A suggestion about the water cram dot problem, in Sonic 3 they got round this problem if you look at the water in that game, first level is a good example. I can't remember how they did it, some programming technique i think but it looks great, maybe you could look into that. Outstanding work all round as per, keep it up mate.
They did it by writing only a few colors per line, across multiple lines. That approach doesn't work for every game. It looks like Sega tried to exploit it by having some sections purposely update later in the line updates, giving them a pseudo depth to them. You need to right design, levels assets, and color layout for that approach.
That FM synth sounds great! Also, I really like the color work you did while Pyron is busy. It will be interesting to see if he makes any changes. Everything looks so wonderful!
Absolutely looking more like a game rather than a demo, kudos for rewritting the engine. This project is aiming to be among the very best of the 16bits consoles 😊
The color looks great. It falls somewhere between the PS1 original and Rondo of Blood. The movement and animation for Alucard and the skeletons is perfect.
@@PigsysRetroGameDevTutorials have you ever thought of using color flickering of 2 colors or shades that are close in value to increas the on screen solors as well as differing?
It's been amazing to see the evolution of this project over time. Fantastic work, this is going to turn out to be quite a love letter to the Mega Drive.
It never once crossed my mind that the different 256/320 horizontal resolution modes on this console could be used to offer widescreen to a game that normally uses 256 horizontal pixels. Very clever!
Amazing video, I loved the alienger intro music I need to deliver the rest of the graphics also I will do a title screen to you soo as possible, keep going 💪
Looking forward to it! If you have any graphical ideas for the title/map/option screens etc then feel free to send them through. In the meantime, I'm going to be doing some more work on GG Shinobi, so please take your time, no need to rush anything.
I travel the country going to conventions. I've spoken of this project with so many people - but I think you'd be surprised how many of us know, and are excited about it. We are all rooting for you. We are all proud of you. Take your time, do your thing, and keep up the good work.
Votre travail est absolument incroyable. J'ose à peine imaginer le travail de fourmis que cela doit être de recréer un jeu aussi monumental que Castelvania SotN sur une Mégadrive. Le temps passé dessus et les efforts que vous devez fournir pour rendre le jeu à la fois jouable et beau tout en respectant l'original, c'est extraordinaire. Et sans compter la musique, qui n'est pas le point fort de la machine de Sega, et qui est pourtant agréable à écouter. Vous devez connaître la Mégadrive sur le bout des doigts pour réaliser un tel projet, seul qui plus est. J'aime Castelvania qui est l'une de mes saga préférée et je suis votre projet depuis un petit moment déjà. Je tenais à vous féliciter et à vous remercier de faire ce que vous faites, car cela doit être extrêmement long et difficile. Bon courage à vous. Je garde un œil sur votre projet 😊👍
It is great to have a new video from you. The gameplay and graphics look incredible. The new music track sounds great. You and your collaborators are doing an amazing job. Thanks to your videos, I started doing some pixel work inside the Genny/MD limitations, and it is really hard but extremely fun. I'm using GIMP, Krita and the Tiled Palette Quantization tool you featured in one of your videos. Krita does have a palettize tool that works quite well and can be used as a stepping stone for doing further work on the image. Thank you very much for your work. It is really inspiring.
@@PigsysRetroGameDevTutorials Thank you very much. I have a question for you. I'm thinking of building a new port of a classic beat'em up for the Genny. I've managed to adapt the graphics of the first stage, and it looks quite good. Now, when I load the map on SGDK and run the ROM, the stage won't show complete. It seems like SGDK ain't loading all the tiles or something like that. However, demos like your own Castlevania or Final Fight seem to load a lot more tiles without a hitch. Could you, if you have some time, talk a little more about the subject of building stages, stage sizes and amounts of tiles per stage when you start doing your tutorials again?
@@PigsysRetroGameDevTutorials We are the ones who thank you, Castlevania was the game I played the most on the PSX. Playing it on the Sega Genesis will be a dream, thank you!
Thanks! Hopefully this will be the final engine re-write and I'll be able to just focus on adding levels from now on. Looking forward to seeing more of Chords in the future!
20 seconds into the video and I just have to say, this looks more and more amazing every time I see it. Just incredible work. I can't believe this is the Genesis.
