Little Dragon Adventure is a PICO-8 game by Mush. The evil Chiro Empire has captured all of the other Dragon Eggs! It’s your job to save them!
Beatship for PICO-8 by D’oven is a test-your-luck rhythmic space shooter where shooting on beat allows you to use a powerful beam weapon but one misfire and your combo resets to 0. Do you play it safe and sit on the charge you’ve built up or risk it to restore much needed health? Leave the menu screen running for a [&hellip
2048: Pico-8 Edition is a piconized version of the puzzle game 2048 by D’oven
The Assembly Line is a NES homebrew podcast started by Sole Goose Productions and Kevin. They cover a variety of theoretical topics, feature a central game under review, have guest interviews with folks, and also showcase some music. Quote: Episode 11: NESdev Competition – Part 2 https://soundcloud.com/user-463768680/e11-nesdev-competition-part-
Michael Chiaramonte goes on with his NES Programming tutorials. NES Programming #45 – Outa Time Watch this video on YouTube. Quote: In this episode I worked on trying to squeeze in my calculations for row updates and attribute updates into the NMI and after trying to chisel away at it, determined that I’d have to do that calculation in the [&hellip
Rolly is a brand new PICO-8 game by Davbo. Jump, Roll, Hop and Dive your way through sharp caves to rescue your friends
Picolarium is a PICO-8 game by tobiasvl. It’s a clone / demake of Polarium known from the Nintendo DS. Changes: * Level editor, which lets you create your own levels. * Password system, which lets you share your custom levels with others, or import other people’s levels. The passwords are compatible with Polarium for DS, so you can probably find [&hellip
Astronomer is the first Atari 2600 game by Alex Pietrow. It is a simulation game of sorts that allows the player to get into the shoes of an astronomer and observe stars with the world’s largest telescope. The aim of the game is to aim the telescope beam at a star and observe it troughout the night. This is achieved [&hellip
Michael Chiaramonte goes on with his NES Programming tutorials. NES Programming #44 – Adding attributes back Watch this video on YouTube. Quote: After getting the map code working, I rewrote the code to load the attributes into the memory buffer. This involved updating the asset tool to properly remap the metatiles to properly allow for attribute value lookup. In the [&hellip
Taco for the Super Nintendo Entertainment System / Super Famicom has more progress to show. Two items were implemented: Magnet and teleportation