undisbeliever
@undisbeliever.bsky.social
72 followers 61 following 86 posts
Slowly, slowly making a Super Nintendo game
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undisbeliever.bsky.social
The beta also adds a `_{}` change key signature MML command.
undisbeliever.bsky.social
A demonstration of the new transpose behaviour.
undisbeliever.bsky.social
I have released a new public beta build of my SNES homebrew audio driver. github.com/undisbelieve...

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
Release Version 0.2.0 beta · undisbeliever/terrific-audio-driver
This beta build was released to open the new _ and __ transpose behaviour for public testing. It is not fully implemented yet. If a song uses _ or __ transpose then portamento pitch calculations a...
github.com
undisbeliever.bsky.social
Currently TAD supports swapping the Common Audio Data (containing all samples and sound effects). It was originally intended for hot-loading the CAD via usb2snes but can be used to create a game with multiple TAD projects.
undisbeliever.bsky.social
BRR sample swapping is on the roadmap for my Terrific Audio Driver.

I am very undecided on the features, data structures and UX of sample swapping. I will make a request for comments to assist in the design after the next TAD release.
undisbeliever.bsky.social
I've added a transpose setting to my SNES audio driver.
Subroutines and loops can now be played with different semitone offsets.
Bytecode assembly only, the MML compiler changes have not been coded yet.

#snesdev #spc700
Reposted by undisbeliever
novasquirrel.com
Extending my Furnace to Terrific Audio Driver project so that it can also accept Impulse Tracker files wasn't too difficult, though there's still work to do and everything needs to be tested. Internally it converts the file to Furnace-style representation and then converts again to MML.
Screenshot of Terrific Audio Driver's window on top of OpenMPT with the same song shown in both tracker and MML format
Reposted by undisbeliever
novasquirrel.com
Here's my #SNES mouse-controlled shooter game so far! It's definitely far from being 100% done, but it's in a state where I feel comfortable showing it off and having people try it out! Multiplayer and regular controllers are supported.

forums.nesdev.org/viewtopic.ph...

#gamedev #snesdev #homebrew
Screenshot of a SNES game where a hovercraft toy is moving across a grassy map that has walls made out of colored wood. There's snowmen snowboarding around, and a pirate and pumpkin. Screenshot of a forest-y scene with a lot of trees and many colored balloons. Screenshot of a maze-like level with grass and colored wood, and pirates approaching the player.
Reposted by undisbeliever
kaptajnen.bsky.social
Here's an upcoming #SNES beat'em up that might be worth keeping on you radar:

"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
undisbeliever.bsky.social
Today I drew the player sprite in safety orange.
The deadline for the game jam is going to be tight (5 days to go).
#snesdev
undisbeliever.bsky.social
Added two enemies that shoot projectiles to my game.
The only enemy left to code is the boss.
#snesdev
undisbeliever.bsky.social
Yesterday I finished a playtest build of my SNES game

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
An orange player sprite in a room containing wooden crates. An orange player sprite climbing a ladder to exit water.
There are 2 fish and a purple box in the water. An orange player sprite jumping over a gap in a broken bridge. END crudely written in black room tiles above the player.
undisbeliever.bsky.social
SNESdev daily log 1:
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).
undisbeliever.bsky.social
SNESdev daily log 1:
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
undisbeliever.bsky.social
Thanks for the kind words.
The gbadev videos you've posted look interesting.
undisbeliever.bsky.social
#snesdev daily log 2 - 9:
- 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.
undisbeliever.bsky.social
Sorry for the lack of updates. I've been without Internet for the last week and do not know when it will be fixed.

On the plus side - I have been documenting and re-analysing my automatic joypad tests (1 or 2 a day) instead of watching YouTube.
Reposted by undisbeliever
novasquirrel.com
I really wanted my small SNES game to have smarter pathfinding than just moving randomly or just using atan2. I looked at some 90s game dev magazines for advice but it looks like Dijkstra maps work great and let me reuse work across many enemies if I want.
#gamedev #snesdev #homebrew
undisbeliever.bsky.social
SNESdev daily log 1:
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
An orange rectangular player with a red hitbox has flipped over two enemy cleaning bots.
Reposted by undisbeliever
undisbeliever.bsky.social
No snesdev last night. I got overwhelmed by the amount of stuff I have to do over the next two months.

Time to reset the snesdev daily log counter.