Hello all. I’m here to share a very small Sonic tech demo. It was created by a member here, 16-Bit. He was nice enough to allow me to make a fancy forum post to share it with you all.
It showcases an animated Sonic sprite in a small flat cave level. It features a very nice parallax scrolling effect reminiscent of the Genesis/MD Sonic games.
Fwow13 was nice enough to make a label for the HyperFlash 32 cart owners, and TheRedMenace created a nice progress icon as well. Thanks!
I know it’s a very small demo, but it’s still very cool to see the blue (or red?) blur on our beloved system in some form.
Download links to everything should be attached below
Video Link: https://www.youtube.com/watch?v=FD2aWiNGZlw
Oh wow, thanks for the neat post about this – it’s flattering. 😛 I should have shared this a few years ago. It was just one of those cases where I was like “well, I could share it… or add this, and this first…” haha.
And the game is still in the works! It’s had some rewrites, and expansion to include other systems, but still slowly coming along. Hopefully not too far down the line I can show the game this demo was made for.
Awesome! Can’t wait to try it! Also, looking forward to seeing the game you’re working on 16-Bit!
It plays great. I love the background effects.
What tools did you use to write it?
When someone on here came out with “Red Square / Yume Nikki Fan Game” written all in assembly, my mind was blown. Like how much experience as a game dev does someone have to have to understand the hardware and write that in 6 weeks?
Does anyone have a link to a video or a photograph for those of us without the flash cart? 🙂
>>Like how much experience as a game dev does someone have to have to understand the hardware and write that in 6 weeks?>>
A: juuuuust enough to be worshiped ^_^
I’ll see if I can make a little video, just basically record a short camera recorded video on real hardware. Gonna have to get my replacement computer setup for video editing..
Woo, sorry, busy work week!
I just used Notepad++ at the time in the old VB dev environment, and that was about it. I’d write up the C code and call the compiler. I also used an old paint program to adjust the color palette for importing the sprites too. Otherwise it was all generally stuff from scratch, though I’m sure I used the examples for reference too – particularly for auxiliary type of code like getting the framerate control and setting up the ‘mirror offsets table’ (forgot the exact name at the moment)
And if speedyink doesn’t get a video, I can also look into recording one. I do need to setup a new VB environment since getting this new computer after all. Though I don’t have a great way to get the video of it running on the device, so it’d just be an emulator recortding.
video can be lofi…not like any camera would be a match for the red blur, anyway!
Added a video to the main post. Not “Lofi”, more “Quick and Dirty”, lol