Olof Næssén
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olofn.bsky.social
Olof Næssén
@olofn.bsky.social
Programmer. C/C++, 6502, 65C816, 68k, NES, SNES, AMIGA. Fun stuff http://darkbits.org. Work stuff sharkmobgames. Ex. ubimassive.
Got my Multisystem 2 in the mail today from @heber-limited.bsky.social . I've been looking forward to the Multisystem 2 more than Switch 2, and so far it does not disappoint. I'm quite blown away by the form factor and it looks much better in person than I thought!
October 6, 2025 at 5:59 PM
I've been doing a lot of work with the overall framework of the game lately, such as adding a save system, menus, progress displayed on the map for levels etc. It's fun as it makes the game feel more real.

#nes #nesdev #homebrew #gamedev
September 6, 2025 at 2:30 PM
This week I've worked on the over world from where you enter levels. I've decoupled levels from entities which means I can have a lot of levels in a screen as they no longer take up entity space. What you see is one biome and the plan is to have several.

#nes #nesdev #gamedev #indiedev #homebrew
August 16, 2025 at 5:56 PM
After a summer holiday break I'm back with #nesdev. Today I've added a charge punch that makes it possible to destroy bigger and harder blocks but could also be used for stronger enemies. I'm leaning towards the skill being an upgrade you don't have at the start.

#nes #homebrew #gamedev #indiedev
July 28, 2025 at 10:20 AM
I've implemented a system that persists data between rooms in a level which makes the game remember destroyed blocks. The best part is that it's quite memory efficient so levels can be pretty large.

#nes #nesdev #homebrew #indiedev #gamedev
June 14, 2025 at 1:29 PM
I've added the ability to punch enemies and punch throw blocks. Effects are missing and animation is still work in progress, but it's quite promising. The idea is that it will also open up more ways to interact with the world beyond just destroying things.

#nes #nesdev #homebrew #gamedev #indiedev
May 25, 2025 at 3:21 PM
Here is an update on the water effect. It now works as expected in both vertical and horizontal rooms and takes the camera into consideration. Conclusion is it's starting to look quite doable now!

#nes #nesdev #homebrew #gamedev #indiedev
May 10, 2025 at 11:10 AM
I've been playing more with the water effect and added water physics as a test. It's tricky to get the timings right, so we'll see if the effect can be used for real. I'd also rather have the the ability to actually swim than simply run around slowly.

#nes #nesdev #homebrew #gamedev #indiedev
May 3, 2025 at 6:26 PM
Just for fun I had so see if I could expand the water effect. Pretty simple stuff but yet not that commonly seen on the #nes. Perhaps a bit too much (especially if it covers the whole screen), so we'll see if I keep it.

#nesdev #homebrew #gamedev #indiedev
May 1, 2025 at 8:34 AM
Transparent water on the NES? Yes please! Subtle effect, but I think it works quite well. The only problem now is that I need to implement water physics...

#nes #nesdev #homebrew #gamedev #indiedev
April 27, 2025 at 7:29 PM
We've made it possible to stomp enemies to kill them. There's still a lot of polish work left, such as adding effects to make it feel good, but at least it's working.

#nes #nesdev #gamedev #indiedev #homebrew
April 26, 2025 at 12:12 PM
We now have moving platforms in the game added by @tedsteen.bsky.social. Quite a simple mechanic but can add a lot of variation and challenges to a level.

#nes #nesdev #homebrew #indiegames #gamedev
April 12, 2025 at 10:58 AM
I got this record in the mail today. I've wanted to own it on vinyl for a long time and was shocked when I learned recently it was not considered a success upon its release. Among my friends in Sweden in 1998 it was definitely considered a great album!
April 9, 2025 at 8:00 PM
Sometimes I find records at home I have no recollection of buying. In this case I don't even remember the band. Anyway, it's a pleasant surprise! I guess I should pay my record collection more visits in the future.
April 5, 2025 at 12:46 PM
A very trivial effect to do in order to create the illusion of depth is to change the player to render behind background tiles at certain locations.

#nes #nesdev #homebrew #indiedev
March 8, 2025 at 12:27 PM
I've added a ground slam mechanic. The idea is that you will be able to destroy certain blocks and use it to attack enemies. It's going to be interesting to see how it feels when it can actually affects the environment.

#nesdev #nes #gamedev #homebrew
March 1, 2025 at 6:20 PM
We have added wall jump. At first I was a bit skeptical but it feels quite good. We probably need to tune it a bit though to not make it too powerful.

#nesdev #nes #gamedev #homebrew
February 22, 2025 at 2:16 PM
Saturday night fun. Making a fresh install of Workbench.
February 8, 2025 at 8:01 PM
I've added collectible items. Instead of having it completely static I also added a spawner you need to follow which is time limited. I think it'll be a good fit for the game as it adds an optional challenge to a room in a very simple way.

#nes #nesdev #homebrew #indiegames
February 1, 2025 at 4:09 PM
I've added destructible blocks. It's a bit blend without effects and quite limited (SMB style), but it will be expanded upon in the future.

I've also added death and respawn if you hit an enemy. It makes it feel more like an actual game with a simple game loop.

#nes #nesdev #gamedev #homebrew
January 25, 2025 at 4:25 PM
I asked my partner if it's okay if I buy another microcomputer and she said, yes of course, if it makes you happy. At that moment I knew why I married her. (Not shown in the picture is three C64).
January 12, 2025 at 10:36 AM
Here I'm stress testing a room filled with enemies. There are 15 enemies individually updating which is our current max. Seems to work fine in NTSC with zero lag and time to spare in the frame. We haven't optimized anything yet, so it's all good!

#nesdev #nes #homebrew
December 14, 2024 at 8:02 PM
We now have acceleration in our controls and different animation speeds. Although a lot of work is still left, it's starting to feel quite decent and it runs pretty much the same on PAL and NTSC!

#nesdev #nes #homebrew
December 14, 2024 at 12:50 PM
We now have dialogues and @tedsteen.bsky.social ported our script system from Data Man, which drives the dialogues!

It was tricky to make it not glitch and keep as many colours on screen as possible. I think only #nesdev people might really appreciate it. Felt like doing demo coding again!

#nes
December 5, 2024 at 8:15 PM
This week we continued on platform controls and I added graphics for the main hub of the game which is an alien crashed spaceship you will help to repair! There is still a lot left with the basic platforming controls, such as adding acceleration, a nicer camera etc.

#nes #nesdev #gamedev
November 23, 2024 at 2:30 PM