Thank you so much for your videos. Great to have a peek in on your journey. I love the progress, great contributions and clever workarounds. Some feedback on the intro: scrolling text and zoomed in portaits work really well! The fade in (of those portraits) seems a little bit abrupt though. A couple of frames more might make them a bit smoother and more supportive of the atmosphere. I really love what I am seeing (and hearing!) from this project. Keep up the awesome work!
@@PigsysRetroGameDevTutorials To be honest, i think nobody though that this would end up that good, congratulations for the work, hope that your genesis dont explode on the console tests
For all previous builds, I was never satisfied with what I had wrote and knew I would end up doing a re-write (just part of the learning process, I guess). However, this time I actually feel that it might be good enough for the finished game, no my re-writes necessary. Hopefully I'll just be able to keep on adding content from now on and won't have to spend too much time on the basic engine. That said, this winter I plan on learning some more advanced C and even some 68k asm, so I suppose I may end up thinking of a much better way to structure the game and wanting to do yet another re-write :)
@@PigsysRetroGameDevTutorialsgreat job on rewriting the engine most people would have gone and decided that rewriting the engine is too much work and would have used the original engine. But it looks like your new engine has really improved the game.
How beautiful it is turning out. The truth is that I respect the desire to port this great game to the beloved SEGA. I am always aware of your videos and your tutorials. Greetings from Argentina 🇦🇷
Better and better! This addition of a widescreen mode is something unseen, I'm really looking forward to trying it out. For intro still pictures, would you have a way to use highlight & shadow, like Traveller's Tales?
@@PigsysRetroGameDevTutorialsso here's a question I have I noticed that in the one room that would have the Stone Rose enemy the peeping eye is missing outside the window are you going to put the peeping eye in the background when you're going through that area where it will follow you and watch you as they're walking through that area. Like it does in the original
You know what's impressive? Syndicate on PC and Amiga. The game uses 16 colours only at 640x480 I think. Which was the best VGA could do at that point.
Safe to say that I think the entire retro gaming community is very enthusiastically awaiting this release. Will it be on a cartridge or just the ROM? Have you thought about pricing? We are all behind you. Thank you for all of the hard work. This is stunningly amazing.
I've been following your work since the beginning, when you were only using subtitles, and it's amazing how much you've evolved. Congratulations and thank you.
This is amazing and it seems you put a lot of effort into it. I don't want to be diminish all the hard work done ao far but if you could make the intro and the player select screen in a similar way that traveler's tales did the Toy Story cutscenes and main tune it would be flawless! Anyway, keep up the good work!
Uh, why did my PC have to crap out on me, this still is my #1 homebrew/demake/modern retro game to watch. Want to check out the demo, see the hit detection and all that. All of these cool details and extra work are gonna go so far. But I would have zero excitement for this project if the core idea wasn't looking like it was being executed correctly, you clearly have not just the passion, but the gumption to finish what you've started. And you're hitting all the stuff we wanna see. I wish Konami would've had the thought at the time to include at least one traditional linear CV level in SOTN, like how Bloodstained ROTN has that linear mode with set stages. Or *SPOILERS for The Messenger*, how The Messenger starts out as an 8-bit linear level based Ninja Gaiden type game,and then you beat it and it goes full blown 32-bit plus Metroidvania with basically a 2nd game in one, what a special game and sorry if I ruined the twist for you. Keep it up, i will do whatever I have to when it is fully playable. Just sucks you can't sell a physical copy with cool artwork and manual, I think right? Regardless, I still can't wait, ppl wonder why no one cares about a crappy NES homebrew puzzle game being released physically for N64, cuz that's stupid and lazy, there's no need for it. This is what I want to play and collect and put on the shelf next to my massive CV collection.
Unless someone from Konami contacts us (highly unlikely) then this will just remain a free to play fan rom. I do plan on using the engine I'm creating (an experience re-creating the game) to eventually create a brand new SotN-like MD game, so hopefully people will enjoy that when it comes
Que trabalho magnífico! Cada vez mais bem feito e bonito! A sua competência é grande. Fiquei surpreso ao reconhecer o estilo de Rondo em sua versão. Quanto a música, eu só penso que poderiam tirar um pouco do efeito de mudança de pitch na execução das notas. Usando o FM ficou muito bom! Parabéns a todos envolvidos! Grato por atualizar.
