Permanently stuck in #16bit world and obsessed in developing on my Sega #Megadrive. Check out #SGDK, a free and open source Sega Mega Drive Development Kit 🙂
Brand new Sega Genesis game!! This is Morning Star, a beatem up/hack n slash game inspired in 90's classics as Golden Axe and Dungeons and Dragons. The game will feature 4 playable heroes, 2p mode, magic attacks, magic items, mountable creatures and a lot more! Check out the first demo footage, all characters, enemies, levels and music 100% human made!!
Programming: me
Lead artist: Paulo Italo Medeiros
Artist: Thiago Limaverde
Levels: @amaweks
Music: @RDiggoSilva
#indiegame #retrogames #sega #goldenaxe #segagenesis
En ce mois de novembre, j’aimerais me présenter à mes abonnés ! #SNK#NEOGEO
Je m’appelle J.MIKAMI, je suis né en 1971 et je viens de Hokkaido. J’ai travaillé chez SNK de 1991 à 1995.
En tant que pixel artist, j’ai participé au développement de plusieurs jeux NEOGEO, notamment :
・Mutation Nation
・Super Sidekicks
・Samurai Shodown
・Art of Fighting (portage sur Mega Drive)
・Savage Reign
Chez SAURUS, j’ai également travaillé sur :
・Shock Troopers
Puis, chez Camelot, j’ai participé à la création de :
・Shining Force III : Scenario 2
・Shining Force III : Scenario 3
・Shining Force III : Premium Disc
・Mario Golf GB
・Mario Tennis GB
・Mobile Golf
・Golden Sun
Plus récemment, j’ai travaillé sur :
・Tactics Ogre: Reborn
・INFINITY BULLETS (https://t.co/Vlb3JlNfJ2)
En 2026, je suis toujours actif en tant que pixel artist et je participe actuellement à un projet de développement pour un grand éditeur de jeux vidéo…
Depuis 2024 environ, je me suis également lancé dans l’autoédition indépendante, avec la création de fanzines et la participation à des événements.
Mon premier fanzine est disponible et rencontre un beau succès :
https://t.co/oqcXpc80Ua
Ces derniers temps, je travaille principalement en collaboration avec des partenaires étrangers spécialisés dans le développement de jeux indépendants.
Côté vie privée, je suis un otaku passionné de robots, notamment de Gundam. 😅
J’aime le Campari, que je bois même pur, avec des glaçons ! lol
N’hésitez pas à me contacter si vous avez besoin de créations en pixel art ou pour toute autre collaboration !
Salut à tous !
Je tenais à vous présenter mon travail concernant la version Saturn de Wipeout.
Je vous ai pondu une vidéo comparative de la version d'origine et ma version, J'ai mis un point d'honneur à quasiment effacer le clipping du jeu.
STEF (SGDK) est sur JAPAN GAME FESTIVAL 2 sur LYON 4 les 2️⃣1️⃣ / 2️⃣2️⃣ novembre 🔥 🕹 Développeur de génie, c'est à lui qu'on doit le fameux SGDK, LE kit de développement #1 pour SEGA MEGA DRIVE !
Tout a commencé lors du développement de Gens, son émulateur Mega Drive. Ayant besoin de ROMS de test, STEF a développé un logiciel basique permettant d'en fabriquer. 20 ans plus tard, le programme devient tentaculaire et est utilisé dans le monde entier pour développer des jeux Mega Drive ! SGDK (pour Sega Genesis Development Kit) était né !
Aujourd'hui, SGDK continue de s'améliorer sur le temps livre de STEF qui travaille dorénavant dans l'unique centre de R&D de Nintendo situé à Paris !
▶ Infos et billets : https://t.co/WcBdyanb1c 🥳
▶ Histoire de SGDK : https://t.co/QzDa1TA8w6
Behold HIROSHI, an ambient music workstation I’ve working on for the #Nintendo3DS
Full FM synth/4 types of sequencers/Soundfont support/+ lots of algorithmic generators ❤️
More progress on the Sega Genesis / MegaDrive port of Freedom Planet! Made in MDEngine using custom plugins
Many optimizations have been applied to the slopes and actor pool plugins
The Neo Geo exclusive 2-PLAYER CO-OP is in the Demons of Asteborg DX demo!
