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All Posts (Mintor)




#1
Re: Metal Slug Port
Posted on: 2007/10/24 13:37

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
That would be fantastic jorgeche! I've been looking at VIDE but havent really had time to play around fully. I'll send you an animation in a few days (just a basic 'cardboard' for now) so I can understand it better before attempting multiple planes per sprite.

PS Anyone know of the legalities of making this port - considering that Metal Slug is still an active chain?
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#2
Re: Metal Slug Port
Posted on: 2007/10/23 1:23

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
Just a heads up - the sprite conversions are going to take AGES as there are literally thousands of images, so I'm focusing on Marco, the Metal Slug, backgrounds and one type of enemy soldier for now.

Doing these characters/items provides a base for at least a demo version to see how realistic the project will be.
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#3
Re: Metal Slug Port
Posted on: 2007/10/22 23:19

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
Thanks KR155E

That would be a great idea - for now I'm going to document the project in word and then periodically send you the latest doc if thats alright?
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#4
Re: Metal Slug Port
Posted on: 2007/10/22 13:30

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
Im serious - But at this stage I'll be only doing the graphics (until I learn more about the programming). Gotta start somewhere :P
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#5
Re: Metal Slug Port
Posted on: 2007/10/22 10:48

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
Thanks for all the support guys?

I know I'm new to the VB as I just got my Mint Jap version TODAY!

It doesn't bother me if it takes a while for others to join in - I'm still gonna get to work on the graphics in the time being.

KR155E - Do you think you could update my projects page in my profile to reflect this Metal Slug Project at all? that would be great!
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#6
Re: does anyone remember the gameboy camera?
Posted on: 2007/10/21 4:10

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
What kind of paper did the printer use? was it thermal? I would guess if would be hard to find the right paper these days.
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#7
Re: Bound High rom dump?
Posted on: 2007/10/21 1:03

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
I have a Toyota Sera - could you believe its 15 years old?

Attach file:



jpg  PB250005.JPG (598.68 KB)
642_471aa56488aca.jpg 2048X1536 px
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#8
Metal Slug Port
Posted on: 2007/10/20 14:05

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
I've been chatting to RunnerPack and DogP (to an extend - when he adds information) about a new project.

I will be the first to admit I am new to VB - as mine is still in freight from Japan, however I have a strong graphics background (Graphic Designer and have worked with Neo Geo game customising).

The Neo Geo aspect brings me to my point - RunnerPack and I were discussing graphics and I was given a challenge to make a Metal Slug-esque sprite in the correct colour palette for the VB. I had mixed results however it was a great learning tool.

I propose a project to bring one of the arcade greats (Metal Slug) to the VB. From our discussions, overall game size shouldn't be a problem as the Metal Slug for the Neo Geo Pocket is 616KB in full colour, and the full res versions of the game (arcade/Neo geo CD) are similar resolutions so scaling isn't much of an issue.

I am more than willing to work on the sprites/backgrounds and have further input to any potential Devs as far as the 'virutal' element, which follows:

* Backgrounds on own plane but ledges where enemies are are close to give illusion of an overhanging.

* Enemies on ledges are on same plane as character.

* When grenades are thrown - enemies sometimes fly towards the screen - perfect VB envirnment.

* Bosses loom over the player as they are quite large and would add to the 3D aspect.

So if anyone is interested in helping just holler out. Either way I'll most likely starting thinking of ways to help automate the sprite conversion to the VB palette.

My avatar is my first effort in VB scheming - incorrect in parts but a stepping stome none-the-less.

Coders are a must at this stage and people with more 'overall' technical background to the VB and its development are MORE than welcome!

P.S. If you draw it, they will come :P
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#9
Re: Bound High rom dump?
Posted on: 2007/10/20 13:38

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
Prototypes by nature are prototypes - not perfect.

As much as I love to play games early (thinking of my PS3 protos/betas that i have) I believe that prototypes shoudlnt be dumped for the sake of it.It definately lowers the value in my opinion. I personally own an internal pre-release of Rez for PS2 (dreamcast port) that I won on ebay for WAYYY to little ($10 last year) and if this was released public it would lower the value hence lowering the value it has to me.

For instance - my car is one of only 15000 ever made and was a limited production prototype. If they were to remake the car again it would loose all value to me (not to mention on the open market for an original) as I bought it because it was UNIQUE compared to everyday cars.

Rant over
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#10
Re: Love at first sight ?
Posted on: 2007/10/19 6:14

Joined 2007/10/19
Australia
-1 Posts
Long Time User (12 Years)
It was love at first sight for me too. For years I heard bits and pieces about the Virtual Boy but being in Australia it didn't get much publicity.

As I only got the internet a few years ago I continued the searching for 'that elusive 3d console' I heard about as a kid.
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