News

Into The Blue v2018.06.24 (Game Boy Game)

Jonas Fischbach of Retroid fame released another Game Boy Color homebrew pearl named Into the Blue. You have a vertical play field with panels raising from the bottom. The panels can be rearranged and will disappear if three (or more) matching panels are lined up in a horizontal or vertical row. The game is over if a panel touches the upper border of the play field.

This game is inspired by a Sega Genesis title named Megapanel, which is is widely forgotten today โ€“ probably because it was only released in Japan.

Mausoleum Quest v1.0 (PICO-8 Game)

Mausoleum Quest for PICO-8 by sprvrn is a small action adventure game where you explore an old and ruined place, inhabited by dangerous drones. It looks peaceful, but the quest will be difficult. The controls are simple: an attack key, and a dash key to escape your opponents attacks and jump from a platform to anther.

Beatship v2018.07.20 (PICO-8 Game)

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 bit to see an in game demo. The basic space shooter elements of this game’s code were made using ztiromoritz‘s fantastic Pico-8 tutorial. The rest of the game was made for Yohahi’s Floppy Jam.

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.

Quote:

Episode 11: NESdev Competition – Part 2

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

Video: NES Programming #45 – Outa Time

Michael Chiaramonte goes on with his NES Programming tutorials.

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