At JAEPO 2019, a project that I have been working on for a little while made its first public showing. The working title is Gimmick! exAct * Mix, and it is an arcade release of Gimmick! for the exA Arcadia platform.
I am happy to answer questions to the extent of my ability. If not for NesDev as an information resource and community, a project like this probably would not have happened.
I can't really get specific with any details that haven't already been revealed from that demo, but I can say that I have a lot planned, and that nearly all of the demo's assets are placeholder ones. I drew Yumetarou's sprite on a bullet train to Kyoto using a ThinkPad Trackpoint!
There are many things I am already changing, and deadlines are real. I am very picky and attentive to the kinds of details that matter for this kind of game - if something bothers you in the demo, there is a high chance that it really bothers me.
A few videos were put up on YouTube by viewers of the exA stream:
Full Gimmick! Demo: https://www.youtube.com/watch?v=7TrmauKOwTU
Introductory Video: https://www.youtube.com/watch?v=2cYIlPcbwW4
Official exA full stream: https://www.youtube.com/watch?v=h9sC1Gs8pnE
As for the JAEPO demo that was presented:
* The original game engine is in use; the game physics are perfect when compared to the original.
* With the original HUD chopped off, Famicom PAR adjustments (within a tolerance) and only a slight amount of cropping (a-la PocketNES) the game runs in 16:9.
* The graphics were redrawn from scratch (though very closely mimicking the appearance and contours of the original, to a fault)
* Please don't ask about a console release right now
* There is an arranged sountrack, of my own creation, alongside the 2A03+5B original
* Character positioning is done by reading the game state in RAM, rather than the sprite position OAM data, so placement of sprites is done in a more precise 4096-point space.
* Obviously sprite flicker is gone
* I have scoring plans for scoring changes and some (small and subtle) difficulty changes
* If present, buttons C and D on the arcade panel can map to Item Switch and Item Use
* Please stop asking about putting it on a console
* HUD indicates that a checkpoint has been reached
* Popup HUD for item switching
I am cautiously interested in trying to document the development process, since there are some cool technical solutions behind this that would be fun to write/make a video about. I generally trust people on this forum to be civil when interacting with a developer, but fans of games have a pretty bad track record when sharing their opinions with public-facing developer accounts, so I am nervous about this being a chance to receive a lot of hate based on some snap judgements. That said, I value the feelings of others who like this game and would want the best from a modern re-release of it.
I am happy to answer questions to the extent of my ability. If not for NesDev as an information resource and community, a project like this probably would not have happened.
I can't really get specific with any details that haven't already been revealed from that demo, but I can say that I have a lot planned, and that nearly all of the demo's assets are placeholder ones. I drew Yumetarou's sprite on a bullet train to Kyoto using a ThinkPad Trackpoint!
There are many things I am already changing, and deadlines are real. I am very picky and attentive to the kinds of details that matter for this kind of game - if something bothers you in the demo, there is a high chance that it really bothers me.
A few videos were put up on YouTube by viewers of the exA stream:
Full Gimmick! Demo: https://www.youtube.com/watch?v=7TrmauKOwTU
Introductory Video: https://www.youtube.com/watch?v=2cYIlPcbwW4
Official exA full stream: https://www.youtube.com/watch?v=h9sC1Gs8pnE
As for the JAEPO demo that was presented:
* The original game engine is in use; the game physics are perfect when compared to the original.
* With the original HUD chopped off, Famicom PAR adjustments (within a tolerance) and only a slight amount of cropping (a-la PocketNES) the game runs in 16:9.
* The graphics were redrawn from scratch (though very closely mimicking the appearance and contours of the original, to a fault)
* Please don't ask about a console release right now
* There is an arranged sountrack, of my own creation, alongside the 2A03+5B original
* Character positioning is done by reading the game state in RAM, rather than the sprite position OAM data, so placement of sprites is done in a more precise 4096-point space.
* Obviously sprite flicker is gone
* I have scoring plans for scoring changes and some (small and subtle) difficulty changes
* If present, buttons C and D on the arcade panel can map to Item Switch and Item Use
* Please stop asking about putting it on a console
* HUD indicates that a checkpoint has been reached
* Popup HUD for item switching
I am cautiously interested in trying to document the development process, since there are some cool technical solutions behind this that would be fun to write/make a video about. I generally trust people on this forum to be civil when interacting with a developer, but fans of games have a pretty bad track record when sharing their opinions with public-facing developer accounts, so I am nervous about this being a chance to receive a lot of hate based on some snap judgements. That said, I value the feelings of others who like this game and would want the best from a modern re-release of it.