Well, pased this period of votes. I know the conclusion taken by EmeraldNova and I think donating the money to Australia is a great idea.
I would like give my technical point of view of each project, because, after of 6 months working with joengine and c code language, I've notice the necesary effort that needs to make a personal homebrew/game/demo/hack that works on a real hardware.
I know that I'm not the best to evaluate this, but I think that I know how to apreciate the work of each us in this way. You'll notice that my evaluation for 3D games in general not is the best, I hope I'm not disturbing and I'll try to speak with my low level knowledge in this territory
Im' going for each one order by submission date in this post forum.
I hope I don't upset anyone, because I'm really doing it because I think you have to appreciate the titanic work that everyone has done. So, lest go!
GAMES
slinga - Twelve Snakes
I was impressed when I saw your post indicating that your game is adapted for 16:9 screens and multiplayer option. Sincerely
I never imagined that my game or another developer in this contest implement a game configured to works on 16:9 screen and I think
that this is something to be appreciated as possitive, because I think that all associate classic systems with 4:3 screens and you did one step foward that anyone didn't. Is to be commended.
As technical level, your snake game appears "one more" but if I'm detaining myself to think and watch it technically, I have to applaud you
because were you able to implement the same like the original game with the extra of multiplayer game and no one has implemented either
My sincere congratulations
XL2 - Project Z-Treme
Your work has been colossal. I am very surprised (almost all of us know your work) to see how a single person has achieved what you have achieved on your own. Every time I think of the number of people that are needed to develop a video game and I look at your work, I think that the capabilities that some people have are as strong as a single company and that we could go very far in this direction.
If you wish, you can make your own Sega Saturn games with your engine. If not, surely one of us could welcome your project to implement with your engine its own games.
You have given many punches to the old companies that made games for Saturn demonstrating the technical capabilities of the console
and doing things that seemed unbelievable.
I don't understand much about first-person games and even less about 3D but I know that you have to have a high level of knowledge in certain subjects to to develop something like that and I don't have that.
My sincere congratulations.
Cobradile - Rossies Classic
I have to be honest, when I saw your game, visually I didn't like it at all. I know that many of us are not designers and that shows in the result of our games, we can't have skills for everything.
But, when I saw the EmeraldNova gameplay and later played it, I saw the great work you had done technically. The level of logic that you implemented to increase and regulate the difficulty of the game, shows that it is very worked and that it was not an easy task.
While it's true that there are things to improve, I think that with the development time you had and the result you showed, you made
a good job and I think you should be very satisfied.
Indicate that you have worked very well with the layers of VDP1 and VDP2 and it has been demonstrated in game.
I think you have potential and you should continue in this. You could work on this same trajectory and continue to work on it to transform it into a beast.
Ponut64 - Pony Game
For me, working with 3D environments is something completely unknown, and just for that, I value very much the work of making something move in that environment. I liked the technical demo you presented. I saw some good displacement mechanics of a character on a 3D environment and I think it could be used to make very ambiguous games.
I think you've worked quite hard and managed to exploit the console's technical capabilities very well. If I'm not mistaken, I've seen how you managed to use the different layers of VDP2 by placing collectible elements mixed with the 3D scenario (correct me if I'm wrong).
I think a bit of work would have to be done on the camera, but otherwise I found it incredible.
Folken - Mazinger Z
I've had a strange surprise with your game. I've known for a long time that you were working on it with the bennuGD language for Playstation 2.
I was hoping for another level of gameplay that left me a little cold.
I saw a game that was not tested very well and had some technical problems that made it restart, and I didn't know exactly what was going on it. I want to understand that it has been for porting the game from BennuGD (although I don't know the reality).
I really liked the mode7 you implemented, although I think this version of Saturn you presented needs more work.
EmeraldNova - Forsaken Plane
I loved your game, it was my choice when it came to voting. I really liked how you came up with the RPG environment in which you implemented a very dynamic leveling system and I really liked the option of choosing different weapons to optimize the match.
Also, I see that you have managed the RAM load very well as you have seen more than 20 enemies on screen and the game has not
collapsed in no time, wonderful.
I think it could be a good game if you keep working on it and I see you have some good knowledge.
vbt - Demo 2020
Without words, you've implemented 3D elements without the SGL, it seems to me you've succeeded in every way. I don't have the slightest idea of how you did it, but it comes from a very high level of technical knowledge and good work.
It's true that in real hardware the 3D elements blinked but I'm sure you'll find a solution. Blink in emulation?
Very good work
TRANSLATIONS
I would like to make an overall assessment in this regard. I have translated games from English to Spanish and I know the work involved in doing a huge translation. I tried some time ago to complete a translation and abandoned it because of how complicated it was and how long it took to do it.
I also tried to translate Japanese ngpc games to Spanish and I abandoned the project because I didn't know the software to use.
For my part in this sense I just want to thank you for the result of the product and the new possibility that you have given us
everyone to enjoy Saturn's Japanese titles in a more understandable language.
CONCLUSIONS
I think that everyone has given their best in this event. It was nice to see how everyone collaborated on this event.
Here exists good game developers and good lovelers of Sega and Sega Saturn and this is the best. We stay in touch here.
I'll continue with Blood Stigma development, so I would like to share my advances here.
Many thanks at all and don't blink!!