Homebrew rhythm games on old systems do have a following. D-Pad Hero 1 and 2 for NES were somewhat popular in the early 2010s. This genre of game for the PC-Engine seems a good idea to me.
[2:21] There exists a third-party plugin for Construct 2 called Q3D from Davioware, which adds 3D rendering capabilities to Construct 2 using WebGL technology. This plugin can be placed either in front of, behind or between 2D layers. I like to think of it as the Super 32X or Super FX of Construct 2. Changing Z coordinates is a bit tricky, as Construct 2 is meant for 2D games, so there's no way to rotate the editor plane.
@@Michirin9801 This plugin can render billboard sprites, OBJ models and generated geometry. One of the geometry elements is a cube, which can be flattened and have a map texture applied to it, creating the Mode 7 effect. It was easier for me to do it this way than to fiddle with the Mode 7 shader. This plugin can be used to make first person mazes in spirit of dungeon crawlers, first person shooters and even a few visual novel games.
Update: Unlike the original canvas, the Q3D layer can never change the aspect ratio dynamically. So when you're trying to make a game with multiple aspect ratios, you'll need to add custom settings into the game and scale the Q3D, but never distort it. That and shaders are where Unity is definitely superior. Aliased 3D is about the same.
It's so cute yet affirming at the same time. Cool stuff. Btw i seen on gb studio website version 3 and based on screenshots allows use of larger sprites.(possibly allows smooth scrolling of larger sprites)
GB Studio 3 is looking really promising, but still coming up short of my needs, I wanna take full advantage of the GBC hardware, all the extra RAM, the higher clock, and ideally a proper tilemap editor instead of importing full BGs as PNGs, and I'd also like being able to infinitely-scroll a repeating BG layer, do anything I want with the window layer, mirror and flip tiles which is only possible on GBC, do tile-priority so some tiles are rendered in front of sprites, heck, if I can get some HDMA in there so I can put a gradient in the background while only taking up a single colour slot that'd be fantastic! Maybe in GB Studio 4, or maybe I should either just learn C and Z80 assembly...
I hope gb studio gets updated to allow for bigger sprites and a way to allocate animations manually. As well as better sprite movements and more options on how physics work. Otherwise that's very nice to see a large sprite in gb studio
@@Michirin9801 oh, do you also know how patch a gameboy game via 2 roms. Because there's a piece of technology that its absolutely impressive and formatted for real hardware. Here's the link th-cam.com/video/iDd_aqpLf5Q/w-d-xo.html
The rhythm game prototype looked very good to me and so did the Mario Kart game with the Krazy Racers sprites. I wonder if Mode7 is much different when it comes to programming.
GB Studio 3 might have more of what you imagined/hoped GB studio 2 had. It having bigger actors is a real game changer and not having to glue two actors/parent/child type dealie has opened the flood gates. Might want to check it out if possible =].
Already did, and it still lacks too many features I'd like, like for example, animated tiles, and being able to make a HUD with the window layer, not to mention how making a melee attack is much more cumbersome than it needed to be...
@@Michirin9801 Ye still got a lot of extra stuff that is being worked on. Animated tiles via tileswapping is currently a lot easier than it was from others I've chatted to (not dabbled in it myself, or GBVM for that matter, so technical haha!) so can't vouch for those. Yeah I've only seen people cheat out melee attacks with extremely short projectiles, so would be nice for something to be baked in that doesn't need to piggy back off that. Hopefully 4.0 will be closer! :D
@@sirluc Hopefully, then yeah, I'll make something with it... I already think the way it handles sprites is pretty much perfect, my main hopes are for *A Proper Tilemap Editor*, that's like, No. 1 priority, animated tiles controllable with events, so overlapping parallax by tile-swapping is possible, cuz I use that a lot, being able to use the Window layer for whtever I want, or AT LEAST a HUD, like, c'mon... A way of making melee attacks, and ideally a way to set object speeds in pixels-per-frame instead of an arbitrary number... Oh and, a better, more in-depth way of making sound effects, cuz the current way it handles those is TERRIBLE...
@@Sinistar1983 It was more of a test to see what I could do with GBS2 than anything, and I wasn't satisfied with the results, since then GBS3 has come out, and while it IS a vast improvement, it's still a little too limited for my needs...
@@Michirin9801 definitely understandable. I'm currently using gb studio and pushing what's possible to it limits. Its difficult but very possible to do some insane stuff. And with the new GBVM scripting. I've been hard at work to utilize its capabilities to its fullest (animated tiles is a good example)
Neat stuff! How many frames does the rotation in that dungeon crawler use? In my PC98 styled dungeon crawler, I took the SMT approach, and got away with using only 1 wide rotation frame, and panning across it...
In this video I'm using 3 rotation frames, however only two rotation frames for each wall distance exists (and as you can see, not all wall distances as of when this was posted), the 3rd frame is just the 1st one mirrored...
