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Well, I hardly saw anyone send in their thoughts on 2D engines lately, 'cause they seem a bit busy or forgetful to reply, so, why not I give it a go? I didn't depend on waiting too long for it, anyway.

The Hatch Engine, from my perspective, is a real good 2D game engine, and its usage seems really good for 2D games, one of which is a Sonic fangame, Sonic Galactic. From what I've seen in the second demo, the engine is capable of handling levels much larger and longer than what we've got so far, even Coral Garden Act 1's size seems to surpass that of Sonic Colors' DS version's Asteroid Coaster Act 2's size and length, by comparison.

I can see loads of potential for making new 2D games of the Hi-Bit variety, not limiting to games made for NES, SNES, nor PS1 alone. If I only know how to easily download that engine, I'd use it to see what it is capable of.

Maybe it could be helpful to past games that ran on prior engines that lacked upkeep and specific features to keep it smooth and efficient, such as Clickteam's Fusion, whose version was MMF2 before it updated to CF2.5 and used for Freedom Planet.

The Retro Engine is a good engine that delivered Sonic games, from past reduxes of past 2D Sonic games to the original game, "Sonic Mania" and its update, "Plus", its great potential is amazing. Its recent usage was for the latest compilation, "Sonic Origins", which had it updated to Version 5U to allow past versions of the engine work in it, but so far, no other game's use it yet. Hope people get to use it more soon.

...That's what I've got so far.
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VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« Last post by JonLeung on March 08, 2025, 03:20:36 pm »

Just made a couple Shorts to make the point that most Super NES games' titles do not actually begin with "Super" and that most Nintendo 64 games' titles do not actually end with "64".

Though, one of the Super NES games shown does have "Super" in its title if you go by in-game titles...
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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by Cyartog959 on March 07, 2025, 07:00:20 pm »
Yeah, this was my way of submitting the maps. I could email them over if that would be easier, but I noticed that the Bubsy maps had been submitted via links on the forum kind of like this, so thought this way might be okay.

Well, yeah, but I kinda have the foresight to play it safe for that, just in case such outlets could be temporarily out for maintenance. I mean, its fine, but, better safe than sorry, I say. Map submitting to alternate outlets besides VGMaps has never been carved in stone. And, that was from quite before I mentioned to the mapper responsible they can still be submitted to the Atlas.

Quote
It is a *weird* way of doing it, especially as the loop is technically a tiling effect, rather than the Sonic style of teleporting from the bottom to the top of the level. I'd guess it's part of why that level lags so much, there's a lot of geometry loaded into memory.

The game is generally super hard. I got started mapping by just doing River and Pumping Station, because those levels are *designed* to make the player die repeatedly - there are drops and jumps that you can only learn to do safely via trial and error. The game could really do with an Ecco-style system in which you have unlimited lives, so can afford to throw them away. I think there's a Game Genie code that can do that, but in my version it makes Grant unable to jump off moving objects.

Yes, and not a pint of time and thought has been spent optimizing the geometry to smooth the lag out.

Too bad that game didn't have chances to gain extra lives by a bonus stage, nor have extra lives hidden in levels. There's only three, no more. Would've made the game a bit more lenient.

*sigh* Well, we all grew up with enduring trial and error in games all the time, its natural.

A rather nice alternative, but, I felt that could've been an unlockable option by clearing the game.
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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by John Brain on March 07, 2025, 04:48:06 pm »
I, too, wanted to make maps of this game from my childhood, but that crazy scrolling first level and weird "ghost mode" scared me away.  :P I'm glad you managed to fight through them and get things done, nice job!  ;D
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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by Vertigo on March 07, 2025, 02:15:40 pm »
Thanks, you two!

Really neat, all the same. And thanks for providing the links to the maps on JP Wiki, but you know, Vertigo, they can be simply submitted to VGMaps, too. Just saying. Love to see it in the Atlas.

Yeah, this was my way of submitting the maps. I could email them over if that would be easier, but I noticed that the Bubsy maps had been submitted via links on the forum kind of like this, so thought this way might be okay.

Quote
And I see the game's first level is entirely made in an endless vertical loop, but you've given the necessary guidance to overcome it. No wonder I had so much trouble getting through that stage when I played it before. I ended up losing more lives than winning many times.

It is a *weird* way of doing it, especially as the loop is technically a tiling effect, rather than the Sonic style of teleporting from the bottom to the top of the level. I'd guess it's part of why that level lags so much, there's a lot of geometry loaded into memory.

The game is generally super hard. I got started mapping by just doing River and Pumping Station, because those levels are *designed* to make the player die repeatedly - there are drops and jumps that you can only learn to do safely via trial and error. The game could really do with an Ecco-style system in which you have unlimited lives, so can afford to throw them away. I think there's a Game Genie code that can do that, but in my version it makes Grant unable to jump off moving objects.
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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by Cyartog959 on March 07, 2025, 11:31:17 am »
Very nice! I love your collection of Jurassic Park game maps! Really helps so many that had trouble on where to go and what to avoid. And with the Jurassic Park Classic Games Collection already up and about, well, what better time to give guidance than having maps for that game, and others?

