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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PCEngine-Turbografx ASM Programming ep04a 6280 CPU Introduction (PCE misc)

Chris Covell teaches us PC-Engine coding!

PCEngine-Turbografx ASM Programming ep04a 6280 CPU Introduction

Quote:

If you’re already familiar with the new instructions of the 65c02 and HuC6280 CPUs, you could skip this video. I just give a quick overview of what the new and unusual opcodes do.

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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.

NES Programming #14 - Part 1 - Exporting from the tool

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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Video: The PlayStation – TECH in a MINUTE (PlayStation misc)

Tech in a Minute: The PlayStation, by It’s a Pixel THING.

History and Origins of the PlayStation (PS1)

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PCEngine-Turbografx ASM Programming ep03 – links and software (PCE misc)

Chris Covell teaches us PC-Engine coding!

PCEngine-Turbografx ASM Programming ep03 - links and software

Quote:

In Episode 03, I go through the necessary steps of d/ling emulators & an assembler (plus support libraries) and go over image editing tools, all in preparation for making our first PCE code.

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Video: The TurboGrafx 16 / PC Engine – TECH in a MINUTE (PCE misc)

Tech in a Minute: The TurboGrafx 16 & PC Engine, by It’s a Pixel THING.

History and Origins of the TurboGrafx 16 / PC Engine

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10-PRINT (Game Boy Techdemo)

10 PRINT CHR$(205.5+RND(1)); : GOTO 10 is a concise and elegant single line of code written in BASIC for the Commodore 64 sometime in the early 1980s. When run, it produces a maze-like pattern on the screen in an endless loop. Sven Dahlstrand rewrote this one-liner for the original Game Boy, written in assembly language using the RGBDS toolchain. ROM, source, and documentation are freely available.

Thanks to Sven Dahlstrand for the hint!

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Okinawa Rush (WIP) (Commercial) (DC Game)

Okinawa Rush is a martial arts platforming game with RPG elements, many items to collect and unique FengShui system. The game is currently in development and will come to PC, PS4, Xbox One and Dreamcast!

Based on the “golden era” of video gaming with many influences from the old arcade games of the early 90s whilst introducing a deep, fluid, fighting engine, unique features and a constantly evolving character system.

Okinawa Rush - Kickstarter Trailer

Features:

– 3 Playable characters.
– Fast, fluid combat with unique fighting engine.
– Intense boss battles!
– Parry anything system.
– FengShui item system.
– Co-op two player mode.
– Customisable training Dojo
– Train your hero for optimum power and speed.
– Online highscores and time-attack. Ingame “splits” for speed-runners!

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