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Thread: Project Neon: A brand new Shoot 'Em Up for the Neo Geo

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  1. #1
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    K1ngArth3r's Avatar
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    Project Neon: A brand new Shoot 'Em Up for the Neo Geo

    Just had a notification about a new NEO-GEO game potential arriving on MVS and AES December 2020

    https://www.kickstarter.com/projects...or-the-neo-geo

    I’m not sure what to think, it’s not the traditional horizontal gameplay at first glance.



    5F9A18E0-C8C1-4072-89A1-9D5492934349.png

    We have a fully playable prototype that runs on real NEO GEO MVS/AES hardware with the first version of key mechanics and the first level completed.

    Here is a list of what is currently done in the prototype:

    Buttery-smooth 60fps performance with parallax scrolling and lots of bullets rendered on the screen.
    Sound and true FM music blasting out of the YM2610!
    2 player input handling (controls, play/coin status, etc.)
    Support for primary (bullets) and secondary weapons (beams and auto-aim rockets), including a multi-stage power-up weapon system
    A bunch of ground and air enemies and two different player ships
    First end-boss, composed of multiple elements you can destroy individually for maximum milk
    Collision detection
    First few advanced bullet and enemy patterns
    Level scripting
    In-game dialogues system
    Apart from all the software bits, we made contact with the renowned folks from the Neo Geo development scene to help estimate costs and ensure a smooth production of the MVS & AES cartridges.

    We went above and beyond to ensure full feasibility of this project and setting ourselves up for success

    AES / MVS
    Standard Edition $450
    Collectors Edition $550

    Prices are Australian Dollars

    Edit: Seems like there was a previous thread with some info here.
    Last edited by K1ngArth3r; 11-05-2019 at 07:54 PM.

  2. #2
    Edo Express Delivery Guy
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    Hmm. Would of liked to see less trailer sales pitch and more behind the scenes "what we are actually doing" videos or info.

  3. #3
    Reichsf?rer-Finnland
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    Oh boy, my dream has always been to have a home cart of a NES Twinbee game. Wasn't there a thread about this garbage already?

  4. #4
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    Wow why do they try and sell it by showing a chubby cap wearing hobo playing it in a dark room? Wait I know why, thats the demographic.

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    Stretch Goals

    It's simple: More content, more details, more everything.

    With our campaign funding target being relatively low (if put into relation to the actual costs and effort it takes to produce a new game for the Neo Geo) we'll use the extra funds collected primarily to make Project Neon an even better game.



    What a cop out. Again, people who launch these kickstarters are clueless about project management. This is like saying give us 200k to build a house, the house will be nice but if you give me an extra 100k I will make it really nice! How can you deliver on your vision if you haven’t set the budget correctly? The game is done when it’s good not good when it’s done.

  6. #6
    Ukyo's Doctor
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    I'm all for new Indie games, but that doesn't look like its pushing the boundary of the Neo at all.

    Was very interested about this when I heard about this last week, but now seeing the trailer i'm left very disappointed. Not something I can back at $500 with a chance it may not even happen.

  7. #7
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    Quote Originally Posted by theMot View Post
    The game is done when itís good not good when itís done.
    From a developer perspective, I can assure you that with that mentality this will 100% end up in development hell, due to people always wanting to get it better and will sink more and more time and money and never actually get out.

    The game is done when it's done. End of the story.

    End up with more money? Great, decide what to do with that (keep it for yourself, delay the game's release to improve sprites/music/SFX/etc.), but when it's done, really, it's done.

    Set a goal and just get it out when you reach it.
    Last edited by donluca; 11-06-2019 at 06:08 PM.

  8. #8
    Haomaru's Blade Shiner
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    Quote Originally Posted by lachlan View Post
    Wow why do they try and sell it by showing a chubby cap wearing hobo playing it in a dark room? Wait I know why, thats the demographic.
    Shit, that was funny. And true!

  9. #9
    Master Brewer, Genzai Sake Co.
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    I didn't know Japhei was working on a game!

  10. #10
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    Quote Originally Posted by K1ngArth3r View Post
    ...
    Buttery-smooth 60fps performance with parallax scrolling and lots of bullets rendered on the screen.
    ...
    I want to punch whoever started using the term "buttery-smooth" to describe framerates.

  11. #11

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    Quote Originally Posted by ndiddy View Post
    Seems pretty dumb to make it a tate game, there's lots of good vertical shooters with a normal monitor orientation (Soukyugurentai on Saturn for instance), and I don't think people are going to want to turn their monitor on its side for one game.
    Deja-vu.


    Quote Originally Posted by basic View Post
    I want to punch whoever started using the term "buttery-smooth" to describe framerates.
    Yeah, and no one ever mentioned 60fps back in the day either. Although maybe we should've to single out poorly-running games.
    Last edited by Neo Alec; 11-09-2019 at 06:23 PM.

  12. #12
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    Quote Originally Posted by Neo Alec View Post
    Yeah, and no one ever mentioned 60fps back in the day either.
    This is not true, because there simply wasn't that kind of knowledge back in the days, "60fps" it has became borderline meme today.
    I clearly remember reviewers using the term "smooth" referred to animation and scrolling or "without hiccups" which meant, translated to today's standard, "the game runs at a steady 60fps".

    Same stuff, different terms. And yeah, it was important back then just like it is today and SEGA, among the others, knew it way well. There was a great video on youtube where several sources mentioned how hard SEGA's arcade teams (AM2 being one of them) worked to always achieve 60fps on their arcade games, but I can't seem to find it anywhere. The title was something among the lines of "The importance of 60fps in arcade games".
    Last edited by donluca; 11-10-2019 at 08:09 AM.

  13. #13

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    Quote Originally Posted by donluca View Post
    This is not true, because there simply wasn't that kind of knowledge back in the days, "60fps" it has became borderline meme today.
    I clearly remember reviewers using the term "smooth" referred to animation and scrolling or "without hiccups" which meant, translated to today's standard, "the game runs at a steady 60fps".
    So it sounds like we're in agreement then, and you accidentally typed the word "not".

  14. #14
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    I've interpreted your post as "no one payed attention/no one cared about 60fps", due to the "buttery-smooth" comment you quoted (with which I agree completely, although a game might even run at a stable 30fps and feel "smooth", the issue is erratic framerates and unintended slowdowns).

    My bad

  15. #15
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    After being burned by lesser Kickstarters there is no way Iím laying out that kind of dough. The game looks interesting, and if it comes out Iíd be into checking it out. But right now this seems guaranteed to be a colossal disappointment.

  16. #16
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    Gamefan was one of the first publications that talked about framerates in the MD/SFC era. So it was at least mentioned during that time. But it was a big to do during arcade early 3D from the likes on Namco and Sega.

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