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Curse of Kildren v1.3 (PICO-8 Game)

Curse of Kildren is a PICO-8 game by gfcarstensen. It’s a Zelda like adventure. Defeat the wizard Kildren and release the kingdom from his wintery curse. Features an Overworld and 6 dungeons to explore. Includes 6 bosses, and many different enemies, weapons and items.

Changes:

* Made shield block standard glowing bullets (does not block fireballs)
* Changed static trap that shoots in 4 discrete directions to use fireball (so can’t block) – the trap that targets you still uses the standard bullet
* Made you start the game after death assuming you have found some heart containers with 3 hearts, not 2.

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Video: NES Programming #18 – We Unbreak The Broken Things (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming.

NES Programming #18 - We unbreak the broken things

Quote:

In this episode, we test a few more ideas out to see if I can make my asset loading code work efficiently enough on the NES. After reaching my conclusion, I modified the asset tool to support swapping colors in the palette for the transparent color and saving the sprite changes back to disk. Next time, we’ll start working on tile mapping and loading the game backgrounds into the nametable. This will mean we have to start looking at palettes more seriously, too.

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Alfonzo’s Arctic Adventure v2018.03.31 (WIP) (NES Game)

Alfonzo’s Arctic Adventure for NES got an updated demo!

Release notes:

I’ve uploaded a new demo for the Alfonzo game, now titled “Alfonzo’s Arctic Adventure”. This demo contains the same first world and melee mode as the previous demo, but with the updated features that will be available in the full version of the game, including cut scenes, a world map, and secret exits. Personally, I believe it is much more polished and professional looking. Give it a try and see for yourself!

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Video: NES Programming #17 – What Fun New Ways Can We Break It? (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming.

NES Programming #17 - What fun new ways can we break it?

Quote:

So, over the weekend I decided I wanted to try and change the sprite drawing code to load data about the sprites to populate them vs just generating the assembly to do it. This seems to have been a mistake and I struggled through getting it barely working with huge negative impact to performance… hopefully we can fix it next time (or we’ll just revert our changes back and go with the original method). Thanks to those who stuck it out for this extra long stream.

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