Just to let you all know, I have now added Metal Sonic as a new playable character. Let me know if you see any issues with him?
Only 1 Sonic Player left to add, which is currently Silver and 2 Mario players. Currently Toad and WaLuigi.
Ok, I have implemented a Timer now. The Bonus per level is 250 at the start. But every minute passed reduces this amount by 5. This seems to have changed the game play some how, I now find that I am trying to chase the Timer now to get that bonus, which is good. Hopefully this hasn't slowed things down at all, or it won't be too noticeable. Let me know what you think. I decided not to move the top game display and added the timer to the bottom area, not sure if I like it there or if it should be at the bottom right side of the screen or possible at the top?
You make a good point there, excuse the pun. Yep I will look to add a timer in, so that we can see how quickly we completed a stage and have some points awarded for the how quickly the level was completed. Thanks for the idea. Any thoughts on another playable character to add? I currently am planning on adding Toad, WaLuigi to complete the 8 Mario Characters and Metal Sonic and Silver for Sonic based characters.
Just updated the Title Screen graphics and added Bowser as a new playable character. Only 4 characters left to add now :)
And have now added the updated characters to the Demo version as well as all the music and extended the playable levels to 5 instead of 4. Duo or Normal mode is now also in the Demo, so everyone can check out this feature.
Hi thanks for your opinion. I don't class this as being the same as the others, as it is not a ROM hack nor a remake of a Sonic or Mario platformer game, but is a unique game. The graphics as I have stated are based off of Sonic and Mario for the MegaDrive and SNES. They are not just copy and pastes. I am not stealing from Sega or Nintendo here, just recreating characters which people already know and like from these old consoles. All the games I make at some time in the future will be made free, but as I have not finished this game yet, it will remain for sale at $5. If I am requested by Sega or Nintendo to remove this game then I will do so, as the actors are based off of thier assets but are not their assets.
Hi, I coded this game in Linux Mint using the C programming Language and Devkitpro. If you are interested in coding on the GameBoy Advance, then check out my Youtube channel (Retro C Game Programming) as I have various videos on coding on lots of different consoles. Including the GameBoy Advance. Do you know the C Language at all, or do you think I should do some videos on coding in C?
I also have created a program that allows me to convert .png images into C data for all my images I create. This is also free and I have a video on how to use it and links to either the source code for it for Linux/Mac or an .exe for windows
All fixed now, and I have added in Robotnik also, as a playable character. I will look to add in Wario soon, as I have some good examples to work from for him. Just need to pick one and build off of it. Again, sorry about the level issues, when I put in so many, its hard to properly test them all out. They look good at a glance and cause no issues when loaded, but as you have found out. You can only spot them when actually playing through the level fully. I checked the other levels out, so you should be able to hopefully complete the game now.
All done, missed out a teleport and another area was walled off. Must have updated that level just before release! I do go through all the levels before release, but I don't complete them all, each time. Thanks for mentioning this. I also updated some of the font colours, so they are more clear to see.
Hi thanks.
The Mario Brothers tune, is someone else's work, that just happens to work nicely with the SNES, which was a surprise. The others are conversions to work on the SNES, I had to remove a lot of other sounds to get them to even work at all. I consider the other tracks to be mine as they use my own beats and samples for instruments, as the SNES didn't like their originals. 2 player mode is a good idea, but sadly I don't think I could get this working on the SNES, due to the speed of things. This could appear on another console's version or maybe on a Desktop version in the future. I was only just able to get decent speed for the 1 player. I agree that Wario would make a good addition to the game.
I am only looking to add characters which are linked to either Mario Games or Sonic Games into the RingDash game. Super Bear Adventure also looks like a 3D game, so there are no actual 2D sprites to use either or base game art from. I will be adding new characters to the Game after it is launched, but only to people who purcase a copy and only 8 New characters are planned at present. And it will be on a first come first served, kind of basis. I recommend getting a copy of Libre Sprite for 2D graphics also, and for the SNES you will need to be strict with colours and sizes for your sprites. If you can find a character linked to the old Sonic or Mario games, that is a bear - then I will happily look to convert them for you if you are one of the first 8 in the line. Thanks
Thanks, I have more songs planned. I have a version of Sonic Master System Bridge and plan to add a few more, like a Green Hill track and possibly a Super Mario World one. I was not sure if the SNES controllers were good with diagonals first off - and didn't include any corner assist. But soon after testing on my SNES I realised it was very much needed.
