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2023-11: Warosu is now out of extended maintenance.

/jp/ - Otaku Culture

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>> No.40446964 [View]
File: 122 KB, 480x360, load02.jpg [View same] [iqdb] [saucenao] [google]
40446964

>Latest Release (0.560eWIP1):
https://gitgud.io/SHNecro/shanghaiexe/-/releases

>What this is:
Shanghai.EXE was a Touhou-themed Megaman Battle Network clone.
Then the original developer got a C&D from Capcom and shut everything down, just before it was completed.
Luckily, someone leaked a donor-wall demo build, and the whole thing was made in C#, which meant it could be decompiled.
This is a modified/translated version of that demo build, implementing the end of the game following teased content, as well as various QoL changes and bugfixes.
The intent is to finish the rest of the game, which at this point consists of the postgame and some sidequests, with netplay being the final goal.

>New stuff since last thread:
One boss implemented (in the debug room).
Not much to say, just a bunch of personal and professional developments (vaguely positive, but time-consuming), but I figured 6 months radio silence was pushing it.
On that note, it's been literal radio silence, so it's actually been pretty amazing how much shit people just make up. From the occasional vanity search, apparently there's a dev team from every platform injecting manifestos into the source code.
Comes with anonymity I guess, but the (lack of) change history is right there.

>Other new stuff:
Bad news on Steam Deck support: a) I don't have one b) Basic research says it's a variant of Arch linux, and Ubuntu was already a stretch for me.
(Eventual) netplay: Only looked at it on a high-level perspective, but theoretically it shouldn't be too bad?
Lots of the other fixes I've been making (decoupling graphics drawing from game logic, update rate for Turbo mode, etc.) removed what would have been the main stumbling blocks, and the technical breakdown for Tango was interesting reading.
Of course, the devil's in the details, and I can't get sidetracked before actually finishing the game, but it doesn't look impossible at least.
I'm sure there's going to be some good info that comes from (re)adding netplay to the legacy collection too.

>> No.27575277 [View]
File: 123 KB, 480x360, ShEXE.jpg [View same] [iqdb] [saucenao] [google]
27575277

>Latest Release (0.504e5):
https://gitgud.io/SHNecro/shanghaiexe/-/releases/0503e4
>What happened to the previous versions?
"Capcom" and the Zero Chips. Copyright bs.
Someone might have some, but not all of the other versions.

>What this is:
Shanghai.EXE was a Touhou-themed Megaman Battle Network clone.
Then the original developer got a C&D from Capcom and shut everything down, just before it was completed.
Luckily, someone leaked a donor-wall demo build, and the whole thing was made in C#, which meant it could be decompiled.
This is a modified/translated version of that demo build, along with a handful of bugfixes.
The end goal is to finish the rest of the game, which off the top of my head involves the final battle, the postgame areas/bosses, some sidequests, and netplay.

Just curious on how things are going; the year is almost over. I think this might be the most normal time since the final 3 months might be the most turbulent and hectic time to do anything. Better now than later, a calm before the storm... but I won't jinx it. Besides, not everyone knows about this in the recent influx of traffic. It is another game that some of you might want to try out.

>> No.25748759 [View]
File: 123 KB, 480x360, ShEXE.jpg [View same] [iqdb] [saucenao] [google]
25748759

>Latest Release (0.504e5):
https://gitgud.io/SHNecro/shanghaiexe/-/releases/0503e4

>What this is:
Shanghai.EXE was a Touhou-themed Megaman Battle Network clone.
Then the original developer got a C&D from Capcom and shut everything down, just before it was completed.
Luckily, someone leaked a donor-wall demo build, and the whole thing was made in C#, which meant it could be decompiled.
This is a modified/translated version of that demo build, along with a handful of bugfixes.
The end goal is to finish the rest of the game, which off the top of my head involves the final battle, the postgame areas/bosses, some sidequests, and netplay.

Just curious about the progress since some stuff is getting updated.
My main question is about the areas that weren't developed yet and if they're accessible yet.

>> No.22717817 [View]
File: 123 KB, 480x360, 1572338899410.jpg [View same] [iqdb] [saucenao] [google]
22717817

>Latest Release (0.503e4):
https://github.com/SHNecro/ShanghaiEXE/releases/tag/0503e4

>What this is:
Shanghai.EXE was a Touhou-themed Megaman Battle Network clone.
Then the original developer got a C&D from Capcom and shut everything down, just before it was completed.
Luckily, someone leaked a donor-wall demo build, and the whole thing was made in C#, which meant it could be decompiled.
This is a version based on the leaked demo, translated, maintained, and now with the main game completed.
The end goal is to finish the rest of the game, which off the top of my head the postgame areas/bosses, sidequests, and netplay.