Really neat, all the same. And thanks for providing the links to the maps on JP Wiki, but you know, Vertigo, they can be simply submitted to VGMaps, too. Just saying. Love to see it in the Atlas.

And I see the game's first level is entirely made in an endless vertical loop, but you've given the necessary guidance to overcome it. No wonder I had so much trouble getting through that stage when I played it before. I ended up losing more lives than winning many times.
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Map Gab / Re: Jurassic Park (Sega Megadrive/Genesis)
« Last post by VGCartography on March 07, 2025, 07:31:25 am »
cool, love the big brachiosaur head. the two-version approach is nice also!
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Map Gab / Jurassic Park (Sega Megadrive/Genesis)
« Last post by Vertigo on March 07, 2025, 06:45:42 am »
This week I finished mapping all the levels for both campaigns of Jurassic Park for the Sega Megadrive / Genesis. There are two versions for each map - one is basic, just how it looks in the game (albeit with the backgrounds slightly edited to fit the frame). The other is a +hints version, which highlights enemies/items (I was watching a lot of Person Of Interest when I got started ;D), start/end points, climbable/pushable objects, brightens some of the backgrounds to make the foreground more legible, and occasionally has tips in places where passage requires a technique that's not immediately obvious.

I've attached the basic version of the Raptor's Canyon, and the +hints version of the Grant's Pumping Station. The whole set is up on the JP wiki:
Jungle
Grant (basic) (+hints)
Raptor (basic) (+hints)

Power Station
Grant (basic) (+hints)
Raptor (basic) (+hints)

River
Grant (basic) (+hints)

Pumping Station
Grant (basic) (+hints)
Raptor (basic) (+hints)

Canyon
Grant (basic) (+hints)
Raptor (basic) (+hints)

Volcano
Grant (basic) (+hints)

Visitor's Center
Grant (basic) (+hints)
Raptor (basic) (+hints)

They aren't direct engine rips, I made all of them by just stitching together screenshots; thankfully Jurassic Park has a noclip mode built in. The backgrounds were a bit trickier - this layer scrolls at half the rate of the foreground, so the resultant image is half the size of the foreground layer. The obvious thing to do would be to enlarge it or tile it, but I thought this looked a bit odd. So instead I went through the background images (sometimes pixel by pixel) stretching/moving/copying them in specific places so they'd fill the visible area while still looking more-or-less how they do in the game. Another issue is that JP has a high-priority foreground layer that sometimes occludes the sprites; in most cases I've kept this occlusion in place, but some items in Grant's Visitor's Center are completely blocked by the occlusion, so I didn't bother implementing it in that level.

I'd like to map out JP Rampage Edition too, but it's a *vastly* bigger game. I mapped the penultimate level (Raptor Rapids) last year, and it was about the same size as the entirety of JP1... I think I'm going to need an auto-stitching tool to get it done, so if anyone has any recommendations for guides, or tools that still work in Windows 10, I'd love to take a look.
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Map Requests / Re: JonLeung's Requests
« Last post by JonLeung on March 05, 2025, 09:20:50 pm »
Kirby fan G.E.R. has mapped another DS Kirby game, Kirby: Mass Attack!

I remember having this game occupy my time on a flight, years ago.  Good times.

Though it wasn't on my requests list, it is still worth noting that at the same time as contributing Kirby: Mass Attack, G.E.R. also submitted maps for the Wii U game, Kirby And The Rainbow Curse.  We're probably running out of Kirby games left to map, aren't we?  That's a good thing.
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Maps Of The Month / 2025/03: Escape From Mars: Starring Taz (Genesis) - John Brain
« Last post by JonLeung on February 28, 2025, 07:48:06 pm »

For this month's "Maps Of The Month" featurette, I wish to draw your attention to John Brain's Escape From Mars: Starring Taz (Genesis) maps.

Marvin the Martian is fascinated with "rare Earth creatures", so when he learns of one called the "Tasmanian Devil", he captures Taz, intending to keep him in a Martian zoo.  Unsurprisingly, the hot-headed Taz is not a fan of this arrangement, so he immediately breaks out and tries to find his way back home.

This is the adventure of "Escape From Mars: Starring Taz" (or, as the title on the box art reads, "Taz In Escape From Mars").  Somehow, via Acme shipping crates, Taz will travel from Mars to other planets, even back to Earth, though he must confront Marvin before he can return to Tasmania.  It's not an easy trek through all these large, sometimes labyrinthine areas, but Genesis fan and cartographer John Brain can help you and Taz escape from Mars, with these 19 maps ranging from Mars to Moleworld to Mexico.

So to recognize the effort put into mapping this above-average Looney Tunes-licensed platformer, John Brain's Escape From Mars: Starring Taz (Genesis) maps will be known as VGMaps.com's Maps Of The Month for March 2025.
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