Announcement ~ LUNAR announced - feedback wanted
LUNAR Walking School
# Posted on Aug. 3, 2008, 3:42 p.m. by Gideon Zhi

So here it is, ready to be playtested... or is it? The script is still slightly wooden, in a translated-from-Japanese sort of way. It's hard to pinpoint what's wrong with it, and maybe it's only something that a trained eye can see, but it's certainly not on par with recent stuff like LaL 2.0. Passable, maybe? I'm not sure.

So, I'm asking for opinions. Would you all rather see another edit pass, or should I just toss it into betatesting? It's certainly otherwise ready.
Screenshot Screenshot

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Miscellaneous ~ Looking for investors.
# Posted on July 3, 2008, 10:36 p.m. by Gideon Zhi

Do you love what we do here? Do you enjoy older games from days gone by, or perhaps feel that the current generation of games is lacking something? Have you ever wanted to support Aeon Genesis, but haven't known how?

Well, here's the thing. I'm looking for investors to help fund what I'll call a "splinter" operation. This isn't going to be AGTP, although it will follow similar lines. It won't replace AGTP either - at least, I hope it won't - so your favorite WIP projects aren't going anywhere. (In the event that I AM forced to close AGTP, all current project files will be made public for acquisition by other groups.)

While I can't divulge much just yet, I have put together a viable business plan; the only problem is, this is going to be stupidly expensive for one person to fund. Now, don't get me wrong - I'm not asking for free money. I'm looking to drum up some capital that I can then take to a venture capitalist to say, "Look what I was able to raise on my own!" I will *not* take any money until venture capital comes through, and even then you will be paid back with commensurate interest within a few years. This is not without risks, of course, but if I wasn't confident in my plan I wouldn't be throwing this out here.

If you're interested and can help fund this, even a little, please send an email to this address. Let's do something awesome and show the industry who's boss.

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Progress ~ Now in Alpha, too.
Super Robot Wars Alpha
# Posted on July 2, 2008, 4:01 p.m. by Gideon Zhi

Yep! Took maybe three hours. Note the poorly-edited dialogue. This obviously needs an editor - if you think you're up to it, have tons and tons of free time, are an accomplished writer, and are a fan of Super Robot Wars, send an email!
Screenshot Screenshot

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Progress ~ Font me up, guy
Super Robot Wars Alpha Gaiden
# Posted on July 1, 2008, 9:26 p.m. by Gideon Zhi

Alpha Gaiden's font is now variable width/proportional. Huzzah! It's 4:30 AM and I'm totally about to pass out. I've been working on this thing for like nine hours straight.

First foray into MIPS assembly = success!
Screenshot Screenshot

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Progress ~ Well, THAT bit's done, after how long?
Mystic Ark
# Posted on June 23, 2008, 10:04 a.m. by Gideon Zhi

Last night at about 10:00PM Eastern, I *finally* finished mapping out the last of the embedded pointers in Mystic Ark's insert file. All 6562 jumps in the script have now been assigned a unique identifier digit, with corresponding markers and targets for each. That's 6562 copies and pastes. 6562 sets, 6562 writes. And you wonder why this is taking so long :p

That doesn't mean that it's ready to insert yet, I'm afraid. MKendora has written a simple utility to add *normal* pointer writes to the file; I've just run it, and the next step has me commenting out any potential false positives so inserting this thing doesn't completely break the rom. This'll take a while, but I don't imagine it'll take nearly as long as the *last* step took.

So yeah, progress. Nothing that I can show off, I'm afraid, but still. Progress.

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Major Release ~ Two Million Hits! Live-A-Live v2.0 Deluxe Released!
Live-A-Live
# Posted on May 28, 2008, 12:38 p.m. by Gideon Zhi

Not much else to say, really. It's been a long road but we're finally here, and from my *own* experience playing the game today, the wait was damn well worth it. I hope that you all feel the same way!

The new version includes...
-560 kilobytes of English script: Twice the size of the original translation!
-Main dialogue, menu, and battle fonts are now fully proportional!
-Each chapter now has its own unique font - even the Japanese version can't say this! Live-A-Live now sports a total of ten different fonts.
-Kung Fu names are now Chinese, not Japanese!
-Items, techniques, and equipment names expanded dramatically due to new fonts!

Screenshot Screenshot

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Progress ~ It's coming.
Live-A-Live
# Posted on May 8, 2008, 12:18 p.m. by Gideon Zhi

Sooner than you think.
Screenshot

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Miscellaneous ~ Surprise!
# Posted on April 2, 2008, 8:59 p.m. by Gideon Zhi

*whistle*

This is pretty much done, other than a (hopefully!) minor issue with the battle system. This is the first I've ever tinkered with actual z80 before, and so far it's been a resounding success. Good game to start with!

Official announcement forthcoming once it's cleaned up a bit. Here's a related video while you wait.
Screenshot Screenshot

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Progress ~ Rejoice! Script translation complete!
Rejoice - Another Aretha Kingdom
# Posted on March 3, 2008, 2:35 p.m. by Gideon Zhi

Silversonic just emailed me this afternoon to let me know that Rejoice's script is done! It still needs an edit (mostly, aside from the stuff I did on my own a few months ago) but barring any major catastrophes, the remainder of the project should go pretty quickly.

So just what is Rejoice, you ask? Well, I think I'll let it speak for itself:
Screenshot Screenshot

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Progress ~ Live-a-Live 2.0 close to completion
Live-A-Live
# Posted on Jan. 13, 2008, 7:57 a.m. by Gideon Zhi

It's taken a whole lot longer than anyone could have predicted, but I think we've finally fixed all of the little niggling technical issues. One particularly nasty one, just resolved, would corrupt your save data and replace characters with multiple Oersteds.

The scripts are all edited save for the final chapter, but of course due to that previously-mentioned save corruption, I need to restart the game from the beginning. Provided a speedy replay and no further technical problems (and maybe some wrangling with SNES9X's cheat engine) an in-house betatest should be coming pretty soon, with a release following shortly thereafter. No promises, though! We thought the technicals had been resolved last September, but look how wrong we were!
Screenshot Screenshot

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Spotlight:
La-Mulana
PlatformWin
GenreAdventure/Platformer
PublisherGR3 Project
Published OnJune 27, 2005
Initial ReleaseJan. 27, 2007
Latest ReleaseFeb. 3, 2007
Current Version1.01