Re: [CANCELLED] Marilyn Fan-game Project Thread
Posted: December 28th, 2017, 3:30 pm
@misthalu I'm glad to hear that you enjoyed my Marilyn homebrew game! I should mention that credit of the Marilyn character goes to nerdsman567 on DeviantArt as he's the owner of the character.
Yeah, reason why I cancelled it was not only the Marilyn fan-base loosing interest in the project but also because I kinda ran out of ideas for the project and that I wanted to move on to a new and much more advanced project that I'm more interested in getting into. Calling the game well coded is a bit of an overstatement because the actual coding under the hood is some of the messiest I've made as I was still new to C programming and didn't know how to properly make my code modular back when I used to work on that game. Despite that, the game somehow ran quite well still.
There's a slim possibility that I might revive this project soon but I don't really have plans for that at the moment and I'm likely going to port the game to Windows as I learned that pretty much all of the folks within the Marilyn fanbase weren't really able to play the game themselves despite me including an emulator in the game's download that would allow them to play it on a PC without a modded console (I guess people in art communities are generally tech illiterate). My main focus with PlayStation homebrew at the moment is a 3D engine project of my very own which I plan to use for a 3D action platformer game in the likes of Super Mario 64 with it once it is usable enough. I should be able to make a prototype reel of it by January of next year on my Youtube channel.
Interesting, I wonder how much you can do with Java on Blu-ray as far as graphical functionality goes. I imagine you can't really do much but I'd be surprised if there's some basic 3D graphics capabilities on it.
@Aerokoth Well, PlayStation homebrew development is pretty fun especially if you wanna see how much you can do with the console limited just by your programming skill and understanding of the console itself. Though this is coming from a homebrew developer that knows a lot about the console already.
The downsides with getting into PlayStation homebrew development however is that the majority of the community is mostly pretty dormant and finding homebrew development resources (such as tutorials) are often scarce.
Yeah, reason why I cancelled it was not only the Marilyn fan-base loosing interest in the project but also because I kinda ran out of ideas for the project and that I wanted to move on to a new and much more advanced project that I'm more interested in getting into. Calling the game well coded is a bit of an overstatement because the actual coding under the hood is some of the messiest I've made as I was still new to C programming and didn't know how to properly make my code modular back when I used to work on that game. Despite that, the game somehow ran quite well still.
There's a slim possibility that I might revive this project soon but I don't really have plans for that at the moment and I'm likely going to port the game to Windows as I learned that pretty much all of the folks within the Marilyn fanbase weren't really able to play the game themselves despite me including an emulator in the game's download that would allow them to play it on a PC without a modded console (I guess people in art communities are generally tech illiterate). My main focus with PlayStation homebrew at the moment is a 3D engine project of my very own which I plan to use for a 3D action platformer game in the likes of Super Mario 64 with it once it is usable enough. I should be able to make a prototype reel of it by January of next year on my Youtube channel.
Interesting, I wonder how much you can do with Java on Blu-ray as far as graphical functionality goes. I imagine you can't really do much but I'd be surprised if there's some basic 3D graphics capabilities on it.
@Aerokoth Well, PlayStation homebrew development is pretty fun especially if you wanna see how much you can do with the console limited just by your programming skill and understanding of the console itself. Though this is coming from a homebrew developer that knows a lot about the console already.
The downsides with getting into PlayStation homebrew development however is that the majority of the community is mostly pretty dormant and finding homebrew development resources (such as tutorials) are often scarce.