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Papi Commando RELOAD ! *SgdK* - Megadrive


Vetea

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papico10.png

Hi all,

I hid the project for some time, but now that I have something "clean" to introduce you, I start!
So here is my new flagship project, Papi Commando Reload !!

I would point out that this is not an official sequel.
In fact, it's an "HD" version, with everything I could not do on the first version made with BEX and edited by WM.

The scenario will remain the same: Papi will have to recover his Commostrad stolen by the evil CePlusPlus!

scene210.png

Il y aura toujours une succession de "Zone" à découvrir et débloquer pour pouvoir aller aux suivantes.

A few details however ...
The areas will be much larger and varied !!
As well as the more colorful graphics, more varied sets also, more in the spirit "16 bits", close to the PC version.

scene111.png

There will be different objectives to pass the different zones ...
In addition, the zones will be locked, which means that at each success you will have a password that will allow you to save your progress (And saves me the backups on EEPROM!)

Not to mention our friends Zombis who should be part (and other surprises !!)
On the other hand, I do not think of creating "Bonus" zones. These specificities will be integrated in the Normal Zones according to the nature / type of terrain!

On my Nomad !! icon_wink.gif
20170710.jpg



The advantage is that I also work with AlekMaul & Grostonton on the port of Papi Commando on SNES.
We will work in parallel with this new version.
Except that on SNES, the graphics will be the responsibility of Grostonton, the code AlekMaul and I who run the joyful team! Wink
These two versions will have to be identical, with some exceptions ready, since the size will be reduced (16x24 px for sprites and 16x16 decors), and probably the little tricks that Alek will manage according to the whims of his beloved SNES!

Now place up to the demo video!


Test on Exodus emulator


On this video a lot of work has already been done:

- a 2048x320 pixel map (the width will be fixed, as the original game).
- Improved graphics being realized (Sprite & Tile game)
- Code optimized thanks to the new version 1.3 of Sgdk.
- Tilemapping engine.
- Basic AI management.
- Scrolling of the two Plan A & B.
- etc ...


But I could create really huge Map for this opus ...

In short, all if ok for a great project that many players expect everywhere in the world (yes yes ^^ )!

See you soon and thank you for your fidelity!

Vetea
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Hello again,

Here is the new video of the weekend!




- Integration of new weapons with their own management / Characteristics (range shot, ball speed, burst speed, number of burst, etc ...) with the Magnum 357 and Uzi 9mm.
- Improved AI! They can shoot at cover, for some unit, engaged Papi, also possess their own characteristic (Speed, Hit Points, Weapons, etc ...)
- Code optimization to handle all this mess!

On the video, we see the game that I dreamed of doing on MD without thinking that it is possible ...
And the project is only at the very beginning, it promises!

See you soon !
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Hello,

Here are some screen of the Map being created with the new Tileset which has earned me tens of hours (and more ...) of work!

These are emulator MD captures! No PC ...
The result is simply beautiful!

110.png

210.png

310.png

These is more in the "Commando Like" feeling. icon_wink.gif

Cheers,
Vetea

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  • 1 month later...

Hi all,
Here is a short video of the latest Build 1.5!



Michel "Bfg" help me to fix bugs as well as my friend Grostonton & AlekMaul.
All the weapons are finally modeled and done : Knife Commando, Desert Eagle, Shotgun, Grenades!
As well as new FM music for the game phases: Start Part, Game, BOSS and Game Over!
In addition, a new health system has been done.
The mechanics of the game is almost finished!

Cheers,

Vetea Edited by Vetea
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