Dear Heroes, with the second round of betatesting still going on, I've taken abit of time to build the new "Battle Debug" mode, with own dedicate interface!
Yes you can now play your Vectorman battles! ( and see the inner workings of a Virtua Fighter-like collision system )
VincentNL wrote:Dear Heroes, with the second round of betatesting still going on, I've taken abit of time to build the new "Battle Debug" mode, with own dedicate interface!
Yes you can now play your Vectorman battles! ( and see the inner workings of a Virtua Fighter-like collision system )
Wish you and your family an awesome 2023 Year!
Woah , thats pretty cool. I hope you leave that in the final. Sometimes you just want to play spikeout , would be nice to be able to just jump in and fight.
VincentNL wrote:Dear Heroes, with the second round of betatesting still going on, I've taken abit of time to build the new "Battle Debug" mode, with own dedicate interface!
Yes you can now play your Vectorman battles! ( and see the inner workings of a Virtua Fighter-like collision system )
Wish you and your family an awesome 2023 Year!
An opinion? Letting a kind of new feature like this would make a difference with other console releases, maybe the best version of all, so very good work VincentNL!
I just wanted to thank you. I know it's taking an assload of work, I know it's probably very time-consuming... I've seen so many translations fail to materialize, and this is one I've always always wanted to play... I just wanted to let you know your work is appreciated, and I literally cannot wait to finally see wtf this game that looks so cool (and is even in my collection) is all about.
During our last development rush, we took some time to investigate RAH's VMU "blank screen" issue: Probably due to strict deadlines, RAH developers simply didn't implement anything except for a few seconds during loading, saving and work!
Any attempt to hack existing functions would had no point because VMU frames were hardcoded to their relative scenes. The only solution here were to code a brand new system using scripts to display animations at will, hope you'll enjoy this video!
Please note:
This system can be easily ported to any other DC / Naomi game using a VMU and Shinobi library, if you are interested to use it please let me know!
This is going to be the best translation project when finished being this is one of two games most people would like to see translated (the other game being Segagaga).
How is work progressing guys? Just asking, because this is probably (and Segagaga) the game i most need to play on DC, before the world ends. I have it original since forever, but tried playing it with a translation from gamefaqs printed on paper, but i got lost in translation... yeah, one of the few DC titles i haven't played to death, YET!
Thank you for the time, energy and will to realize this project for all of us!