Tag: Mega Drive
This is a list of all posts, games and tutorials tagged with the tag "Mega Drive".
Welcome back to another Mega Drive project tutorial! This time around we’ll create a top-down game, where the goal is to collect enough coins and then reach the exit of the level. We’ll learn how to work with simple tilemaps, how to progress from one level to the next and other things! If this is your first Mega Drive tutorial on this site, then I highly recommend going back and doing the previous tutorials, starting with Megapong.
If you’ve popped over to the tutorial section recently you might have noticed that I’ve added my very first HaxeFlixel tutorial! It shows how to implement a simple, pixel-perfect 2D water shader which I used for Go! Go! PogoGirl. But a few of you might be wondering what a HaxeFlixel is. Well, it’s a 2D game framework that is as powerful as it is underrated! It runs on the (also underrated) Haxe language, is extremely well documented, open source, and has built-in functions for almost anything you’d need.
As I’m sure many of you will remember, the original Streets of Rage for the Mega Drive had multiple endings. The real canonical ending has you beat the crap out of Mr. X, thereby ending his reign of terror forever (yeah, right). However, if you confronted Mr. X with a buddy in tow, a new possible path unlocked. A quick refresher is in order. When you confront Mr. X he will ask you to join his organization.
So far, when we wanted to have tiles in our games, we always created them in a graphics program and imported them (incidentally, I have a list of 4 programs you can use to create Mega Drive graphics). And I mean, that makes sense, right? If you need graphics then you draw graphics. And since SGDK can import and process regular .png files, that really is the best and most logical way to get tile graphics into your game.
But did you know that you can also skip a step and draw tiles directly from code? Yep, that’s a possibility! Let’s look at how you’d go about doing that.
Remember when consoles had reset buttons? Those were the days. No menus, no closing applications… just slam that button and the game resets. Simple and effective. But is it actually that simple? It turns out that when it comes to the Mega Drive, there’s a little feature that could turn into a trap if you’re not aware of it., I’m talking about the fact that there are two types of reset: A soft reset and a hard reset.
It’s rather simple to import and play music in your game using SGDK, as I’ve explained previously. However, one of the things you have to keep in mind is that SGDK only supports files in the format of VGM, XGM or XGC. No problem, right? Well…when you look around the web you’ll see that many Mega Drive music files are actually in VGZ format. That’s a bit of an issue, because SGDK doesn’t know how to deal with those. But there’s a trick to convert VGZ to VGM files, which SGDK can process happily!
What would a game be without menus? Well it would still be a game, just with less options I suppose. But you know what I mean, menu screens are an important feature of pretty much every game, from platformers to RPGs. So I’d like to show you a simple way of creating menus for your Mega Drive game! Note that there are many ways to create menus and there is no single ‘correct’ one. This is simply the approach I thought would be the most simple for beginners. Let’s get into it!