@@Michirin9801 By the way, is the music being used from something or did _you_ compose it? Or did one of your friends compose it? I happen to compose music as well.
@@mypkamax I don't know if you mean the song in the entire video or the song in the rhythm game... Either way, I didn't compose anything, nor did anyone I know. I put the song I used in the video in the description, it's a PCE cover I made of a song from a 3DS game, and for the rhythm game I used a series of place-holder songs from anime in order to test out the video playback and the game mechanics.
@@Michirin9801 Also, this is a pretty late comment, but the PCE platformer footage made me think about what if Princess Peach was the main protagonist in a future Mario game, kinda like Super Princess Peach. I think she deserves to be the star once again.
Hi. I have been watching some of your stuff for a while now. And i noticed that there's is no info about your game majikana on your social media anymore. What happened to that project?
I'm still making it, however I am no longer working with my previous helpers, I'm doing it all by myself now and thus the project has been restarted from scratch, with that in mind, don't expect it to be ready anytime soon. The material previously posted about the game is no longer representative of what the final project will be like, so I decided to take it down so it won't build up false expectations, and I only plan on revealing the current project when it's close to completion. Btw, the people who have donated towards the game's development way back in 2015 are still going to get a free copy of it when the final game eventually comes out.
@@Michirin9801 Allright,thanks for the update regarding that game. i thought it was cancelled, cause when i made a bit of research,i believe i saw some guy called pop fan saying that the game was no longer being in development. Keep it up!
@@comentario7636 What you probably read is that he is no longer working on it with me. Popfan was one of my helpers, and I'm still friends with him despite us having gone our separate ways with game development. I have never told him, or anyone else for the matter, that the game was cancelled, but that particular version of the project which was being worked on back in 2015 and early 2016 was indeed scrapped. I'm working on a new version now.
@@Michirin9801 Ok. can i ask something? do you still have that demo build?cause the main reason i'm commenting on this is because i wanted to re-play that old demo,but i think i lost it :( too bad cause i remember i had fun playing it. though i think i played en early demo.
@@comentario7636 I do, but I'm sorry to disappoint, I'm not hosting it anywhere online anymore, and I have no plans on putting it back up as of right now... I'd suggest either waiting for the full game's eventual release or playing the game I made back in 2019, Akumanor Escape DX (which is free btw) I'd say AEDX is what I originally wanted MajiKana to be (before the project was plagued by feature creep), albeit in a much smaller scale and in a different setting.
Aww, the PC Engine CD Rhythm Game really had a lot of potential! If you somehow still want to work on it, I'd recommend taking inspiration from an early to mid 90s anime like Sailor Moon or Neon Genesis Evangelion, with FMVs taken straight from the cartoons' episodes and such
I'd love to work on a rhythm game more than anything, but on top of me not being able to code, which is to say, I'd have to get an actual coder who knows how to work with HuVideo on-board if that's ever gonna play in real hardware, and the only one I know is FAR too busy, I'd also have to deal with a copyright nightmare were I ever to publish something like that even for free, and that's another thing, it'd have to either be free and pray that it doesn't get taken down, or I'd actually have to license all of the material used in the game, which'd be a whole other nightmare in-and-of-itself, and require that the game be paid, which most likely just wouldn't be worth it given how limited the audience would be... Alternatively, I could just compose an entire rhythm game's worth of CD quality music, which I'm still unable to do, or pay other people to do it for me, which I can't afford to, or I could just make a chiptune rhythm game, for a platform that has a CD add-on, in which case I'd just feel like I'd not be doing the system justice... I'll be honest, the best option for a PC Engine CD rhythm game is a port of Stepmania with no FMV support that the users compile themselves with whatever simfiles they want that'll fit on a CD...
That GBC first person dungeon crawler, aww yeah! That's the stuff!
Glad you like it!
I love how cute all your projects are, the rhythm game seems like a great idea shame it will never be finished.
Thank you very much ^^
Trust me, noone is sadder that it can't become a thing than myself...
Homebrew rhythm games on old systems do have a following. D-Pad Hero 1 and 2 for NES were somewhat popular in the early 2010s.
This genre of game for the PC-Engine seems a good idea to me.
I knew about D-pad Hero, but I think what I'd like to make is on a whole other level, in more ways than one...
[2:21] There exists a third-party plugin for Construct 2 called Q3D from Davioware, which adds 3D rendering capabilities to Construct 2 using WebGL technology. This plugin can be placed either in front of, behind or between 2D layers.
I like to think of it as the Super 32X or Super FX of Construct 2.
Changing Z coordinates is a bit tricky, as Construct 2 is meant for 2D games, so there's no way to rotate the editor plane.
