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OpenBOR v3.0 Build 4750 (PSP misc Port)

OpenBOR (Open Beats of Rage) is an open source engine to play Beats of Rage. Beats of Rage is a freeware open source video game and modifiable game engine made by Senile Team and inspired by Sega’s classic Streets of Rage series. The term “modifiable” means that the program allows users to create their own content, and thus their own [&hellip

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OpenBOR v3.0 Build 4750 (Android misc Port)

OpenBOR (Open Beats of Rage) is an open source engine to play Beats of Rage. Beats of Rage is a freeware open source video game and modifiable game engine made by Senile Team and inspired by Sega’s classic Streets of Rage series. The term “modifiable” means that the program allows users to create their own content, and thus their own [&hellip

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Tanglewood v2018.03.23 (WIP) (Genesis Game)

Progress for Tanglewood by Big Evil Corporation doesn’t stop! Quote: One major piece of feedback from our testers was that they didn’t understand the checkpoint system, mostly because the checkpoints are invisible and scripted based on game events. We’ve changed how it works, and added these totem pole checkpoints which light up when you reach one

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Newo Fox v2018.03.22 (WIP) (Wii Game)

Owen still works heavily on Newo Fox for Nintendo’s Wii. Quote: As long as I keep it below 100% the game will stay at 60fps. Debug text “Split”. It fluctuates between 41 and 70 because I dont update the spatial grid every frame and some frames are busy because of bullets, explosions etc

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Retro Asylum #180 (misc)

Retro Asylum #180 is here! Content: Dean Swain & Chris O’Regan are back with all of the latest retro gaming related news, answering your #askRA questions and discussing joysticks, control pads and all manner of input devices

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Video: NES Programming #14 – Part 1 – Exporting From The Tool (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming. Quote: We actually got something exporting from the tool! After showing how that works, I add functionality for detecting file system changes and start writing out the sprite data structure. Next stream, we’ll handle drawing bounding boxes and exporting the entire set of data in the project

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