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>> No.45553743 [View]
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45553743

>Latest Release (0.560eWIP1) (same as last thread):
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.

>Summary of changes since last year:
DeepNet1 map layout implemented in-game, basic work done on map objects
Entrance cutscene
Unfortunately not much else

>New stuff since last thread:
I won't sugarcoat things, I barely got anything done (again). I do work on the game when I have the time and focus, there hasn't been any sort of pause or hiatus, but you can see how well that's been working out.
The plan is still to finish the game, but in the same way that someone would plan to learn a new language, or restore an old car. It'll be done eventually, but please don't try to make plans around when a release might happen.

On the plus side, some other people have been stepping up and submitted merge requests for some boss fights and improvements to the language system, and I figured out the merge functions on the repo so those are now part of the source code. Not really being subtle here, but the source code should have literally everything you'd need to do anything you want with the code, and I don't think I need to say anything about "owning" any of it.

Back to the stuff I actually did manage to do, I'll probably do one more pass on the DeepNet1 map, it's workable at the moment but I'd tried some graphical changes to the conveyors that I don't think turned out too well, looking back. Besides that though, I'd finally call it done, and I can move on to other parts.
Map objects have also been placed on the map, vendors and g/b/pmds are in places that seem to make sense. All placeholder content at the moment, but thematically the area is meant to be the garbage dump, so most of them can be trash or mildly-useful rare-encounter S-rank rewards. The trouble will be the unique rewards and big-ticket vendor items, those will pretty much need to be custom-made, and I struggled with that in Heaven Area even after all the "to-be-used-later" key items. I finished those eventually though, so all I have to do is do it again.

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