I know you might have this covered up by now but i kinda wanted to mention it anyway in case you might find it helpful, if not its ok because its a very small thing anyway. The portraits on the intro kinda crops into a very harash and nasty way (pretty sure you just wanted to have them done and functional) so i kinda think you can add a black gradient dithering to them so it kinda fades into the black background to make it look more "fancy", or just make a transparent gradient dithering as well. Kinda think that adding that will make those look better and more "pro like".
Excellent work! If possible, someday, do a simple and vague test (not from your port), with some background and sprites, using the Mega Drive's maximum possible resolution (I think it was only used in the Sonic 2 duel and race). I also think that dithering should look charming at full resolution. Greetings.
Love everything your doing here! Any chance to program an effect to the water to add "displacement" to the graphics? I think it might add something to it to elevate it!
4:45 That rendtion of Prayer sounds AMAZING. If you use all 6 FM channels, you could get a pseudo-reverb effect, or a mixture of slightly different patches to make the voice sound even more convincing (the wall of sound)!
perhaps since we won't be leveling up , you would put in the power-up items from 12&3 , the twist could be that you could get one for each level further enhancing your main attack.
If you put a little papyrus scroll with the character name in front of the bottom of the close up pictures it'd cover the crop at the bottom and create a nice clean presentable look without a crop.
Absolutely beautiful!!! One thing I'd change: while I love the options background, but it's a bit too stretched. The proportions of the art need constraining.
@@OllyDee123 The original DX7 is a beeefy monosynth. 1 patch at a time. But hundreds of operators. More primitive version of FM but expensive parts all round and a 6op engine instead of 4op.
I love the track! The vocal vibe is def cool. If I may make a suggestion- brass sounds with fm synth is bad ass- even subtle ones…maybe consider making it sound like a “brass quartet” to keep that castle vibe…
the options screen looks super grainy maybe see if you can remove the background somehow and allow the foreground more colour by the way the anamorphic widescreen is fucking incredible dude
I feel like a huge part of what made the linear games in the series fun was the pits and crazy platforming. This game never had that. I wonder if making it linear will work...
Some feedback about the scrolling text intro. From this video, I'm under the impression you did not add any margin, as the text and portraits look very close to the screen's borders. Games back then would normally avoid putting important stuff (text, important gfx) next to the sides because they'd often get cut off on a CRT (and it just looks better to have proper margins, imo).
@@PigsysRetroGameDevTutorials Even so, that'd mean it's confirmed to display fine on a single CRT. :) Margins don't hurt and give a more polished look. Just my opinion.
That rendition of Prayer/Menu Theme is soooo great!!!!
Seconded! Considering the limitations they had to work around, I think it sounds way better than it had any right to!
I wasn't sure if it was possible to sound nice on the MD, but Alianger did an amazing job as usual.
@@PigsysRetroGameDevTutorialsthank you hard work on this
Right? It's stellar.
This is incredible!
The background/foreground/parallax section looks really impressive mate, good job.
Thanks! It took a bit of time to do, so I'm glad to hear that people are liking the effect
The Prayer theme brought a fuckin' tear to my eye man... Solid work mate... Good job
A suggestion about the water cram dot problem, in Sonic 3 they got round this problem if you look at the water in that game, first level is a good example. I can't remember how they did it, some programming technique i think but it looks great, maybe you could look into that. Outstanding work all round as per, keep it up mate.
They did it by writing only a few colors per line, across multiple lines. That approach doesn't work for every game. It looks like Sega tried to exploit it by having some sections purposely update later in the line updates, giving them a pseudo depth to them. You need to right design, levels assets, and color layout for that approach.
That FM synth sounds great!
Also, I really like the color work you did while Pyron is busy. It will be interesting to see if he makes any changes.
Everything looks so wonderful!
Absolutely looking more like a game rather than a demo, kudos for rewritting the engine. This project is aiming to be among the very best of the 16bits consoles 😊
The color looks great. It falls somewhere between the PS1 original and Rondo of Blood. The movement and animation for Alucard and the skeletons is perfect.
