Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« Last post by JonLeung on April 19, 2025, 08:15:29 pm »

Something I whipped up super quick.  When I saw that Nintendo released a new Switch 2 ad featuring Paul Rudd, and ALSO released the 1991 Super NES commercial featuring Paul Rudd, I decided to edit the Switch 2 ad to synch up with the Super NES one.

I also made a version for YouTube Shorts:

22
Map Requests / Re: Sega Genesis Mini 2 - full map set
« Last post by JonLeung on April 15, 2025, 03:21:18 pm »
Three more from G.E.R. today, all for the Sega CD: Final Fight CD, Night Trap, and Sewer Shark.

I had forgotten that Final Fight is on the Sega CD - in many conversations I hear of Streets Of Rage (a Sega exclusive series) vs. Final Fight (arcade and other platforms, but in this context, usually the Super NES trilogy) when it comes to beat-'em-ups on the street, so it's like... "oh, yeah, Sega DID get a Final Fight as well!"  According to the credits, it seems Sega was involved in the conversion.

The other two, Night Trap and Sewer Shark, I associate so much with the Sega CD, they're the games I immediately think of - even though I've never played Sewer Shark (which was apparently also on the 3DO, guess it wasn't exclusive). And Night Trap is funny in that it was so controversial back then, but now, it seems so incredibly tame.  I watched a compilation of death scenes on YouTube in the same room with my usually-conservative mother, who ended up laughing with me at how silly the whole game is.  I think I bought the 25th Anniversary version digitally on the Nintendo eShop for the Switch when it was on sale at the same time as another FMV game, Double Switch, and had fun with both of them for a few minutes, before deleting them and almost forgetting about them.  They're interesting games from a time period when movie scenes in games seemed to be so cool, but they feel clunky now.  I'd rather play Dragon's Lair... (which was ported to, like, everything, including the Sega CD, but isn't on the Genesis Mini 2...)

I do wonder if there's some way to "map" Night Trap and Sewer Shark... maybe screenshots of important scenes and like in a flowchart style?  I dunno...  As with the racing games from two days ago, I'm okay with marking them as "complete" for now.

Thanks yet again, G.E.R.!  You really are quite dedicated to this, and that's great to see!
23
Map Gab / Re: Eternal Daughter
« Last post by JonLeung on April 14, 2025, 03:43:33 pm »
24
Map Requests / Re: Sega Genesis Mini 2 - full map set
« Last post by JonLeung on April 13, 2025, 10:13:02 pm »
Wow, that's a lot of games from G.E.R. today.  11, which is a decent fraction of the entire Genesis Mini 2!

GENESIS
After Burner II
OutRun
OutRunners
Super Hang-On
Virtua Racing

SEGA CD
The Ninja Warriors (J)
Robo Aleste

BONUS
Fantasy Zone
Space Harrier II (Genesis Mini 2 version specifically)
Super Locomotive
VS Puyo Puyo Sun (J)

I wonder if there might be some way to more fully map out the racing games, OutRun, OutRunners, Super Hang-On, and Virtua Racing.  Those would be a technical challenge.  I'm fine to mark them off as green for "completed" as they are, though.

This actually clears up all the "Bonus" games, except for the enhanced version of the first Space Harrier, which is the 61st game that is not seen in most of the ads for this.

Incredible work as always, G.E.R.!

It's always nice to see you take out big chunks of requests like this.
(But you don't ALWAYS have to send them in batches.  :P )
25
VGMaps Social Board / Re: Nintendo's Backlash and Hubris Worsens
« Last post by Cyartog959 on April 12, 2025, 09:27:27 am »
It's clear that after what they unveiled from their latest trailers about their next system, Nintendo's already flaring such heightened levels of their greed, arrogance, vanity, anti-consumerism and preservation, and, moreover, hubris of their very own actions against their fans, and I can already feel it already getting more worse than before, and so far, no one, even anyone outside of Nintendo is doing anything about this. Even people already called Nintendo out on it, and more.

Sorry, but that had to get out of my system.

From numerous people's unprecedented strong negative reactions about their next system, and still rising, it could be that Nintendo may possibly be in for an unfortunate downturn, and despite what people have been saying, I feel in my perspective, they cannot, and surely will not, do a thing to turn it around, and may leave the gaming industry suffering worse than before.

