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Hello everyone,
The kickstarter campain for The Cursed Legacy is beginning now .
Two years of (very) hard work are now in your hands. As usual the game is 100% complete ans ready to produce.
In the meantime, please enjoy the trailer :)
Link : kickstarter.com/projects/bro…
GGS Studio Creation retweeted
Replying to @yuzokoshiro
@yuzokoshiro EN FRANCE À LYON LES 21/22 NOVEMBRE PROCHAINS 🔥ANNONCE IMPORTANTE 👇
Bonjour à tous. J'ai l'immense plaisir et honneur de vous annoncer officiellement la présence du compositeur légendaire Yūzō Koshiro (古代 祐三) en France, et plus particulièrement à Lyon chez nous sur JAPAN GAME FESTIVAL 2 (@warpzone_fest) les 21 et 22 novembre prochains. Voici ce qu'il faut savoir :
1) Des séances de dédicaces seront programmées en fin de matinée et fin d'après-midi samedi et dimanche. LISEZ BIEN TOUTES LES INFORMATIONS ICI : warp-zone.com/event/japan-ga…
2) Yūzō Koshiro se produira sur scène pour donner un concert chiptune mixant ses musiques emblématiques samedi soir à 19 h 00 après le festival DANS LA SALLE DU FESTIVAL (Salle de la Ficelle). Les billets sont disponibles sur la même billetterie que le festival.
3) 300 billets promo Web (-2€) sont disponibles jusqu'à épuisement des stocks. RAPPEL : le festival est toujours GRATUIT pour les - 10 ans ACCOMPAGNÉS D'UN ADULTE et les accompagnants PMR. Tous les tarifs sont dispos ici : warp-zone.com/event/japan-ga…
4) À date, donc à plus de deux mois de l'ouverture des portes et avant cette annonce, nous avons déjà vendu 70 places, dont plusieurs VIP (il ne reste déjà pratiquement plus de billets VIP samedi après-midi). Conclusion, si vous comptez venir, NE TRAINEZ PAS. Tous les ans, on doit bloquer les entrées par intermittences. Cette année et pour la première fois, il est possible qu'on finisse à guichet fermé tout le we.
6) Je peux d'ores et déjà pratiquement vous confirmer la présence d'une PS5 custom bois @VaduAmka spéciale Japan Game Fest 2 Yuzo Koshiro en tombola cette année. Dédicacée par la légende en personne. Comme l'année dernière, il n'y en aura qu'une. J'envie d'avance la personne qui repartira avec cette pièce d'une valeur inestimable ! Si vous n'aviez pas vu celle de l'année dernière, c'est par là : encrypted-tbn0.gstatic.com/i…
5) Pour le fun, on aura une seconde annonce extrêmement cool pour les personnes qui seront présentes sur place. Je ne peux pas en dire plus pour le moment. Mais sachez qu'on vous prépare une petite surprise que vous allez adorer ! En attendant, PARTAGEZ UN MAX POUR NOUS DONNER DE LA FORCE ✊
Certains d'entre vous pourront dire : "J'y étais !" 🔥
GGS Studio Creation retweeted
The Cursed Legacy is an action/exploration game based on « die and retry » and made with love and passion to pay homage to the games of the 90s. Developed by @TKthegame
It also offers mini games that give an infinite lifespan.
➡️ homebrew-factory.com/megadri…
Woaow this is crazy !!!!
** Sega Genesis 3D Engine Update 8 **
Significant improvements all round as you can see and hear from the last update !!
Foremost - A huge thanks to @TonimanGalvez who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few.
He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared.
Also many thanks to my good friend @laurent_crouzet for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !!
Since last update :
New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies .
3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height .
Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex.
Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha .
Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit.
Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites !
Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement.
XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit.
Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also.
Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !!
Progress continues on my other projects , updates soon on those - retirement can't come quick enough .
#SGDK #SegaGenesis #SegaMegadrive
GGS Studio Creation retweeted
Replying to @warpzone_fest
@warpzone_fest II (bonus) : @Ludoid_Raynal valide le jeu d'Arnaud de @TKthegame au Spinner ! 🎮✨
Découvrez la réaction du créateur d'Alone in the Dark face à ce projet homebrew qui utilise son accessoire culte.
Bonne journée à tous 🙂👋
youtu.be/WFYxNc8lDH8?is=wq1n…
GGS Studio Creation retweeted
** Sega MD 3D engine update 7 **
Speed up rendering by another 15-20 % !
Massive unrolling of the line drawing hotpath has seen a good pickup in the rendering although further improvements are needed , particularly for small triangles as most of the overhead is not in the drawing ( more time in setup vs drawing ) .
Added partial drawing of Quads , this was a major pain due to all the edge cases , as Quads are basically a triangle top (optional) - a middle trapezium and a bottom triangle (optional) and any part can be clipped or offscreen .
Implemented a frame pacing algorithm for the camera so as Frame rate fluctuates with detail the forward Z rate is altered, its as bit janky still .
Track control just snaps back to position after it runs through a short sequence.
Work continues on Parodius and we have some cool things to show in a video soon .
#SGDK #SegaGenesis #MegaDrive
The itch page is completely changed and to celebrate we decided to release version 3 of mega meat boy.
50 levels available (press C on the map to change between light and dark worlds)
jungrock.itch.io/mega-meat-b…
I found out all people love meat boy.
Old retrogamers who never played the original, kids, player and speedrunners of the game.
Team meat has made an intemporal gem.
Working on the megadrive demake is really awesome !
Please come see us at pixel days, this weekend in Belgium
You now know where to play Mega Meat boy.
You have seen the box, the manual, the cartridge.
The TV will be meat boy decorated.
We even made a fake "store promo display".
But the question you all asked : "What about my ass when I will play mega meat boy?" Say no more...
Ready for conventions :
25/26 April : warpzone festival, Lyon Frznce
02/03 May : pixel days, La Louviere, Belgium
29/30 May : Cavaillon, France
Can't wait for feedbacks !!!
Good news : super meat boy 3D is great !
Bad news : I wont be able to port those levels to the megadrive version
Anyone has a clue to run unreal engine 5 on the megadrive XD ?
GGS Studio Creation retweeted
Arnaud est dans la place ! On va se faire un pur corner MegaDEV de folie avec lui, Format C, sans oublier le goat du game Frederick Raynal avec Pop Corn ! 👇👇👇👇 À voir sur @warpzone_fest les 25/26 avril 🔥
Popocorn kickstarter is online! kickstarter.com/projects/107… #popcorn1988 #segamegadrive #genesis #spinner #sega
Final version (performence boost for the rotation at the expense of image qualitity). It is only missing some little sounds (hit, rotation)
It feeks close enough to the original cutscene IMO.
GGS Studio Creation retweeted
Proud to be on this great list of chiptune artists (again 😉).
Pump up the volume !!!
NP is back with a fresh list of @deflemask #chiptune tracks to get you in the #gaming zone! In this showcase we're featuring music from RG40Xs, castellavanilla, and more!
🎧 Ready to jam? Watch the full video here: youtu.be/q3CGMH1W-84
GGS Studio Creation retweeted
Super Meat Boy has been demade for the Sega Mega Drive/Genesis! Check it out: jungrock.itch.io/mega-meat-b…
Crazy performence on Mega Meat Boy demo. Real speedrunners have the same skill on megadrive and on the original version. Some adjustments to the gameplay need to be made to reach perfection
youtu.be/vu-TgLN2gx4?t=331

