I think the skeletons animations are looking nice now, but I still need to do a lot of work on Alucard until it's perfect
@@PigsysRetroGameDevTutorials I noticed a lack of idle animation
The colors on these new levels look fantastic
Thanks!
@@PigsysRetroGameDevTutorials have you ever thought of using color flickering of 2 colors or shades that are close in value to increas the on screen solors as well as differing?
It's been amazing to see the evolution of this project over time. Fantastic work, this is going to turn out to be quite a love letter to the Mega Drive.
It never once crossed my mind that the different 256/320 horizontal resolution modes on this console could be used to offer widescreen to a game that normally uses 256 horizontal pixels. Very clever!
Amazing video, I loved the alienger intro music
I need to deliver the rest of the graphics also I will do a title screen to you soo as possible, keep going 💪
Looking forward to it! If you have any graphical ideas for the title/map/option screens etc then feel free to send them through. In the meantime, I'm going to be doing some more work on GG Shinobi, so please take your time, no need to rush anything.
I travel the country going to conventions. I've spoken of this project with so many people - but I think you'd be surprised how many of us know, and are excited about it. We are all rooting for you. We are all proud of you. Take your time, do your thing, and keep up the good work.
Votre travail est absolument incroyable. J'ose à peine imaginer le travail de fourmis que cela doit être de recréer un jeu aussi monumental que Castelvania SotN sur une Mégadrive. Le temps passé dessus et les efforts que vous devez fournir pour rendre le jeu à la fois jouable et beau tout en respectant l'original, c'est extraordinaire. Et sans compter la musique, qui n'est pas le point fort de la machine de Sega, et qui est pourtant agréable à écouter.
Vous devez connaître la Mégadrive sur le bout des doigts pour réaliser un tel projet, seul qui plus est.
J'aime Castelvania qui est l'une de mes saga préférée et je suis votre projet depuis un petit moment déjà. Je tenais à vous féliciter et à vous remercier de faire ce que vous faites, car cela doit être extrêmement long et difficile. Bon courage à vous. Je garde un œil sur votre projet 😊👍
Thanks! Personally, I like the Mega Driove's FM sound. However, in the future I should be able to add a Mega CD CD ost option for those that want it
The PC Engine chirps, the SNES burrs and the Mega Drive shwings.
It is great to have a new video from you. The gameplay and graphics look incredible. The new music track sounds great. You and your collaborators are doing an amazing job. Thanks to your videos, I started doing some pixel work inside the Genny/MD limitations, and it is really hard but extremely fun. I'm using GIMP, Krita and the Tiled Palette Quantization tool you featured in one of your videos. Krita does have a palettize tool that works quite well and can be used as a stepping stone for doing further work on the image. Thank you very much for your work. It is really inspiring.
Good to hear, I look forward to seeing your graphics work in the future!
@@PigsysRetroGameDevTutorials Thank you very much. I have a question for you. I'm thinking of building a new port of a classic beat'em up for the Genny. I've managed to adapt the graphics of the first stage, and it looks quite good. Now, when I load the map on SGDK and run the ROM, the stage won't show complete. It seems like SGDK ain't loading all the tiles or something like that. However, demos like your own Castlevania or Final Fight seem to load a lot more tiles without a hitch. Could you, if you have some time, talk a little more about the subject of building stages, stage sizes and amounts of tiles per stage when you start doing your tutorials again?
Wonderful! Here in Brazil, we are all really enjoying your work! Congratulations!
I've had a lot of support from Brazil since day one, much appreciated!
@@PigsysRetroGameDevTutorials We are the ones who thank you, Castlevania was the game I played the most on the PSX. Playing it on the Sega Genesis will be a dream, thank you!
Great stuff. I usually don't watch dev diaries but this was excellent. Thanks for keeping us updated
Impressive stuff! Going from strength to strength.
Thanks! Hopefully this will be the final engine re-write and I'll be able to just focus on adding levels from now on. Looking forward to seeing more of Chords in the future!
the FM synth is awesome, well done.
Pyron's work is truely art. Makes sucha huge difference.
Yep! I can't wait to see what he comes up with when doing the rest of the castle!
