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Post by piotrulos on Aug 9, 2016 12:06:52 GMT -5
There are more, bigger maps, more custom content, like others said mp3, ogg support, png graphics with transparency (no more old ass bmp files), support for modern PC, community features. Optional more reasons: linux, mac support, mobile support (android, ios, wm)
This are reasons based on my remake, and there can be many, many more reasons, just use your imagination.
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Post by The Evil One on Aug 9, 2016 13:59:18 GMT -5
You ask why we are not collaborating to make a one good remake. The answer is that we are not going to make a friggin' remake. We are not remaking the game, that is, making a completely new game with similar game mechanics and graphics, replacing work Janne Kivilahti has put into the game as we see it (even) today. What we — me and Rav at least — want to do is to make Pekka Kana 2, a game we all love, work, one way or another, on modern systems and devices.
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Post by xyard on Aug 9, 2016 14:16:23 GMT -5
There are more, bigger maps, more custom content, like others said mp3, ogg support, png graphics with transparency (no more old ass bmp files), support for modern PC, community features. Optional more reasons: linux, mac support, mobile support (android, ios, wm) This are reasons based on my remake, and there can be many, many more reasons, just use your imagination. We can make custom content enough with these resources. If we want more things like animated sceneries or something more crazy, IMO it won't be enough original then. I'm totally fine if you can handle other file types than the limited ones, that was basicly included in Kukla's message where he told that he wants mp3 files to able to use and I was supporting the idea. There is a lot of problems with the colours tho when using other image file types than bmp. I suppose. I don't know how d**n big levels you make but I really think that the original map size is enough... Also if your remake can support old map files it will be awesome.
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Post by piotrulos on Aug 9, 2016 14:52:31 GMT -5
So how is the difference between remake and your work? Because I'm pretty sure that you are not trying old ddraw code to run, so you are doing remake. Rewriting PK2 code to Direct2D, SDL or OpenGL is still remake, and most of obsolete code need replacement, and you are too "replacing work Janne Kivilahti has put into the game" also there is a SDL remake, but it is also buggy. There is no difference writing new code based on original game or digging original code and rewriting entire code.
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Post by The Evil One on Aug 9, 2016 14:56:06 GMT -5
There is ideological difference and that is enough for me, at least.
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Post by piotrulos on Aug 12, 2016 14:06:48 GMT -5
It's true that there are/were so many pk2 remakes/remasters that I can't keep a friggin count on them anymore. (Even I tried to make some nutsty minigame with gamemaker a few years back.) I just hope enough collaborators would make something together. As you can see this will never happen. For me there is no point for creating 1:1 copy of original PK2. If you still can play original game using wrapers like dxwnd or wined3d and game still works fine like back in a days. As we can see there is no chance for PK3, so why not make something between like PK2.5, this would be still PK2 with all stuff from it, but more open for content creators, without using old obsolete bmp graphics or palletes (using this thig nowadays is like build website using tables). It won't be (as someone said) "a game with Pekka", but normal PK2 gameplay with more stuff, like you can use all tilesets per map, sprites with custom scripts and whatever you want. I'm still open for anyone who can help, even if someone can do graphics for new sprites or animation is welcome, but remember it's all nonprofit.
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Post by xyard on Aug 13, 2016 7:10:55 GMT -5
I like the limits of tilesets. And an idea about PK2,5... ehh, the game is by Pistegamez, not by fanbase but do what you want.
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Post by Bobik on Aug 13, 2016 9:05:28 GMT -5
I like the limits of tilesets. And an idea about PK2,5... ehh, the game is by Pistegamez, not by fanbase but do what you want. What exactly do you like about the tileset limit? I think it would be awesome to use tiles from more than one tileset, 150 tiles is so few imo.
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Post by xyard on Aug 13, 2016 10:26:15 GMT -5
It's more challenging to make levels look good with less options. I can't explain it better. Also I think that the levels can be pretty messy with too many different tiles.
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Post by lordxernom on Aug 13, 2016 11:32:46 GMT -5
I can't see any difference without limits, if tiles will be made by n00b, it doesn't matter limits or not, it will be ugly. It depends of skills. And I found in old bitmaps unique feeling. I can't explain - it looks so... PK2ish, I hope you know what I mean. With modern tools it isn't the same feeling, for example Sonic The Hedgehog Fan Games engines - they're trying recreating Sega Genesis Sonic physics feel, but still it isn't the same, that's why I found Sonic hacking better, - you had already physics and original feeling. I feel same for PK2, the only things I want is better compability with modern OS (PK2 EXE is so old and it needs better version, same to editor) and MP3/OGG support.
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Post by xyard on Aug 14, 2016 8:20:45 GMT -5
PK2 is made by Janne. It's his game. Somehow I feel different if I play PK2 not by Janne. He made the game back in 2003. Of course it is old. Why he hasn't patched it anymore? Because he don't care and the effort of patching the game is not worth for 20 people. That's why there are other people who want recreate PK2 to the modern world. It may be good, but I still won't feel quite right if I see PK2 by somebody else than Janne. Now you could say that you just modify the things that Janne has done. Yeah maybe - I don't know anything about these coding systems but I don't really have a good feeling about this. If you really want to use most of your free time to made PK2 modern, go ahead and ask yourself is it worth it.
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