Even their next system is not entirely different, only following the same, unchanged structure and blueprint of their previous, which is the Switch, and never distancing it from others. It only still delivered the dull experience of gaming from that system. Each system from Nintendo offered different menus and experiences that stood them out, and that's what made them more memorable and well-loved than the Switch.

I still can't feel nothing but aching, untold disappointment in them after what they did, now and even before, and, no, nothing from life or people to blame won't change it(seriously, blaming won't ever work). It's Nintendo themselves that created all this. That company may have saved the gaming industry after the Crash of 1983, but if such actions out of their hubris continues, they could, and might as well may, devastate the industry, too. A rather grim bookend for Nintendo, if you could picture it(not that we want it or anything, but only an outcome if certain things around there don't change for the better).

Dual-screen handheld gaming from the Nintendo DS has been, and still it a TRUE game changer for true handheld games as a whole, and the true experience is well-ingrained into our memories, even some childhoods to those that played it for the first time, and is too beloved by gamers to just let go, which we won't.

When we saw the 3DS first announcement trailer, people really felt they were looking forward to their next true handheld system, as well as devs working with it. After its launch, the price wasn't well met, but that got lowered shortly, and people loved having to afford the system and their games' prices. We had more good handheld games from the get-go, and plenty of good online multi-player matches through them. Another good outlet for it, if you will.

I can only say this, if Nintendo can't reason with people after they got such worsening backlash, what will? I feel, in my perspective, we can't bank on trust in Nintendo any longer(about how they're handling their changed directions of gaming in the industry, that is).

I speak of this out of GREAT concern for both outlets of preservation towards the entirety of traditional gaming as a whole, and we should think about this.

Certain traditional lines in gaming as a whole cannot be crossed nor blurred, no matter what people think or say otherwise. Home consoles and handheld consoles are our true two gaming outlets, but hybrid consoles, like the Switch, they just doesn't deliver the same experience we've still enjoyed.

That company's lost their identity and soul very shortly, and Satoru Iwata's words and warnings about the company heading into any wrong direction away from true gaming were obviously ignored after he was gone, and the present management behind Nintendo(key specific people with such mindsets, attitudes, and visions of anti-consumer and preservation actions in that kind of management, to be precise), in all regions, has only made it far worse.

The flaring, negative backlash against Nintendo from people's comments on social media already proves it(don't need any examples to ask why).

Whether Nintendo likes it or not, we the people have to make our own true handheld gaming systems and their software dev kits, not influenced by the likes of Switch(seriously to say, there's far too many products and offshoots influenced and inspired by it), but influenced by the likes of DS & 3DS, but better and more stronger than before. We need a true "Plan B" for true handheld gaming as a whole. True foresight is needed to counter this.

And, we have to take actual steps in preserving actual handheld gaming and the games made for them only, because, let's face it, nothing can replicate the same experience of the originals. And we need to ensure these kind of games last far longer than just decades of playability for new and present people to come. So many exclusives are still in need of preserving out there...

Even if such handheld games are ported to home consoles, the experience and configurations of them are never the same, and we're loaded with the unnecessary weight of slower reaction times in doing so much dual-screen action on only one screen.

*sigh...*

I apologize for this being long, but I can't let this stay in waiting any longer. I worry much, and I also apologize if it bears repeating. And I don't want to downplay anyone's decisions for it. I do express my rights to be concerned at times.
26
Map Gab / Re: Eternal Daughter
« Last post by Cyartog959 on April 11, 2025, 03:24:03 pm »
Yeah, I found two tools. One allows to view the levels, but requires a .gam file, while the game only comes with exe. The other could extract game's files, but not the levels. Both are open-source and come with level format specification, so I could try extracting it myself, but I don't even have experience with binary formats. Now that the map is done I don't really need it anymore. (though I wonder if there aren't any hidden Easter eggs in some unreachable areas)

There are other past Clickteam made games yet to be mapped out there, including those ported to consoles, I think, so, I would recommend saving your tools for later.

I also think that later games made with newer Clickteam engine versions have been formatted to .MFA, so, seeing their maps & contents may require different tools.

Quote
I've seen the button, but it seems to take you directly to sending e-mail. I couldn't find any guidelines, preferred formats etc. even on the forum.

If you think the map is good enough I will wait a couple more days and submit it as is.

