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Thunder Bella the Cloud Chaser v2018.06.12 (PICO-8 Game)

Thunder Bella the Cloud Chaser is a PICO-8 game by EvilPaper. Bella is trapped in a vicious storm. She needs to fight to survive. Can you beat the evil Thundercloud and save Bella? Use fireworks and handy power-ups to win the battle!

New in this version:

Added a new boss attack pattern, the Mighty Thunderstrike. A bunch of power-ups that actually has an effect on the gameplay and a hefty amount of balancing. I think the game is more playable now. It all ended up in a Just-One-Boss type of game.

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Nova the Squirrel (Build 1081) (NES Game)

Nova the Squirrel by NovaSquirrel is a brand new platformer game for the Nintendo Entertainment System, playable in an emulator (such as Mesen) or on a flashcart such as RetroUSB’s PowerPak. Explore 33 levels and fight 7 bosses across five different worlds in an attempt to save the world of Latte from the evil “Scheme Team”!

This game is open source! You can find its source code at its GitHub repository. While the tools are not very user-friendly yet, if you feel like getting into the code you can build new levels for the game with a drag-and-drop level editor, or modify the game as you please. Later there will be a separate game engine release, for building entirely new platformer games.

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Tanglewood v2018.06.06 (WIP) (Genesis Game)

Tanglewood finally got a GOLD Client!

Quote:

Hello, friends!

A very exciting update – TANGLEWOOD has been signed off by our QA teams and we have our GOLD 1.0 build!

What happens next?

PCB Burning

The final ROM is now with our trusty Canadian engineers at db electronics, who are making last minute arrangements with the factory handling our PCB manufacture. We’re awaiting details of the first control batch, turnaround times, and some details we’ll need to test the boards when they arrive here.

Cartridge Assembly

In the meantime, it’s all hands on deck to finish the last few bits needed for assembling the carts. A lot of exciting boxes have started arriving with power tools, label printers, barcode scanners, packaging gear, work surfaces, and premium coffee, ready to get cracking with our first batch. We’re going to be trialling the first lot in my home to see how efficiently we can work with the space available, but we have plans to rent a small industrial unit nearby if we run out of storage space.

PC/Mac/Linux Harness

We’re aiming to have the PC, Mac, and Linux emulated versions ready to roll on our Steam and itch.io pages very shortly after the first cartridges are shipped, which means getting our harness emulator up to scratch. We trialled this back during the Kickstarter, but the game has since been through some significant changes, so our emulator needed a few updates to be able to handle the game smoothly again. Thankfully we managed to crack most of it over the weekend, but it still needs the same care and attention from QA as the game itself – there are a lot of machine configurations to cater for, and a lot of controller types!

We also need to integrate some Steam stuff like cloud saves, rich presence, and achievements, all of which involve some minor changes to probe the game’s memory as it’s running. Nothing tricky, just tedious and time consuming.

Press, Social Media, Streamers, Let’s Players

We’ve got a lot of work to do to prepare for our launch – contacting press, updating our social media accounts, and catching the attention of Twitch and YouTube streamers to try and gain some Let’s Play coverage. We’ll also be teasing some of the soundtrack leading up to release.

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Video: NES Programming #36 – Getting Basic Palette Loading Working

Michael Chiaramonte shows us more NES Programming.

Quote:

In this episode we re-visit the level loading code and handle the simplest case of up to 4 palettes and loading the initial attributes for the first fully-loaded screen. In Thursday’s stream, I’ll tackle loading the attributes in real-time as we update the nametable rows. Thanks for watching! See you Thursday.

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