I'm aware of it
@@Michirin9801 This plugin can render billboard sprites, OBJ models and generated geometry. One of the geometry elements is a cube, which can be flattened and have a map texture applied to it, creating the Mode 7 effect.
It was easier for me to do it this way than to fiddle with the Mode 7 shader.
This plugin can be used to make first person mazes in spirit of dungeon crawlers, first person shooters and even a few visual novel games.
Update: Unlike the original canvas, the Q3D layer can never change the aspect ratio dynamically. So when you're trying to make a game with multiple aspect ratios, you'll need to add custom settings into the game and scale the Q3D, but never distort it.
That and shaders are where Unity is definitely superior. Aliased 3D is about the same.
This is really good stuff ^w^
Glad you think so ^^
It's so cute yet affirming at the same time. Cool stuff. Btw i seen on gb studio website version 3 and based on screenshots allows use of larger sprites.(possibly allows smooth scrolling of larger sprites)
GB Studio 3 is looking really promising, but still coming up short of my needs, I wanna take full advantage of the GBC hardware, all the extra RAM, the higher clock, and ideally a proper tilemap editor instead of importing full BGs as PNGs, and I'd also like being able to infinitely-scroll a repeating BG layer, do anything I want with the window layer, mirror and flip tiles which is only possible on GBC, do tile-priority so some tiles are rendered in front of sprites, heck, if I can get some HDMA in there so I can put a gradient in the background while only taking up a single colour slot that'd be fantastic! Maybe in GB Studio 4, or maybe I should either just learn C and Z80 assembly...
I love these, especially the rhythm game! I would have loved to play that.
Thank you!
You're welcome!
Quite interesting, nice to see what you were working on even if not all is going to be used.
Glad you think so!
Nice!!! Very nice! ❤
Thank you!
@@Michirin9801 So very welcome!
I hope gb studio gets updated to allow for bigger sprites and a way to allocate animations manually. As well as better sprite movements and more options on how physics work. Otherwise that's very nice to see a large sprite in gb studio
Same... Thanks!
@@Michirin9801 oh, do you also know how patch a gameboy game via 2 roms. Because there's a piece of technology that its absolutely impressive and formatted for real hardware.
Here's the link
th-cam.com/video/iDd_aqpLf5Q/w-d-xo.html
@@Sinistar1983 Impressive stuff
I’d actually kill for a Phantasy Star 1-like portable RPG on old hardware
I was planning on making something closer to Etrian Odyssey than PS1
The rhythm game prototype looked very good to me and so did the Mario Kart game with the Krazy Racers sprites.
I wonder if Mode7 is much different when it comes to programming.
This plugin is very different from the real deal, and extremely difficult to work with...
Thanks btw!
Rhythm games are adorable, I'd so be down for one on PCE
Thanks!
GB Studio 3 might have more of what you imagined/hoped GB studio 2 had. It having bigger actors is a real game changer and not having to glue two actors/parent/child type dealie has opened the flood gates. Might want to check it out if possible =].
Already did, and it still lacks too many features I'd like, like for example, animated tiles, and being able to make a HUD with the window layer, not to mention how making a melee attack is much more cumbersome than it needed to be...
@@Michirin9801 Ye still got a lot of extra stuff that is being worked on. Animated tiles via tileswapping is currently a lot easier than it was from others I've chatted to (not dabbled in it myself, or GBVM for that matter, so technical haha!) so can't vouch for those. Yeah I've only seen people cheat out melee attacks with extremely short projectiles, so would be nice for something to be baked in that doesn't need to piggy back off that. Hopefully 4.0 will be closer! :D
@@sirluc Hopefully, then yeah, I'll make something with it... I already think the way it handles sprites is pretty much perfect, my main hopes are for *A Proper Tilemap Editor*, that's like, No. 1 priority, animated tiles controllable with events, so overlapping parallax by tile-swapping is possible, cuz I use that a lot, being able to use the Window layer for whtever I want, or AT LEAST a HUD, like, c'mon... A way of making melee attacks, and ideally a way to set object speeds in pixels-per-frame instead of an arbitrary number...
Oh and, a better, more in-depth way of making sound effects, cuz the current way it handles those is TERRIBLE...
Looks good!
Thanks!
The kart character in mode 7 reminds me of Pastel from Twin Bee
It is Pastel
@@Michirin9801 Oh it IS her?
Nice. I wish Konami brought back Twin Bee.
@@CarBitGTSaxen Same
I wonder how the gb studio project in this video is turning out since the update came about
It went nowhere
@@Michirin9801 bummer, ah welp still a cool concept
@@Sinistar1983 It was more of a test to see what I could do with GBS2 than anything, and I wasn't satisfied with the results, since then GBS3 has come out, and while it IS a vast improvement, it's still a little too limited for my needs...