20 seconds into the video and I just have to say, this looks more and more amazing every time I see it. Just incredible work. I can't believe this is the Genesis.
Thank you so much for your videos. Great to have a peek in on your journey. I love the progress, great contributions and clever workarounds.
Some feedback on the intro: scrolling text and zoomed in portaits work really well! The fade in (of those portraits) seems a little bit abrupt though. A couple of frames more might make them a bit smoother and more supportive of the atmosphere.
I really love what I am seeing (and hearing!) from this project. Keep up the awesome work!
Eu não sei como o mega drive não explode pra rodar esse jogo, o trabalho que esse cara tá fazendo é coisa de maluco, muito foda!
To be honest, the game is ending up being much closer to the original than I ever thought possible when I first started the project!
@@PigsysRetroGameDevTutorials To be honest, i think nobody though that this would end up that good, congratulations for the work, hope that your genesis dont explode on the console tests
Wow great job its looking a lot more like the OG....thank you for your hard work.
It's hard work making the game, but also very satisfying (especially when getting such positive feedback from SotN fans)
Great work ! Recoding the game engine from scratch is one of the hardest decision to make when you're already far in the dev
For all previous builds, I was never satisfied with what I had wrote and knew I would end up doing a re-write (just part of the learning process, I guess). However, this time I actually feel that it might be good enough for the finished game, no my re-writes necessary. Hopefully I'll just be able to keep on adding content from now on and won't have to spend too much time on the basic engine. That said, this winter I plan on learning some more advanced C and even some 68k asm, so I suppose I may end up thinking of a much better way to structure the game and wanting to do yet another re-write :)
@@PigsysRetroGameDevTutorialsgreat job on rewriting the engine most people would have gone and decided that rewriting the engine is too much work and would have used the original engine. But it looks like your new engine has really improved the game.
How beautiful it is turning out. The truth is that I respect the desire to port this great game to the beloved SEGA. I am always aware of your videos and your tutorials. Greetings from Argentina 🇦🇷
Brother, this is a work of love. I hope this project gets some crowd funding at some point
Better and better! This addition of a widescreen mode is something unseen, I'm really looking forward to trying it out.
For intro still pictures, would you have a way to use highlight & shadow, like Traveller's Tales?
The music in the options menu sounds fantastic. It reminds me of Brandish 3 sor some reason.
Alianger did a great job with it!
The FM rendition of the options screen song is lovely.
Keep the option screen art! It's beautiful! Love the menu theme, as you said it suits the game perfectly.
You’re doing so great man. Keep it up. I really admire your perseverance for this project
Dude, you’re an absolute legend! You just continue to impress. Cheers to you and everyone involved in this project. 🎊
Pigsy, friend, you can't waste my time. This work is fantastic and I look forward to more when you post more.
A masterpiece in the making 🦇
I hope so, I'll try my best!
@@PigsysRetroGameDevTutorialsso here's a question I have I noticed that in the one room that would have the Stone Rose enemy the peeping eye is missing outside the window are you going to put the peeping eye in the background when you're going through that area where it will follow you and watch you as they're walking through that area. Like it does in the original
Wow just really awesome what you have created!!
It comes out that 61 colours are enough to make wonderful 2d graphic. Congratulations your work is outstanding!
You know what's impressive? Syndicate on PC and Amiga. The game uses 16 colours only at 640x480 I think. Which was the best VGA could do at that point.
It's enough until it's not. About that simple
@@TurboXray Well the maps are either mostly yellow for day or dark purple for night missions.
It’s starting to come together really, really well. It’s looking fantastic!
Awesome stuff...to actually play this game on the megadrive/genesis would be fantastic! Keep up the good work
My jaw literally dropped when I got to the background scrolling segment. Incredible work there.
This is coming out so great man keep the updates coming😊
I should be able to be more frequent with the updates from now to Xmas
I love stuff like this. Keeping a eye out from now on.
Keep up the good work!
Thanks for the awesome update.
Wow, this looks really good. Good job my guy.
Great video Pigsy. I'm surprised you started over again.
Safe to say that I think the entire retro gaming community is very enthusiastically awaiting this release. Will it be on a cartridge or just the ROM? Have you thought about pricing? We are all behind you. Thank you for all of the hard work. This is stunningly amazing.
