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Trimint123

26
Posts
2
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A member registered May 10, 2017 · View creator page →

Recent community posts

(3 edits)

I think you may wanna fix the zoom-in from death. It doesn't look convincing since it always start zooming from the top-left first and slowly into the target, instead of directly at the target.

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Release is still a release. What, you wouldn't play the demo because it wasn't finished?

It's in the description. Summer 2025.

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Thanks for the answer! I've seen the videos others provide on YouTube, and besides the very basic UI for the menus, the goal is pretty ambitious from what I've seen in the Bonus Games, which include these obscure arcade Pac-Man games that didn't match the classic Pac-Man styled gameplay. One of your beta tester in the comment even said that you're planning to include the Pinball section of Baby Pac-Man, which is an insane attention of details that otherwise was very difficult to emulate. Hopefully the project goes smoothly on your end and can't wait for the demo!

And btw, yeah, it would be interesting if you get CE1 mechanics down when you get the chance. Would be interesting to see CE2 mazes in CE1-styled gameplay for example.

I had some questions regarding about this project:
- Does every new ghosts has a unique behavior to make them stand out as the original fours?
- Is there going to be an accessibly feature, such as giving ghost an color outline when in Frighten mode to tell which is which?
- How are you going to replicate most mechanics on specific maze games? Example, Arrangements with its unique boosters and teleporters along with Kinky's Kinzo's ghost mechanic, or Championship with its predetermine generated maze along with Sleepy's ghost mechanics.

I may had more in mind, but this is the questions I'm mostly curious about.

The Engine doesn't support unique flip variant from PMD Sprite Repository.

Godspeed, my guy! Hopefully I get to experience it.

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As for the password, 4 of them is already been discovered:

  • RING - Max Rings
  • SUPE - Always Invincible
  • LIFE - Start with extra lifes
  • BOSS - Boss Rush Mode
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Besides the gameplay and the manual, the rest of the assets can be easily be recreated. For instance, the handheld itself comprises with many art assets of SA1's official artwork, and the gameplay's sound effects is also from the game, only compressed to fit a tiny speaker (which makes it possible as optional selection between uncompressed sound effects). So making those wasn't that hard. The hard part is making 1:1 accurate gameplay.

You can download, owned, or even design your own using Vroid.

https://vroid.com/en/studio

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The game literally had an heart attack when I rewind the game through emulator. I thought it was hilarious anti-cheat method. Lmao

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I guess I should ask some question as well; Will you decide to add certain Community related patches like widescreen and MIDI packs for repeated image and music respectively?

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The new weapons are using DSDHacked so that those can be place as its own weapon slots, so it doesn't work with Vanilla and old source ports like Boom and MBF. However, an alternate files was made that entirely replace the Plasma and BFG to make its place instead.

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Would be a bit difficult to port considering the new monsters and weapons, but it looks like it'll work with GZDoom standalone seeing videos by pagb666 trying with it, although there are some bugs with it like the Banshee don't do any damage to you. It only missing the DOOM 1-styled map transition screen.

UPDATE: The latest dev build of GZDoom seems to fixed the Banshee monster. Consider update it to the latest dev build.

Huh, all 5 of them base of the Sega games? Interesting.

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Self explanatory; because how absurd it was. Probably one of the most interesting ones out of every Tiger games as it was mostly base of the Sonic's story of the game. Would be very grateful to see it emulated in some fashion, especially for Sonic fans out there who interested as well.


It's a false positive. Ignore it by allow the executable. Otherwise, wait for an update to fix this since the game is under polishing right now it seems.

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Hey, SIGIL 2 came out today to celebrate DOOM's 30th anniversary. You may wanna update the tool to support those. 

https://romero.com/sigil

Press Alt+Enter for full screen.

Yeah, it makes quite a huge difference if you realize something is wrong.

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Please do not lock the Y-axis. The reason the original Getting Over It were controls well is because your cursor is focused on the character's center on the camera, making it easy to controls your hammer as it was remains in the circle area. Removing vertical camera makes controlling Mario way more difficult and can lead to unnecessary launch when you aren't suppose to because your cursor aren't in the center of Mario.

I suggest an ability to disable the camera movement as mashing the touch screen may disrupt the "drag" input and tilt the camera instantly.

Awesome! Will give this one a shot soon.

Thanks for the reply! Look forward to it.

Any plans to make it support for mobile phones or maybe even a phone app for all of these games? Gonna love it when you can actually interact the buttons with the touch screen.

Nicely done, though game crash on soft reset.