@@Michirin9801 definitely understandable. I'm currently using gb studio and pushing what's possible to it limits. Its difficult but very possible to do some insane stuff. And with the new GBVM scripting. I've been hard at work to utilize its capabilities to its fullest (animated tiles is a good example)
Neat stuff!
How many frames does the rotation in that dungeon crawler use?
In my PC98 styled dungeon crawler, I took the SMT approach, and got away with using only 1 wide rotation frame, and panning across it...
In this video I'm using 3 rotation frames, however only two rotation frames for each wall distance exists (and as you can see, not all wall distances as of when this was posted), the 3rd frame is just the 1st one mirrored...
A rhythm game with video playback on the TurboGrafx CD? People would have died from having their minds blown if this was in the 1990s!
I bet... Thing is though, the genre as we know it didn't really exist back then...
@@Michirin9801 By the way, is the music being used from something or did _you_ compose it? Or did one of your friends compose it?
I happen to compose music as well.
@@mypkamax I don't know if you mean the song in the entire video or the song in the rhythm game...
Either way, I didn't compose anything, nor did anyone I know. I put the song I used in the video in the description, it's a PCE cover I made of a song from a 3DS game, and for the rhythm game I used a series of place-holder songs from anime in order to test out the video playback and the game mechanics.
@@Michirin9801 The song in the video...
@@Michirin9801 Late reply, but if this was made and released in the early 1990s, this would have been the first rhythm game of its genre variation.
unexpected harohapi 🤩
That's really cool
Thanks
These are some good ideas. Just curious do you ever plan on making a SEGA Master System style game?
Yeah, I'm interested, but it's not happening too soon...
@@Michirin9801 Also, this is a pretty late comment, but the PCE platformer footage made me think about what if Princess Peach was the main protagonist in a future Mario game, kinda like Super Princess Peach. I think she deserves to be the star once again.
Hi. I have been watching some of your stuff for a while now. And i noticed that there's is no info about your game majikana on your social media anymore. What happened to that project?
I'm still making it, however I am no longer working with my previous helpers, I'm doing it all by myself now and thus the project has been restarted from scratch, with that in mind, don't expect it to be ready anytime soon.
The material previously posted about the game is no longer representative of what the final project will be like, so I decided to take it down so it won't build up false expectations, and I only plan on revealing the current project when it's close to completion.
Btw, the people who have donated towards the game's development way back in 2015 are still going to get a free copy of it when the final game eventually comes out.
@@Michirin9801 Allright,thanks for the update regarding that game. i thought it was cancelled, cause when i made a bit of research,i believe i saw some guy called pop fan saying that the game was no longer being in development. Keep it up!
@@comentario7636 What you probably read is that he is no longer working on it with me. Popfan was one of my helpers, and I'm still friends with him despite us having gone our separate ways with game development. I have never told him, or anyone else for the matter, that the game was cancelled, but that particular version of the project which was being worked on back in 2015 and early 2016 was indeed scrapped. I'm working on a new version now.
@@Michirin9801 Ok. can i ask something? do you still have that demo build?cause the main reason i'm commenting on this is because i wanted to re-play that old demo,but i think i lost it :( too bad cause i remember i had fun playing it. though i think i played en early demo.
@@comentario7636 I do, but I'm sorry to disappoint, I'm not hosting it anywhere online anymore, and I have no plans on putting it back up as of right now...
I'd suggest either waiting for the full game's eventual release or playing the game I made back in 2019, Akumanor Escape DX (which is free btw)
I'd say AEDX is what I originally wanted MajiKana to be (before the project was plagued by feature creep), albeit in a much smaller scale and in a different setting.
Aww, the PC Engine CD Rhythm Game really had a lot of potential! If you somehow still want to work on it, I'd recommend taking inspiration from an early to mid 90s anime like Sailor Moon or Neon Genesis Evangelion, with FMVs taken straight from the cartoons' episodes and such
I'd love to work on a rhythm game more than anything, but on top of me not being able to code, which is to say, I'd have to get an actual coder who knows how to work with HuVideo on-board if that's ever gonna play in real hardware, and the only one I know is FAR too busy, I'd also have to deal with a copyright nightmare were I ever to publish something like that even for free, and that's another thing, it'd have to either be free and pray that it doesn't get taken down, or I'd actually have to license all of the material used in the game, which'd be a whole other nightmare in-and-of-itself, and require that the game be paid, which most likely just wouldn't be worth it given how limited the audience would be...
Alternatively, I could just compose an entire rhythm game's worth of CD quality music, which I'm still unable to do, or pay other people to do it for me, which I can't afford to, or I could just make a chiptune rhythm game, for a platform that has a CD add-on, in which case I'd just feel like I'd not be doing the system justice...
I'll be honest, the best option for a PC Engine CD rhythm game is a port of Stepmania with no FMV support that the users compile themselves with whatever simfiles they want that'll fit on a CD...
You’re very good