Thanks, I may consider joining if i get more involved with creating music between now and then. I have a load of videos on my Youtube channel on SNES Dev in C using PVSnesLib and also my own custom graphics converter if you are interested. The Graphics converter code is supplied with the App if required. The GUI is my own simple immediate mode and the Converter works via simple drag and drop of your image onto it. Retro C Game Programming is the channel.
I don't yet, but I will check out the Spriters Resource though, when the time comes to add them. Unless you already have spritesheets that you would like me to use? The core Snes game is complete now, just need to tweak the graphics as this version will be different to the GBA version. As I plan to add Mario and some of his pals into the mix this time and open the themes up.
Not a problem, funny to see the spritesheet. I didn't know there was anything like that for the pacman character. I first saw that version of him in back in the 80s in a game called pac-Land, didn't know he was still being put into fairly recent games.
I am currently making a Super Nintendo port of this GBA game, but with larger levels, so may look to add them in there in the future.
Ok, I have put in Pacman using the above spritesheet. With a few amendments to his chomping animation. Let me know what you think. Some minor issues with the graphics sheet. Was this for a PC version? As there were a lot of colour variations, which i had to shift through to make into a 16 colour sprite.
Thanks for posting this, as others would encounter this, if they use that version of visualboy advance. I did try an old version i have in windows 10, which worked, but I don't know the version of it. It is quite old, I have had it for ages. Some times the emulators seem to target the official libraries that were used and not emulate the hardware of the machine. Which is the case for the N64, most ROMs for that which I build with DragonLib only work on actual N64's and a few emulators that actually emulate the N64 not its libraries. Thanks for sharing this.
Hi, thanks for pointing this out. I have gone in and double checked and it plays fine on a real Gameboy advance, I have a Sp101 version - which i use to test the ROMs on after testing in the emulator that i use. I have been testing in an emulator called mGBA. I just downloaded VirtualBoy Advanced-M and tested those levels in that and they work fine for me also. But I code and test on Linux Mint. Unfortunately not all emulators are coded equally and some only emulate actual functions from the main Library files of the official Developer Libraries - like the N64. I do try and catch all bugs before posting up, but I can't test in every emulator. Can you post up the version you are using please, so others can avoid using it in the future? Many Thanks Bri
I checked out the Sonic Advanced and Pink edition and just went with the Pink edition at the time. However after checking out her sprites on sonic CD and sonic origins, I have changed her to a mix between them both. She now looks like a hedgehog. I hope you like the new version, let me know what you think?
Thanks for you review. I like maze like games, so try to keep the levels quite fair and avoid too many cheap gotchas. I now have a more dynamic level system working, where I can expand the size and change the shape of levels, so I will both expand and add more levels soon. I also have 2 more new players to add to the game now. Dr Robotnik and Motobug, also coming soon. :)
Thanks for noticing, I have a number of versions of this type of game and I missed this :); I will fix the title to Boulder Crash on the page graphics. With regards to the delay with any updates to the NES version, its due to issues I was having with banking. The code doesn't fully fit into 32k which is what gbdk's NES ROM Mapper uses. I will sort out the crashing, though as that can be easily fixed. Not sure when or if I will extend the NES version after that.
It depends what that is and what you need me to do? :)
I can give out info on coding on retro consoles in C if that is what you need?
And I am happy to provide some tools for converting graphics from .png's to those systems. I have a few command line tools already, posted up on line on my SourceForge page, links for the tools can be found on my YouTube channel 'Retro C Game Programming' for the MegaDrive, Gameboy, Master System and GameGear.
I have some knowledge on the following consoles: PS1, N64, Wii, C64, Vic20, BBC Micro, GameBoy, GameBoy Advanced, Master System, Mega Drive, NES, Super NES, DS, and i do some coding on Linux and Windows using SDL2 / OpenGL. So maybe able to help with topics on them. I am also putting out tutorials on YouTube around 1 a week now and will go through those consoles eventually. I may also put out some retro games on those systems, still not sure if Itch is best for them, but haven't looked at any alternatives.
Thanks for your review. Yep the camera view does make the game a bit harder. Coding on the GBA, does have a learning curve to it, but it is ok once you get past that. The SNES is harder. If you are interested in learning to code on the GBA, you should check out my Youtube channel, as I will be starting a series on it in a couple of weeks. Currently finishing off with my SNES coding tutorials. Retro C Game Programming. So far i have covered Gameboy, GameGear, Master System, NES, Mega Drive and currently on SNES.
Its still going on, hopefully will be in a finished state soon. Good luck with your MAG, looks good. Hopefully I will have some stuff for you to check out in the future. Currently also working on a GameBoy Advanced port of one of my DS games, when it is in a more finished state, I will post it up for people to check out - which might be next week sometime.