Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

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dave_van_damn
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#51 » Mon Jun 10, 2019 7:51 pm

A+B+X+Y+Start ;)

Nah, I totally know what you mean though. I’ve been playing a lot of old Mega Drive games recently and it’s frustrating to have to reboot the whole system and go through all the titles.
aka DavidHK on DC games.

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#52 » Tue Jun 11, 2019 2:37 am

you should play more 16 bit games too get used to it, or even arcade games, where there is no pause :D
We are SEGA generation.

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#53 » Tue Jun 11, 2019 5:39 pm

Btw guys, fun fact: I just tried the built in scanline generator, but I always play on a crt via rgb, so I already have scanlines, adding the filter is overkill in such a way that it makes it look like composite, which makes it even more old school :lol: :lol:
We are SEGA generation.

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DCGX
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#54 » Mon Jun 17, 2019 6:26 pm

Received mine today. It's...okay. There's some weird punctuation in the opening scenes, the in-game tutorial has the buttons reversed, the kickback when you get hit is ridiculous and stage quality varies greatly.

Also, not a fan of the password system. I assume this is held over from the TG-16 version, but I don't feel like writing down codes after every level.

And while the music is great, it's literally the only thing on the pause screen. Not even "Pause" is on the pause screen!

dave_van_damn
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#55 » Mon Jun 17, 2019 9:57 pm

DCGX wrote:Received mine today. It's...okay. There's some weird punctuation in the opening scenes, the in-game tutorial has the buttons reversed, the kickback when you get hit is ridiculous and stage quality varies greatly.

Also, not a fan of the password system. I assume this is held over from the TG-16 version, but I don't feel like writing down codes after every level.

And while the music is great, it's literally the only thing on the pause screen. Not even "Pause" is on the pause screen!


Ugh so they couldn't even be bothered to implement vmu saving? What a joke.
aka DavidHK on DC games.

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#56 » Tue Jun 18, 2019 2:48 am

DCGX wrote:
Also, not a fan of the password system. I assume this is held over from the TG-16 version, but I don't feel like writing down codes after every level.



you do know there are these things called smart phones in this day & age? ;)
been using mine for ages now, when I need to copy passwords from old games, I just take a picture of the screen :lol:
We are SEGA generation.

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Tarnish
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#57 » Tue Jun 18, 2019 8:55 am

mazonemayu wrote:
DCGX wrote:
Also, not a fan of the password system. I assume this is held over from the TG-16 version, but I don't feel like writing down codes after every level.



you do know there are these things called smart phones in this day & age? ;)
been using mine for ages now, when I need to copy passwords from old games, I just take a picture of the screen :lol:

That's kinda like if DC homebrew/indie games today didn't support VGA and I said "Well, just use RF!"

Just because a workaround exists doesn't excuse the issue, especially when there's no real reason for the issue to exist to begin with.

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#58 » Tue Jun 18, 2019 11:27 am

Tarnish wrote:
Just because a workaround exists doesn't excuse the issue, especially when there's no real reason for the issue to exist to begin with.


that's just it, it is not an issue, a solution has been provided, it may be an old school solution, but it is there nontheless...besides it is not like it is a 32 character password like in Golvellius, it consists of 6 digits :lol:
We are SEGA generation.

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DCGX
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#59 » Tue Jun 18, 2019 11:30 am

I shouldn't have to take my phone out to record a password. There should, at the vert least, be a level select to continue from. This goes back to the whole pause screen deal. 20-30 years ago there wasn't memory, etc. for proper saving unless there was a battery backup. We are well beyond this.

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#60 » Tue Jun 18, 2019 3:46 pm

Yes, that’s all true, but let’s not forget here that the DC version is simply a stretch goal (at the request of the community), for a port of a game for a system that doesn’t have internal memory. So that’s exacrly what they gave us, it might not even have occurred to them to add a vmu save, coz the original version simply doesn’t use (or need) it...besides the game can be finished in under an hour, who needs saving for that LOL
We are SEGA generation.

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