>New stuff since last thread:
Bugfixes, bugfinding, fully implementing the DruidMan V2/V3/SP + chips.
Started collecting scraps of information about the postgame from Koki's twitter, so far only have a handful of sprites for White Heaven and one screenshot of Deep Undernet for level tile design and background.
Wrote up an outline for postgame story, events, mechanics, etc., starting to flesh it out into dialogue/script.
Next non-bugfix release 0.504e will be at least the first half of the postgame.

This isn't set in concrete, but I'd prefer to centralize the writing of the postgame story rather than turn it into a collaborative writing effort, from my experience those rarely go well, if they go anywhere at all.
I think I've got something passable for the overarching story since being a BN+Touhou setting gives it quite a bit of leeway, but the character voices are the problem since they have to be faithful to the characters.
I've got a rough idea of the basics and know where to find more material/"material", but I've mostly kept to myself so I have no idea how well anything I find lines up with the "consensus" on that character.
If you don't mind, could you post your impressions of how Youmu, Yuyuko, and Hecatia would be written?

Otherwise I think I've got a good idea on the mechanics of the postgame areas and where to rip sprites from for new effects since the copyright boat has long since sailed.
Development might slow down a bit with the end of holiday free time, but development was already slowed due to holiday social obligations and infectious disease time so there's not much change.
No proposed release date this time, but I've got a roadmap ahead of me and have started going down the list.

>> No.22610933 [View]
File: 123 KB, 480x360, 1572338899410.jpg [View same] [iqdb] [saucenao] [google]
22610933

>Latest Release (0.503e11):
https://github.com/SHNecro/ShanghaiEXE/releases/tag/0503e1

>What this is:
Shanghai.EXE was a Touhou-themed Megaman Battle Network clone.
Then the original developer got a C&D from Capcom and shut everything down, just before it was completed.
Luckily, someone leaked a donor-wall demo build, and the whole thing was made in C#, which meant it could be decompiled.
This is a version based on the leaked demo, translated, maintained, and now with further content.
The end goal is to finish the rest of the game, which off the top of my head the postgame areas/bosses, some sidequests, and netplay.

>New stuff since last thread:
Implemented secret bosses from Anon's branch, available in the Demo Bonus room.
Completed final dungeon, final dungeon boss, etc. up into epilogue state, with flavor NPCs implemented from the translation document/raw japanese.

>Caveats
Haven't been able to playtest it much, so report any bugs and I'll try to get them sorted within the next few days.
Final dungeon boss only has V1 battle and chip implemented.
Won't be able to respond for half a day or so, only other chance to upload on the anniversary would have been late afternoon.

Merry Christmas and happy cancellation anniversary.

>> No.22333959 [View]
File: 123 KB, 480x360, load02.jpg [View same] [iqdb] [saucenao] [google]
22333959

>Latest Release (0.502e15):
https://github.com/SHNecro/ShanghaiEXE/releases/tag/0502e15

>What this is:
Shanghai.EXE was a Touhou-themed Megaman Battle Network clone.
Then the original developer got a C&D from Capcom and shut everything down, just before it was completed.
Luckily, someone leaked a donor-wall demo build, and the whole thing was made in C#, which meant it could be decompiled.
This is a modified/translated version of that demo build, along with a handful of bugfixes.
The end goal is to finish the rest of the game, which off the top of my head involves the final battle, the postgame areas/bosses, some sidequests, and netplay.

>New stuff since last thread:
Got around to putting everything up on the GitHub repo above, if you want day-to-day progress or want to try your hand at contributing something off the latest source.

Major changes:
>(More polished) OpenGL mode, fixing blurry upscaling and previous issues with text
>Implemented XInput support
>Reworked project/folder structure, map editor now loads same files as game and can pack/unpack resources
>Fixed Turbo mode, game/render loop so game logic isn't tied to refresh rate, game speed can be set without rendering every tick

More importantly, that wraps up the features that were on my list before starting to work on new content, so if everything goes well the next release will be 0.503e1 and will get you through the credits to some "ready-for-postgame" state.
I'm really not a project management type, so sorry for the lack of communication and coordination, but if devstream anon or battle anon are around, would you mind throwing up any footage of gameplay or the boss coding?
I've got everything up to the final boss fight, a scene from the end of the flandre request, and your yuyuko and flandre fights, but anything that saves me from having to make stuff up would be appreciated.

It'd be nice if I could hit the 1 year anniversary for the release, but I'm terrible with estimations so please don't hold me to it.

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