Finally finished implementing moving platforms. Also, I'm so bad with jumps! Great graphics by @politopo

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It doesn't show up very well, but I finally implemented hooks for custom scripted events in our game. As always, great graphics by @politopo

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I love the MisterFPGA, to me it's as if magic is real. I naively imagine what would happen if we have a similar board but with 10 times more power..
Today I read a brief explanation by one of the contributors about how that scenario may not make a difference.
Almost all platforms after the 90s operated away from direct hardware dependencies & cycle accuracy because they didn't need to anymore. So we may never see FPGA cores beyond PS1/Saturn/N64 as emulators are sufficient after. 😦

The platform doesn't move yet, but collision-wise it's ready!

As always, many thanks to @politopo for great graphics

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"Look at this. It's worthless - one dollar from any garage sale. But I take it, I put it up on eBay in 30 years, it becomes *priceless*!"

An implementation of the Hunt and Kill algorithm to generate perfect mazes on the

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And yes this Command & Conquer clone (a pretty comprehensive one too, with multiple multiplayer options) that fits on a single floppy disk was made by that same Chris Jones who also made Adventure Creator that same year. Adventure Creator would later become Adventure Game Studio.

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This is a C64 demo for a *1541 disk drive*, and I'm just 😯. Even though I already knew that C64's drives were essentially computers with CPU and RAM, just the idea to use serial data/clock lines for video output is so incredibly AMAZING. So cool.
youtu.be/zprSxCMlECA

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GPUs are starting to appear in stock (even if not in great quantity or in every store or model type), although the official retailers are currently managing demand by charging at least double the manufacturer SRP (I wonder how those contracts work; who gets to pocket the huge increase so far into a stock shortage that everyone probably had time to draw up new agreements to guarantee what stock was available).

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RT @han_tani@twitter.com

Really fascinating/strange 2000 interview of Itoi/Miyamoto/Iwata on Earthbound 64's cancellation - Miyamoto condemning visual-primacy design, saying "you really don't need more than 3 people to make a good game..". Iwata lamenting over game teams' scale..

yomuka.wordpress.com/2013/08/1

🐦🔗: twitter.com/han_tani/status/13

@politopo provided new and so I added a color coded key-door system. Not too shabby for a platformer!

it's incredible how much adding tile animation can change the feeling of game!

As always, graphics by @politopo

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Follow up: the new system works great and it's much faster!

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