Play the whole first level with a friend controlling Bohort, Gareth’s mentor ⚔️
Demo + preorder links below 👇
#NeoGeo#RetroGaming#DoADX#Coop#SNK#IndieGame#PixelArt
The Demons of Asteborg DX Neo Geo demo is out!
⚔️ Full Level 1 + first boss
👥 1–2 players
🎨 Every background redrawn, more colours, dynamic zoom
🎵 Orchestral soundtrack
🔧 Work in progress
🕹️ Runs on AES/MVS (NeoSD, Darksoft), MiSTer, MAME/FBNeo
👇 Download link below
#NeoGeo #DoADX
** Sega Genesis EBH Update **
One of the well used special effect techniques for Semi Rotation of graphics over the years is to use the vertical scrolling offsets along with some horizontal skew with the horizontal scrolling offsets to semi rotate objects - called a tilt normally.
Normally the Sega Genesis has 20 vertical scrolling offsets you can set, so that means a unique vertical offset every 16 pixels over 320 pixels of screen width. This limits the amount of tilt you can do before things start to break up badly .
Horizontally we have 224 offsets , but vertically only 20 so it limits things normally. What if it you could vertical scroll every 4 pixels instead of 16 however ? So 80 offsets in total vertically , what could you do ?
Also what if you could tilt two objects at the same time on the same background plane ?
Well you could do Tilts with finely detailed graphics and they would look pretty great even when tilted quite a bit !
No animation , no extra frames , just some cpu / vdp trickery .
Gameplay yet to be fine tuned but for those that thought the sword was a gimmick - No its not - haha .
Theres a bit of cpu involved to get the tilt working to this degree for both Battleships so we do get to about 88 % cpu in this scene with 170 + bullets also. 60 FPS locked as usual .
Stay tuned - EBH will push the Genesis hard !!
@GabrielPyron@Carsten1349@Luke86McQueen
#SGDK #SegaGenesis #SegaMegadrive
** EHB - Sega Genesis Bullet Hell **
Another day , another 20%+ speedup , now maintaining 60 FPS - 99% of the time.
During transitions from fixed ( red ) to random ( blue ) trajectories a few frames below 60 FPS but now after the transitions holding 60 fps with some buffer to spare , about 82 % CPU with near 320 sprites onscreen , 360 capable.
Sprite pattern updates on the multiplexor at this density are a bit intensive, so couple of minor frames drop as new patterns are cached.
I do need to spend some cpu on other things besides bullets so this is a good step and proves I'll will be able to push the sprite counts very high without slowdown.
#SGDK #SegaMegaDrive #SegaGenesis
** EBH Sega Genesis Bullet Hell Update **
Well strap yourselfs in - tonnes added since last update. Its had about 30 hrs spent on it - burning the candle at both ends haha.
Updates since last :
Player Death animation - we now have a very nice scaled hop after player death.
Changed to XGM1 sound driver ( was XGM2 ) , the heavy PCM in this game was just too much for XGM2 to handle and slowdowns in music persisted , so changing to XGM1 we trade a bit of 68k performance ( about 2.7% ) but solve the slow down issue and also gain another PCM channel - it does cost some rom space though !!
Explosion SFX added to ships and Cruisers, Cruiser s now take damage with Explosion Animations also. We have about 5 different SFX for explosions so far and using XGM1 driver we have 2 PCM channels dedicated for enemies .
Made some more custom XGM1 asm routines for channel hopping with channel groups to lower cpu usage. Basically we take the first free channel we can without adding much cpu cost.
Target tracking Lazers !! Dual beams track targets across the screen with latching - this part alone took me about 10 hrs to do !! They started out been way too expensive .. thankfully just with my cpu budget for them now after optimising. All the rotations too time , thankfully some scripting did a lot of the heavy lifting as theres a lot of rotations !
Sword attack added !! Able to pickup purple bullets which can be later used in a mega weapon ( to be added ) - see mid level . Again scripting helped with a lot of the rotations.
Cruiser artwork re done, new small ships and 2 more Cruiser types added. A couple I touched up from an purchased artpack , one is completely my idea so hopefully they look ok.
