Trying to gather team to make SNES game

Discussion of hardware and software development for Super NES and Super Famicom.

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cpow
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Post by cpow »

pichichi010 wrote:what a great supporters on this forum, can't believe it,

seriously, jeez
I think the central question is still unanswered. Do you have examples of the assets ["anything that has to do with the creative aspects"] you can bring to the team?
djcouchycouch
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Post by djcouchycouch »

pichichi010 wrote:what a great supporters on this forum, can't believe it,

seriously, jeez
Actually, we support, encourage and welcome all kinds of homebrew development. We like seeing projects being built. It's just that you're not very realistic with your current expectations. In short, you should learn to walk before running.
pichichi010
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Post by pichichi010 »

I talked to the Super Fighter team and they only over see i guess demos to see if they had potential;

I asked them, If I make an animation video of what the game should look like, would that work?

Their answer: NO

would that work here?
tepples
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Post by tepples »

I would be glad to see mock-up screenshots and videos in order to get an idea of what you have in mind. I think a lot of others here would agree with me.

And what I meant earlier by TL;DR is that I was trying to summarize what you had written.
pichichi010
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Post by pichichi010 »

ohh ok no worries,

Ok thanks!

I will work on this, ill try to make a 2 minute video of the game play and with one of the characters.

it will take a little while.. tho
psycopathicteen
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Post by psycopathicteen »

How did liscensed developers get finished with games so fast? Did the "Official SNES Development Kit" come with some huge-a$$ code library?
3gengames
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Post by 3gengames »

They programmed 8 hours a day for a job and got paid well to do so and had all the documents/help they wanted? :P
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Post by tepples »

psycopathicteen wrote:How did liscensed developers get finished with games so fast?
For one thing, it was the full-time job of at least a dozen people, eight hours a day (or more in crunch time), generally working under a competent manager who had previously overseen the completion of a game of comparable scale. For another, once they had an engine, they could reuse it. Wisdom Tree's Spiritual Warfare, for example, was forked from the Crystal Mines engine (used for Exodus and Joshua), and Mega Man 2 was an expansion of the first Mega Man. (In fact, the ruins of some MM1 stages are in unused portions of the ROM, I've read.)
psycopathicteen
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Post by psycopathicteen »

Sorry for bringing up animation again, but in a development team, who decides how many frames of animation every character uses? The programmers or the graphics artists?
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MottZilla
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Post by MottZilla »

Well I support your effort. But the #1 thing I will tell you is if you need a programmer, you can probably find one willing to work with you if you show them significant artwork and game design content. So even without a programmer if you can get artistic support for whatever you are hoping to make and start designing it, that will help a lot. Don't be discouraged by not having a programmer right away.
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Jeroen
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Post by Jeroen »

psycopathicteen wrote:Sorry for bringing up animation again, but in a development team, who decides how many frames of animation every character uses? The programmers or the graphics artists?
I'd say it depends on a few factors...I wouldn't worry about it too much yet and just concentrate on a mock up. Then the programmer can weigh in on what's feasible and what isnt.
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Bregalad
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Post by Bregalad »

I know that 65xxx processors aren't very well suited for C language because of how the stack works - however, today most companies program microcontrollers exclusively in C, and the output code is often just as good as if it were written in assembly, maybe slightly less performing, but it takes like 5 times less effort to write it and to find errors in it - increasing greatly the chances for a completed project. (this is my "professional" life getting involved with this forum...)

In fact I think the reason so much of us fails to release complete homebrew games is because of the false rumor that games had to be done in assembly on the NES. OK assembly is fun, you can write very optimised routines, which is good when interfacing with

@pichi010 : Don't worry about not knowing much about programing - you shouldn't listen those moaners and be discouraged. Instead you should show what you know to do.

For me it's often the opposite - I know how to program games but I lack some artistic inspiration. Also I have begun many games and never finished any...
Useless, lumbering half-wits don't scare us.
mic_
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Post by mic_ »

I know that 65xxx processors aren't very well suited for C language because of how the stack works
Stack access is not such a large problem. I'd say the bigger problems are:

Lack of registers.
Register width.
Few addressing modes.

With that being said, it would certainly be possible to generate good 65xx code from C. It's just that the efforts to develop good compilers/optimizers tend to go into platforms that are used on a large scale, like x86 or ARM.
pichichi010
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Post by pichichi010 »

Bregalad wrote:
@pichi010 : Don't worry about not knowing much about programing - you shouldn't listen those moaners and be discouraged. Instead you should show what you know to do.
Hey Thanks! finally someone that supports the cause! lol... @Bregalad, we should talk about the project. well first I'll get that sample of my vision to you all and from there I can see if programmers pop up for the project
psycopathicteen
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Post by psycopathicteen »

Are you still working on your 2 minute video? It's been quite a while?
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