Check out the (ridiculously huge and cheap) Indie bundle for Palestinian Aid. 1000 games for as little as USD $5, including one from yours truly. Lots of good ones in here. https://itch.io/b/902/indie-bundle-for-palestinian-aid
such a noble, regal beast
Trying some projected perspective parallax on Game Boy Color. If you squint a bit, the track should look kind of 3D? I'd like to do this on NES but without a non standard mapper in the cartridge you can't (realistically) get the scanline interrupts needed to tell what line the screen is rendering
some preview images in case you dont like youtube
This is actually good progress
For me the real joy of 8bit development is when things like this happen.
In this instance the music player library was using the same memory region as my video update buffer, so changes to the audio state were being reflected as a kind of semi-chaotic visualisation.
In the end I was able to manually relocate the music player's RAM region to a valid area where nothing was being clobbered. Shows that you can't always trust the linker to do a safe job of assigning space
I made a #nes game using a web IDE over the weekend. You can download / play / edit it here http://8bitworkshop.com/redir.html?platform=nes&githubURL=https%3A%2F%2Fgithub.com%2Fvoxel-public%2Fakj11_ancient_ruins&file=ancient.c
designing everyone's favourite directional slidey puzzle
I've entered a #gamejam this weekend and decided (perhaps unwisely) to try and make a #nes game in 48 hours. I'm using C in a free web IDE designed for this purpose https://8bitworkshop.com/v3.7.1/ learning to work with neslib is slow going, but realistically I'm probably miles ahead of where I'd be if I were learning 6502 assembly for this
Previous dreamcast prototype saw me defining all map geometry 'by hand' per vertex and hardcoding it into the engine. This was fine for a boring square room but not really practical for a game with more than a couple of locations. Plus it's hell to edit after the fact
However, I am making some good progress with the renderer. The idea is to model arbitrary modular rooms in blender and munge them into a format I can display efficiently on the Dreamcast. The rooms snap together at predefined portal points, and select appropriate mesh geometry depending on whether they're connected to another room or not. Although I have no plans to let players build levels, the map editor will run in-engine rather than being a standalone tool. #theLudarium #gamedev
Low bit and retro developer
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