@GabrielPyron fixed bullet artwork - bullets looked a bit weak before , @Carsten1349 provided more ships for the game - and the final boss which has loads of parts and animations i need to get in yet , without their help it just wouldn't be the same
@Luke86McQueen provided new SFX including Lazer and also new Explosion SFX , its really got some punch now thanks to him.
The stage will keep getting bigger yet and its all WIP .
Hope you like it !!!
#SGDK #SegaGenesis #SegeMegadrive
** SEGA GENESIS - MEGA VALKYRIE **
Formerly the 3D engine- now becoming a game !
Since last showing :
Back face culling of objects added - increase performance by 15% !! Basically we don't draw what gets overdrawn which saves performance - Some scripting helped to sort models into cullable ones and ones that weren't and also analysed co-planer triangles and reworked those to quads for the engine ( a quad is faster vs 2 triangles ) .
Optimised quad drawing ~ 2% gain, saved some resetting of the DDA points amongst shared sections.
Optimised joypad reading ~ 0.8% speedup every cycle counts haha.
Added dither patterns to the renderer so dithered surfaces can be used - only a slight hit to draw speed.
Modified the vblank dma timing to allow XGM2 driver to run at full speed without lagging , so now we can switch from XGM1 to XGM2 and gained 5% cpu performance.
Added a basic Enemy - much more complex ones to come , hes using the same movement logic as the player attract mode before. No destruction or collision checking yet .
Added player attacks - nothing final but a good start.
Reworked the camera to keep a constant background load on here so its indicative of a real stage. Maintaining a solid 20 FPS in this demo.
@TonimanGalvez is doing great work on map layout and huds, hes made some very nice internal renders of how the game will look once fully populated. Music is a placeholder for now, kindly provided by @laurent_crouzet so we can model music load in the game.
#SGDK #SegaMegadriver #SegaGenesis
** Sega Genesis Mega Parodius Update **
Slow but steady progress - the gift that keeps giving in coding workload is nearly done, in a few days Catboss will be done then onto the Penguin Boss ( much easier ) , which means stage 1 is near complete.
@GabrielPyron in GFX/SFX @VTRCHIPMUSIC in Music are patiently waiting for me to catch up with the level art / music but things are accelerating now . Much of the assets are done for stages 2 & 3.
Since last showing many changes under the hood, whats shown here is added Chest Bees, Penguin factory ( penguins coming up from the middle of the catboss ship ) , added Meow SFX, added Catboss Explosions and damage states.
The penguin factory was harder to get right than i thought , the ship acts as moving platform. Its not 100% arcade accurate as i don't have the source code, I actually think small variances will make it fun to play anyway - the goal is still to be very close.
Fixed a tonne of priority issues via a level based depth system for objects, e.g. penguins sprites come up behind the ship onto the ships deck, but paw sprites need to be infront of ship still, but the entire catboss ship must eventually come offscreen behind foreground, but then the foreground is actually the background layer ( layer B ) at that time and thats normally behind layer A ( the ships hull ) , as layer B takes over all foreground and background tasks when the Catboss comes on, as much of the Catboss is layer A to avoid the sprites per line limit issues ... yeah its priority hell haha.
Part of the issue is getting things accurate to the arcade, would have been easier to take liberties here and there , eg just let the Catboss drop down in front of the forground etc. Also arcade size explosions that don't cause sprite wipeout rather than using small explosions etc , used custom sprite cutting with no Y overlap to make sure sprite overload is kept at bay. The explosion sprites overlap the paw sprites and the right part of the cats face which is also sprites so minimal overlap was needed.
I'll also be attending the Japan Game Festival in Lyon 21/22nd , Parodius / Lufthoheit ( full team there ) / 3D Engine and other demos will be on display - hope to see some of you there : https://t.co/xWAWznaZt5
#SGDK #SegaGenesis #SegaMegadrive #Parodius
After a long break, project updates:
• Cataloged hitboxes for all basic attacks
• Added dash canceling & jumping during dashes
• Added SFX to basic attacks & music to all stages
• Added collision detection & one damage animation for testing
#dragonball#sega#megadrive#SGDK