Ayano_Koshiro
My thoughts are close to yours. Since 1992 when I played SOR1 and SOR2 for the first time, I felt both games like an orchestra. Every element happens in the right time and place. The music (made by the master Yuzo), all sound effects, the fighting mechanic, etc. So, I'm trying to replicate this orchestra again synchronizing all elements
After helping a DJ during a time, he teached some things about sound effects and music. He always said that every single sound needs a correct adjustment, and the most simple detail can make all difference in the quality. Lucky he is a fan of the SOR franchise too and he always told me that these games have perfect synchronization and adjustments.
It's good to know your vision about it
About your ideas to improve SOR2X, I can say that technically I haven't too many limits. The OpenBOR engine gave me a lot of freedom and firepower to create anything. I've been testing the engine limit for 5 years and it is always surprising me. Until now, every single thing I wanted, I could do.
Please, can I ask some things about the SOR2? Thanks
1) What is the history about the name of the SOR2 Jack character using the second palette?
2) When you were developing for the Megadrive, what was the one hardware feature you wished for most?
3) Who were the people that made the SOR2 backgrounds and which game is he best known for?
I finished the Harakiri proposal, and here's a demo.
https://www.youtube.com/watch?v=59bW56nwA2Q
For the modders:
- added the "legacy" life bar colors used in the original graphic effects mode
- every enemy that has weapons in the original game, will be spawned carrying it
- now bikers will have the same behaviour of the original games (jumping, stoping, etc)
- now the dropped bikes will explodes, same as the original games
Video games are art-form like ballet and good cinematic editing. The art is to achieve balance and tell story in movement and juxtaposition.
My thoughts are close to yours. Since 1992 when I played SOR1 and SOR2 for the first time, I felt both games like an orchestra. Every element happens in the right time and place. The music (made by the master Yuzo), all sound effects, the fighting mechanic, etc. So, I'm trying to replicate this orchestra again synchronizing all elements
After helping a DJ during a time, he teached some things about sound effects and music. He always said that every single sound needs a correct adjustment, and the most simple detail can make all difference in the quality. Lucky he is a fan of the SOR franchise too and he always told me that these games have perfect synchronization and adjustments.
It's good to know your vision about it
About your ideas to improve SOR2X, I can say that technically I haven't too many limits. The OpenBOR engine gave me a lot of freedom and firepower to create anything. I've been testing the engine limit for 5 years and it is always surprising me. Until now, every single thing I wanted, I could do.
Please, can I ask some things about the SOR2? Thanks
1) What is the history about the name of the SOR2 Jack character using the second palette?
2) When you were developing for the Megadrive, what was the one hardware feature you wished for most?
3) Who were the people that made the SOR2 backgrounds and which game is he best known for?
I finished the Harakiri proposal, and here's a demo.
https://www.youtube.com/watch?v=59bW56nwA2Q
For the modders:
- added the "legacy" life bar colors used in the original graphic effects mode
- every enemy that has weapons in the original game, will be spawned carrying it
- now bikers will have the same behaviour of the original games (jumping, stoping, etc)
- now the dropped bikes will explodes, same as the original games