Plutiedev
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Plutiedev
@plutiedev
Plutiedev's official account! Tweets by iwis occasionally edited by Sik. 日本語がいい。 #MegaDrive #homebrew #メガドライブ puru puru pururun~♪
Katılım Temmuz 2018
110 Takip Edilen815 Takipçiler
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** Sword of the Apocalypse (S.O.T.A) Update **
Well I was just going to help @canaljogovelho and @MichelinFabio of studio Versao LTDA , find a programmer for their amazing new sega genesis game SOTA ... but somehow I became the new programmer lol.
Seriously, Its been great helping this talented team to envisage their dream for SOTA. The artwork and level design have really impressed me.
I've spent the last week getting the backgrounds of level 1 working in our rather flash new engine / streaming scroller. Why have limitations on how many tiles you can use on a level ?
This streaming system allows nearly unlimited foreground detail and diversity. Infact the current level as you see it would not work with a static (load tileset once) scrolling system, it has more potential yet too (every screen can have new tiles).
You can see this in the VRAM view on the RHS , you can see tiles been swapped in and out as needed. Once old tiles move off new tiles can take their place etc. The dialog box is messaging how many meta tiles are in use at any moment.
We have multiple parallax splits occurring on the background and some nice sprites clouds also.
Next we will work on player / enemy logic / background collisions and start getting the gameplay mechanics in.
Work continues unrelenting on Lufthoheit at the same time and the learnings from one game will help the other game also. Some more scaling effects are coming amongst other good stuff. The streaming scroller for SOTA for example will be used in some levels on Lufthoheit also !!
@Carsten1349 @laurent_crouzet @Mike_Rouse
#SGDK #SegaMegadrive #SegaGenesis
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So fun fact about if you figure out the cheat code on the @SonicMovie Genesis Cartridge:
Looks like we have an update on the trailer!
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Thanks to @ParamountPics @SonicMovie for this amazing gift! ⚡️
‘SONIC 3’ releases in theaters on December 20!
Don’t forget to order your tickets this upcoming Monday, November 25!!!



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@AndrewSchroy @MegaDriveShock @SaturnMemories Eh, I get the impression that the This Is Cool campaign may be more iconic in Japan.
Not that Segata Sanshiro is ignored, but This Is Cool seems to be completely overlooked in the West :x (ironically, I first found out about it because of… Neptunia, out of all things)
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@MegaDriveShock @SaturnMemories At least the Saturn would prove to be way more successful in 🇯🇵. If not solely because of ads with Segata Sanshiro...
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@JakeLindgren3 I can't tell whether it's Bubsy (because of the UFO carrying two balls) or Sonic 1 (because of the hedgehog and palmtrees)
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The cherry blossoms at Sega HQ are currently in full bloom.
セガ大崎本社前の桜が、見ごろを迎えています🌸
#桜 #cherryblossoms

日本語

@MegaDriveShock In the West the lack of standarization of sound hardware among PCs meant that it was common to use a third party library instead of working with sound directly so most DOS devs never bothered to program their own Adlib instruments. I imagine that became a problem later.
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@MegaDriveShock Also I'm not sure if SMPS was ever available to anybody outside of Sega (or working with Sega, e.g. Treasure), even in Japan third parties would usually go with their own drivers.
What Japan did have was a lot more experience with FM chips (including outside MD).
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This is partially due to lack of institutional know-how. Japanese devs had really good training and mentoring programs.
Mark Cerny tried to overcome this at Sega Technical Institute by bringing over Japanese devs to train the Americans. Cerny soon left the company, though.
John Linneman@dark1x
I can’t help but feel that American game development on consoles was generally lousy during the 80s and early 90s. All the best US devs were making PC games but console development was largely (but not totally) bad. Like, shockingly bad.
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