Nintendo Entertainment System (Famicom) News
Family Picross (Kickstarter) (NES Game)

Family Picross by Second Dimension is a brand new puzzle game for the NES. It features more than 100 puzzles for hours of entertainment, and an easy password system to let you continue if you only have a few minutes to play.

httpv://www.youtube.com/watch?v=5vN–HLucdE

‏The game is 100% FINISHED. and this campaign is to raise funds for a full production run of physical copies! The risk things go wrong is very little with this Kickstarter.

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Alfonzo’s Arctic Adventure (Kickstarter) (NES Game)

Alfonzo’s Arctic Adventure is a brand-new platformer game for the NES. It is a sequel to Eskimo Bob: Starring Alfonzo.

You take the role of Alfonzo on a quest to find your missing best friend, Bob. Knowing that Bob’s favorite food is fish, you decide to collect as many fish as you can while searching for your friend. With your trusty stick by your side, travel through over 90 levels filled with puzzles, traps, and enemies around every corner. Luckily, you aren’t alone on your adventure! You will meet new friends along the way, each with different abilities to help you on your quest. These include the power-punching Magnus, the near-invulnerable Fenwood, and the sword-wielding Girl.

Pick up your chance to support the developer and get a physical release! The Kickstarter campaign is already ongoing!

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NES Brainf–k Interpreter Overview (NES misc)

An overview of Vi Grey‘s Brainf–k Interpreter NES cartridge badge presented for DEFCON 201’s August Technical Meeting.

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Nebs & Debs v2018.08.17 (WIP) (NES Game)

Chris Cacciatore prepares collecting money for his NES platform game Nebs & Debs.

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It’s official. The Nebs ‘n Debs Kickstarter will begin Wednesday 8/22. So get ready to pledge! #nesdev #gamedev

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Orange Island v2018.07.31 (WIP) (NES Game)

Orange Island is a new NES game in development. The game shapes up nicely! See your own!

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Big news! I’ll be presenting @orangeisland again at @EGX in September. I’m working on an updated demo for you all to try! Who’s gonna be there? #EGX #gamedev #indiedev #nesdev

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Flap Happy v2018.07.31 (WIP) (NES Game)

Ryan Carson has progress news on Flap Happy.

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Fading in and out, yay!

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Video: NES Programming #47 – Adding Collision To The Asset Tool

Michael Chiaramonte goes on with his NES Programming tutorials.

NES Programming #47 - Adding collision to the asset tool

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In this stream, I added the ability to turn on a grid in the asset tool and toggle collision in metatiles by clicking on the individual 8×8 subtiles in the metatile. This information is saved in a 2-byte bit mask and on Monday we’ll be exporting the information for the NES and implementing the collision detection. As always, thanks to all those who watched the stream live! See you Monday – have a great weekend!

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Video: NES Programming #46 – Tile Loading And Attributes Are Done For Now

Michael Chiaramonte goes on with his NES Programming tutorials.

NES Programming #46 - Tile loading and attributes are done for now!

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I finally got the tile loading and attributes loading properly in this stream. We have one more minor task to take care of on Thursday, but even with reloading the entire attribute memory in the NMI, we’re getting smooth scrolling (unlike before). We will start working on background collision next stream (FINALLY!). Thanks for those who watched. See you next time!

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The Assembly Line: An NES Homebrew Podcast – Episode #11 – NESdev Competition – Part 2 (NES misc)

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.

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Episode 11: NESdev Competition – Part 2

https://soundcloud.com/user-463768680/e11-nesdev-competition-part-2

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Video: NES Programming #45 – Outa Time

Michael Chiaramonte goes on with his NES Programming tutorials.

NES Programming #45 - Outa Time

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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 game loop and only do the PPU updates in the NMI. That’s where we’ll pick up on Monday.

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