undisbeliever.itch.io/space-rescue...
#snesdev #snes
It adds transpose analysis to the compiler to detect all out-of-range notes caused by driver transpose.
I've also rewritten the timer code to increase the max bytecode sleep duration to 65535 ticks.
github.com/undisbelieve...
#snesdev #spc700
It adds transpose analysis to the compiler to detect all out-of-range notes caused by driver transpose.
I've also rewritten the timer code to increase the max bytecode sleep duration to 65535 ticks.
github.com/undisbelieve...
#snesdev #spc700
This beta moves `_` and `__` transpose MML commands out of the MML compiler and into the audio driver, so the semitone offset will affect loops and subroutines.
#snesdev #spc700
This beta moves `_` and `__` transpose MML commands out of the MML compiler and into the audio driver, so the semitone offset will affect loops and subroutines.
#snesdev #spc700
forums.nesdev.org/viewtopic.ph...
#gamedev #snesdev #homebrew
forums.nesdev.org/viewtopic.ph...
#gamedev #snesdev #homebrew
undisbeliever.itch.io/space-rescue...
#snesdev #snes
undisbeliever.itch.io/space-rescue...
#snesdev #snes
"Triple Impact"
By DigiFox
It's still somewhat early in development but so far it's already looking really atmospheric with some solid sprite work.
#retro #homebrew #indiedev #retrodev #SNESDev #gaming
#retrogaming
I'm one step closer to releasing a game.
Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.
#snesdev
I'm one step closer to releasing a game.
Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.
#snesdev
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
On the plus side - I have been documenting and re-analysing my automatic joypad tests (1 or 2 a day) instead of watching YouTube.
On the plus side - I have been documenting and re-analysing my automatic joypad tests (1 or 2 a day) instead of watching YouTube.
#gamedev #snesdev #homebrew
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
Time to reset the snesdev daily log counter.
Time to reset the snesdev daily log counter.
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
Coded a very basic enemy that turns around when it touches a wall.
Coded a very basic enemy that turns around when it touches a wall.
Sketched a few level designs in a sketchbook.
Converted hard-coded constants into a structure of arrays table so walk and run have different movement values.
Sketched a few level designs in a sketchbook.
Converted hard-coded constants into a structure of arrays table so walk and run have different movement values.
- Panicked about my lack of progress in my snesdev game jam game
- Brainstormed and sketched the enemies I want in my game (instead of keeping them locked up in my head)
- Panicked about my lack of progress in my snesdev game jam game
- Brainstormed and sketched the enemies I want in my game (instead of keeping them locked up in my head)