Basically, for any sending maps without guided steps, the lowdown is this; after clicking "Submit", you'd have to put any made maps, singular or a set, in the email as images, preferably in .PNG for best clear quality, then, when ready, send them to complete your map submission.

Thanks. I would think that upon good, close inspection, there would be a few rough spots you might have missed somewhere, aside from whatever small oddities you mentioned.
27
Map Gab / Re: Eternal Daughter
« Last post by KoBeWi on April 11, 2025, 01:37:36 pm »
Quote
I don't know any tools about extracting maps from any Clickteam engine made games(not that I've seen any), but, if you're still concerned, seek and ask anyone who's more experienced in it.
Yeah, I found two tools. One allows to view the levels, but requires a .gam file, while the game only comes with exe. The other could extract game's files, but not the levels. Both are open-source and come with level format specification, so I could try extracting it myself, but I don't even have experience with binary formats. Now that the map is done I don't really need it anymore. (though I wonder if there aren't any hidden Easter eggs in some unreachable areas)

Quote
The map submission button is found on the site's homepage, labelled "Contribute". That's where you can submit your map.
I've seen the button, but it seems to take you directly to sending e-mail. I couldn't find any guidelines, preferred formats etc. even on the forum.

If you think the map is good enough I will wait a couple more days and submit it as is.
28
Map Gab / Re: Eternal Daughter
« Last post by Cyartog959 on April 11, 2025, 11:23:35 am »
Nice! Took a good look at your map, and it is well-made. I never played it myself, but I do like seeing such freeware games being mapped for preservation and additional appreciation about their artistry.

If any part of the map gets obscured or occupied by the HUD, don't worry. I don't know any tools about extracting maps from any Clickteam engine made games(not that I've seen any), but, if you're still concerned, seek and ask anyone who's more experienced in it.

The overall map size, from its time, I can see it was from when we didn't have very huge maps yet, but I can guess the small rooms put together in a whole map took some memory Derek Yu had at that time, guessing from plenty of Megabytes to maybe a Gigabyte or so. The complexity's quite noticeable, though.

Really not bad. You got about every secret and hidden Easter Egg room down, too.

And, I could think the game was made through Multimedia Fusion 1.

The map submission button is found on the site's homepage, labelled "Contribute". That's where you can submit your map. If you're in thought of some slight refinements to your map before that, well, the decision's up to you.
29
Map Gab / Eternal Daughter
« Last post by KoBeWi on April 11, 2025, 08:58:30 am »
Hi, I made my first map. It's for Eternal Daughter, an old freeware metroidvania by Derek Yu.

I'm not familiar with the submission process, and also it's my first map, so I figured I'd post here to get some feedback first.

You can see the map here:
https://files.catbox.moe/e3wg8c.png (14,6 MB)

I created it by screenshotting. It's not pixel-perfect, because some parts were out of visible area or covered by HUD; I assume it's a typical problem, unless you have some tools to hack the game. Also at some point Windows decided that it will take screenshots with different colors, so the colors in early parts might be a bit off (not noticeable; I still wonder which colors were real).

I kept all the screenshots, there is almost 4k of them. The map was stitched in GIMP.
30
Isn't the Hatch Game Engine just a code framework/library and you have to code/write your game around it? I.e. it's not a visual game maker program like Game/RPG maker or Clickteam Fusion.

Yeah... I kinda grasped it. And the steps to build it from scratch pretty much needs to be learned, not to mention having some knowledge and experience.

Guess that's a difference from engines that are visual game makers, not like what I thought the Hatch Game Engine was.

I thought there weren't any tutorials in setting up that framework for anyone, even for those who aren't familiar with game and engine programming yet, especially when it comes to doing it by C++, which as I've read the engine's made with.

So far, I've seen its capabilities with Sonic Galactic, due to it following, and adhering to, the formula started from Sonic the Hedgehog 3, and continued into Sonic Mania(Freedom Planet, though, did actually bring that formula back when no other game seemed to continue it before it got slightly modified while undergoing its change from a Sonic fangame to an indie game, from what I read and remember before), and I thought it would be a great 2D engine or framework for anyone to work with.

Retro Engine took on the visual game maker state, from what I've seen, but Hatch, being a framework... Yeah. I thought otherwise.
Pages: 1 2 [3] 4 5 ... 10