Since I don't own the IP it'll just be a free to play game
amazing work, love seeing these updates :-)
I've been following your work since the beginning, when you were only using subtitles, and it's amazing how much you've evolved. Congratulations and thank you.
Thanks for the support! Going from strength to strength 💪💪💪
This is amazing and it seems you put a lot of effort into it. I don't want to be diminish all the hard work done ao far but if you could make the intro
and the player select screen in a similar way that traveler's tales did the Toy Story cutscenes and main tune it would be flawless!
Anyway, keep up the good work!
Uh, why did my PC have to crap out on me, this still is my #1 homebrew/demake/modern retro game to watch. Want to check out the demo, see the hit detection and all that.
All of these cool details and extra work are gonna go so far. But I would have zero excitement for this project if the core idea wasn't looking like it was being executed correctly, you clearly have not just the passion, but the gumption to finish what you've started. And you're hitting all the stuff we wanna see. I wish Konami would've had the thought at the time to include at least one traditional linear CV level in SOTN, like how Bloodstained ROTN has that linear mode with set stages. Or *SPOILERS for The Messenger*, how The Messenger starts out as an 8-bit linear level based Ninja Gaiden type game,and then you beat it and it goes full blown 32-bit plus Metroidvania with basically a 2nd game in one, what a special game and sorry if I ruined the twist for you.
Keep it up, i will do whatever I have to when it is fully playable. Just sucks you can't sell a physical copy with cool artwork and manual, I think right? Regardless, I still can't wait, ppl wonder why no one cares about a crappy NES homebrew puzzle game being released physically for N64, cuz that's stupid and lazy, there's no need for it. This is what I want to play and collect and put on the shelf next to my massive CV collection.
Unless someone from Konami contacts us (highly unlikely) then this will just remain a free to play fan rom. I do plan on using the engine I'm creating (an experience re-creating the game) to eventually create a brand new SotN-like MD game, so hopefully people will enjoy that when it comes
Que trabalho magnífico! Cada vez mais bem feito e bonito! A sua competência é grande.
Fiquei surpreso ao reconhecer o estilo de Rondo em sua versão. Quanto a música, eu só penso que poderiam tirar um pouco do efeito de mudança de pitch na execução das notas. Usando o FM ficou muito bom!
Parabéns a todos envolvidos! Grato por atualizar.
I know you might have this covered up by now but i kinda wanted to mention it anyway in case you might find it helpful, if not its ok because its a very small thing anyway.
The portraits on the intro kinda crops into a very harash and nasty way (pretty sure you just wanted to have them done and functional) so i kinda think you can add a black gradient dithering to them so it kinda fades into the black background to make it look more "fancy", or just make a transparent gradient dithering as well.
Kinda think that adding that will make those look better and more "pro like".
Yeah, I just wanted to get the basic code and assets in place, I'll fine tune everything later
Excellent work! If possible, someday, do a simple and vague test (not from your port), with some background and sprites, using the Mega Drive's maximum possible resolution (I think it was only used in the Sonic 2 duel and race). I also think that dithering should look charming at full resolution. Greetings.
I have to say, this is really impressive! Good work, mate!
I appreciate what you are doing. Thank you for this.
Love everything your doing here! Any chance to program an effect to the water to add "displacement" to the graphics? I think it might add something to it to elevate it!
This is one of the most interesting mega drive projects i can think of
Aliana takes on menu song is great !
Agreed!
I loved the Playstation version and I find this version for the Megadrive, which is my favorite console, exceptional and I already love it!
Alianger did a great job with that chorus, also loving the updates and the 320 widescreen
ua-cam.com/video/DDDmy-035x0/v-deo.html
Looks gorgeous! When you complete this it will be a masterpiece and love letter to fans of the Sega Genesis and SoTN.
Amazing xwork, SOTN is my favorite game and i really enjoy the 16 bit look, it's a work of art.
Awesome! Great work, dont stop please!
