Update 1
Just thought I would share some info on what has changed now, in the first update to the Demo of RingDash for the SNES. I have added all the playable characters, which will ship with the final version now, took me longer to to get this out then I wanted. Surprisingly hard to come by graphics I like for Peach, so had to play around creating some graphics of my own for her. Yoshi, was easier, his character is a mismatch between some SuperMario World and SuperMario World 2 graphics, with some new animation graphics created for his idle animation. He is now my favourite character in the game. Wasn't sure initially what super animation to give him, but when I saw the giant egg in one of the spritesheets i got from spriters resource, I thought why not base his super move off of that. So created some tweaked versions of the egg and used for the super move there. Also the tilesets in the game for the first couple of levels, will be as per the Demo version, so just need to finish off creating the Mario themed tilesets now, as I already have the sonic ones I intend to use from the Gameboy Advance version I did. I finally jumped into music creation more, by that I mean getting to grips with Schism Tracker, which is a free Tracker for editing and creating *.it sound files which you can get pvsneslib to convert into sound banks, as long as you limit the samples and channels, to an amount the SNES can happily work with. I have included a SuperMario track, which i converted from a .mod to a .it, which has just the right amount of samples and channels, to play on the SNES. I think it sounds really good, I may tweek this further later on, and I also converted a .it track of starlight zone music. This involved me getting a lot more involved, as there was too many channels and sample data, for the SNES to use. So I had to create a new project and just use the pattern info, with some tweeked samples of my own, via Audacity. I will most likely tweek that track more and should include it in the final version. I was trying to create some music from sheet music, but as I had not heard the actual music, wasn't sure what the heck it was supposed to sound like! So a valuable lesson learned there, if you are going to create patterns in a tracker from sheet music, you need to have heard the music beforehand, so you can guess the pauses, ect to add between notes and also what instrument worked. Well thats all for now. Not sure if I should look to create a windows or Linux version of the game afterwards or not, guess I will have to wait and see how people react to it first.
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