Xenocider/Project Q

Moderators: VasiliyRS, deluxux

User avatar
hombreimaginario
Developer
Posts: 340
Contact:

Re: Xenocider/Project Q

Post#391 » Mon Jan 25, 2021 2:24 pm

Xenocider is out today. Enjoy this deliberatedly retro-looking launch trailer we put together :D


User avatar
Wombat
Carnage
Posts: 618

Re: Xenocider/Project Q

Post#392 » Tue Jan 26, 2021 2:14 am

What a ride this was, congratulations @hombreimaginario and the rest of the team for making Xenocider a reality. This game has raised the bar for indie releases on Dreamcast and I hope it will be a great succes!

User avatar
DCGX
Feet of Fury
Posts: 570

Re: Xenocider/Project Q

Post#393 » Tue Jan 26, 2021 12:45 pm

Looking forward to my copy!

User avatar
Wrath of Khan
Power Stone
Posts: 592

Re: Xenocider/Project Q

Post#394 » Tue Jan 26, 2021 1:50 pm

Seems I ordered the special edition version- I had forgotten. Looking forward to my copy.

User avatar
Tomleecee
undertow
Posts: 30
Contact:

Re: Xenocider/Project Q

Post#395 » Wed Jan 27, 2021 4:59 am

Hi, hope it's OK to post here. Here's my review of Xenocider: https://www.thedreamcastjunkyard.co.uk/ ... cider.html

Thanks Carlos and team for another excellent indie title!

User avatar
DCGX
Feet of Fury
Posts: 570

Re: Xenocider/Project Q

Post#396 » Wed Jan 27, 2021 10:24 am

Stop it! I'm already so excited! Well, the lack of 4X memory card compatibility is disappointing, but Twin Stick support!

Carlos, and this may have been asked before, but have you and Retro Sumus thought of licensing out your engine? You could be the Epic/Unreal Engine of Indie Dreamcast development.

Cass
dark night
Posts: 53

Re: Xenocider/Project Q

Post#397 » Wed Jan 27, 2021 11:36 am

Congratulations to the team and all those involved in putting this out. It looks great in the video and the Space Harrier level had me smiling ear to ear.

User avatar
hombreimaginario
Developer
Posts: 340
Contact:

Re: Xenocider/Project Q

Post#398 » Thu Jan 28, 2021 5:21 am

Tomleecee wrote:Hi, hope it's OK to post here. Here's my review of Xenocider: https://www.thedreamcastjunkyard.co.uk/ ... cider.html

Thanks Carlos and team for another excellent indie title!


Special thanks to Tom and The Dreamcast Junkyard for the continued support.

And for that amazing review :D


Wombat wrote:What a ride this was, congratulations @hombreimaginario and the rest of the team for making Xenocider a reality. This game has raised the bar for indie releases on Dreamcast and I hope it will be a great succes!

We kind of hope it did!

Wrath of Khan wrote:Seems I ordered the special edition version- I had forgotten. Looking forward to my copy.


Just give us a few days, please. There's only 2 of us managing all the shipments and covid restrictions make it hard even to drive to the post office sometimes :cry:

DCGX wrote:Stop it! I'm already so excited! Well, the lack of 4X memory card compatibility is disappointing, but Twin Stick support!

Carlos, and this may have been asked before, but have you and Retro Sumus thought of licensing out your engine? You could be the Epic/Unreal Engine of Indie Dreamcast development.


Seriously, we didn't even know that device even existed, as soon as we read Tom's review we asked each other "WTF is this and how did we miss it?" :lol: THen we realized is a very, very rare item and that part of the review was basically (I think) a joke :mrgreen:

But yeah, it plays veeery nicely with the Twin Stick!

We haven't really thought about that but who knows. We'll see :)


Cass wrote:Congratulations to the team and all those involved in putting this out. It looks great in the video and the Space Harrier level had me smiling ear to ear.


12 radically different spaceharrieresque stages available now, good sir :)

User avatar
megavolt85
Developer
Posts: 1009

Re: Xenocider/Project Q

Post#399 » Thu Jan 28, 2021 5:35 am

hombreimaginario wrote: THen we realized is a very, very rare item and that part of the review was basically (I think) a joke


need ask guys from Junkyard to check their memory card in other homebrews, it is possible that the problem is in the VMU itself
I had a Chinese VMU 4x that worked everywhere except homebrew, but the exact same VMUs worked fine for others

User avatar
Roel
Developer
Posts: 272
Contact:

Re: Xenocider/Project Q

Post#400 » Thu Jan 28, 2021 5:53 am

megavolt85 wrote:
hombreimaginario wrote: THen we realized is a very, very rare item and that part of the review was basically (I think) a joke


need ask guys from Junkyard to check their memory card in other homebrews, it is possible that the problem is in the VMU itself
I had a Chinese VMU 4x that worked everywhere except homebrew, but the exact same VMUs worked fine for others


To add my 2 cents, the original Rush Rush Rally Racing didn't support 4x VMUs either, but I fixed that issue and my newer games do support them. I found that a standard VMU writes blocks almost instantly, but the 4x VMU that I used for testing took much longer to write each block and it incorrectly reported that it was ready to receive more data before it actually was. Adding a slight delay between each write command solved the problem.

  • Similar Topics
    Replies
    Views
    Last post

Return to “New Games”

Who is online

Users browsing this forum: No registered users