Thanks for the update! Looking great!
love the hauting synth melody for the options screen 🎉 this game looks amazing Pigsy! ✊️✊️✊️
09:55 multi layer background stuff looks great! awesome
4:45 That rendtion of Prayer sounds AMAZING. If you use all 6 FM channels, you could get a pseudo-reverb effect, or a mixture of slightly different patches to make the voice sound even more convincing (the wall of sound)!
HOOOOOOOLY SH--- I mean water.. man this update is massive!! This looks like an enormous improvement. I can't wait to be able to play it someday!!
love that widescreen option
I might code in assembly language also good work
perhaps since we won't be leveling up , you would put in the power-up items from 12&3 , the twist could be that you could get one for each level further enhancing your main attack.
If you put a little papyrus scroll with the character name in front of the bottom of the close up pictures it'd cover the crop at the bottom and create a nice clean presentable look without a crop.
This is gorgeous. I'm also excited for your Shinobi game.
Absolutely beautiful!!!
One thing I'd change: while I love the options background, but it's a bit too stretched. The proportions of the art need constraining.
The artwork is bordered (also incorrect aspect) which gives it a plopped-in feel.
The FM synth music sounds a lot like a slow sad Dr. Who-ish tune. I like it.
Haha, I told Alianger that it sounded a little like Dr Who too when I first heard it!
Beautiful piece of art 🎨
Beautiful progress, like to know how you will work on the 3d areas and enemies, like the chapel room, the spell books, and magic book
Great work! Cheers from Brazil!
4:45 Sounds more like a DX7 synthesizer than a Genesis.
The YM2612 found in the Mega Drive is very similar to the DX7, which makes sense as they are both Yamaha FM products.
@@OllyDee123 The original DX7 is a beeefy monosynth. 1 patch at a time. But hundreds of operators. More primitive version of FM but expensive parts all round and a 6op engine instead of 4op.
The stained glass windows in the Chapel look amazing, and the detail superb. Where can i download this new demo?
It still needs a lot of work, but I'll release another demo this Xmas
I love the track! The vocal vibe is def cool. If I may make a suggestion- brass sounds with fm synth is bad ass- even subtle ones…maybe consider making it sound like a “brass quartet” to keep that castle vibe…
the options screen looks super grainy maybe see if you can remove the background somehow and allow the foreground more colour
by the way the anamorphic widescreen is fucking incredible dude
I'm blown away by the detail and quality of this game. I think I'm gonna explode with excitement soon. 😜
It is all very impressive, but those pseudo background layers makes it look superb. Well done on your effort.
Dude, this is amazing work!
I will pay for this rom. The amount of work placed on the game is astounding!
Nice update. Now hardest time when doing games........ not surrender and push to finish it!
Yeah, I've had to learn a lot of new stuff these past couple of years, but from now on it'll be mostly about grinding it out to the finish 💪
Amazing work as always...
The Option screen music gives me Columns 1 vibes, I love it!
6:06 would it make sense (or be possible) to have the castle map as the background here?
I feel like a huge part of what made the linear games in the series fun was the pits and crazy platforming. This game never had that. I wonder if making it linear will work...
It's getting so close to the original.
Truly amazing work to all involved 👏
Some feedback about the scrolling text intro. From this video, I'm under the impression you did not add any margin, as the text and portraits look very close to the screen's borders. Games back then would normally avoid putting important stuff (text, important gfx) next to the sides because they'd often get cut off on a CRT (and it just looks better to have proper margins, imo).
I'll check again later, but it seemed to display fine on my CRT
@@PigsysRetroGameDevTutorials Even so, that'd mean it's confirmed to display fine on a single CRT. :) Margins don't hurt and give a more polished look. Just my opinion.
Cada dia esta ficando cada vez melhor! 👏👏👏👏👏
Such a great work! 😍
Estuve esperando una banda x esto, es una genialidad, espero q puedas terminar este juegazo, saludos!
A master piece from a master teacher ;)
you are doing a beautiful job! you are amazing!
I'd like the colours to be less saturated on some areas, but overall, it is an outstanding work
You're doing holy work. So much respect to you. A question: is the goal for this to run on OG hardware?
Yeah, it'll definitely work on OG hardware (you can check out my Christmas demo on OG hardware if you haven't already)
The chant sounds great. There is also one in a tune in Devilish/Bad Omen.